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Messages - M-Tee

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Newcomer's Board / Re: Tile Layer Pro Palette Colors?
« on: July 10, 2013, 08:33:22 am »
Palette data is stored separately, and applied to the graphics. This is how mario and luigi can be two different colors, but share the same graphics.

To edit the palette, open the rom in fceux. Play until the screen displays the palette you want to edit. In the debugger menu, display the ppu viewer. The palette is displayed at the bottom. Each color is represented by a two-digit hex code. There are two rows of colors, each four sets of four. One row is for background. The other for sprites. The first color in each sprite set is displayed as transparent.
Write down the sequence of 4 color codes. Then in the debugger menu, view the hex editor. In the hex editor menu, change the display to "rom."

Use file search to find your sequence of hex codes. When it arrives, choose "find next" to ensure that the sequence only occurs once. If it occurs more than once, you will have to trial and error your way to find the correct one. (If it does not occur once, attempt the search without the first color. Often roms will establish the transparent color once and store the other three colors separately.

Type the new sequence over the old one. You can know the hex codes of the entire palette by doing a google image search for nes palette.


The changes will not take effect immediately. You will have to get to a point in the game where palette data is being loaded. In some games, you can pause and unpause. Some you will need to change levels, some older ones only do once upon startup, so you'll need to reset. (You know the palette data is being loaded if the colors in the ppu viewer refresh.

If your change is successful, select file, save in the hex editor window.

This may sound daunting if you've never edited hex before, but it's really very easy and a basic skill. Do it. Take a screen shot and post your results.

...You should work with what you get...

Allow me to say that I disagree with this statement and support your decision, Bisqwit, not to compromise your vision by settling for "anything you can get."

Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: July 02, 2013, 01:34:03 am »
I second the removal of the Asian quote brackets.

Personal Projects / Re: M-Tee's NES Graphics Projects
« on: July 01, 2013, 10:48:01 am »
An Indian spear. It's a temporary power up in the game. Originally a bamboo pole. He thrusts it front and back. The only guns in the game will be held by the bandits. The pole & sickle (now spear & horseshoe) are the only offensive attacks in the game. Very simple gameplay.

Personal Projects / Re: M-Tee's NES Graphics Projects
« on: June 29, 2013, 12:36:43 pm »

For the player sprites, I only have victory and death sprites left to do. Also, is a screenshot of the first level so far.

As for the locating the background TSA palette attributes, I have: found the TSA. First, I checked after each set of four tiles for the attribute data. It is not together. Immediately before and after each 4 addresses defining which tiles to use is another set of addresses for another TSA. I have then searched the palettes in sequence of the TSA that were listed: for example, in the list order, the sets use palettes 00,01,00,00,01 respectively. I've searched for that string to see if all of the palettes were grouped together (which is how Bomberman arranges its sprite palette data).

How else should I go about trying to locate it?

I had forgotten about Dr. Floppy's Attribute Guide and PPU docs. Rereading them now, seems to be the solution to my problem.

Personal Projects / Re: M-Tee's NES Graphics Projects
« on: June 27, 2013, 12:13:49 am »
Okay, real world issues taken care of. Back in the game. I've been doing some more graphics for Pyron, including a title screen and some bosses as of late.

As for Shogi, got a bit of tedious work ahead, but I feel I grasp how to do what I need to.

As for Ruckus/Ikki, though. I would like to change the palette assignments for the backgrounds. The game is a near-launch title for the famicom, so I doubt it would be too difficult. I've already managed to work out how the sprite frames and attributes are formatted.

How would I go about locating the background palette attributes?

Or you could redesign your character sprite. Blue in the eyes is definitely not essentially, and portraying glasses as solid white is pretty common.  ...or you could make a new design to replace Wily with using your new palette.

ROM Hacking Discussion / Re: Screenshots
« on: May 06, 2013, 09:16:06 am »
I also back the localization option. I'd go Mack, Mac, Macken, or Macky, and Potts. Just my thoughts.

Fun little platformer though. Glad to see it getting a translation.

Personal Projects / Re: My NES Translation Projects
« on: May 01, 2013, 09:12:05 am »
My vote goes for Street Kings. I would also be down for doing a title screen and other graphics if needed in the near future.

Looking good.

How many tiles are available for the title logo?

Personal Projects / Re: Pyron
« on: April 19, 2013, 10:40:55 pm »
Current goal is fall.

Sounds like you're wanting to run marathons before learning to crawl. The ambition is not necessarily a bad thing, however, it can definitely hinder you. Aside from some half-finished hacks around '99/00, I'm only a few months back into the hobby myself.

My advice is: grab a very simple NES rom, one with a single bank (if I'm using that term correctly) of graphics (one BG table and one sprite table), less than a paragraph or two of text, and some standard behavior palettes, and do a full graphics, text, and palette hack of that to learn the basics prior to jumping into complex games like Castlevania. You're a Castlevania fan and that fuels your motivation, so try taking a simpler non-Castlevania game and give it a Castlevania theme, like Loderunner or something. If you can do a decent Belmont at 16px square, you're pretty set.

To find these easy~to~hack games, check the wikipedia entry for "list of family computer games," sort by date and go as early as possible.

I'd link, but I'm on my phone and it's slightly inconvenient.

Personal Projects / Re: Thief and the Cobbler/Super Mario Bros 2.
« on: April 17, 2013, 11:10:35 pm »
All you need to do is find the sprite tile for the eyes. Make it solid white, then load the rom and you can see the area in which the eye sprite exists and know the restrictions as to where you can incorporate the secondary colors. More than likely the relative position will change between frames.

Your sprites look good. Watch your proportions. Some of your characters' arms would extend past their knees at their current length. Also, be wary of letting the edge of your tile show with solid, straight lines, such as the top of the girl's hat. Finally, the positioning of the grey character's arm is initially unclear, but could be clarified in animation.

The faces are really expressive though with the characters well represented. Glad to see more aesthetics-oriented members on the board and look forward to your progress.

Kind of the point in the novelty, I'd assume. To make the consequences as dire as possible from one death.

An alternative would be to stay at the game over screen. No way to pass it without doing a hard reset.

Personal Projects / Re: M-Tee's NES Graphics Projects
« on: April 16, 2013, 11:44:06 pm »
Hitting the other systems doesn't interest me, but doing other board games (in particular Xiangqi) for the NES does. So board game suggestions are welcome.

Was gonna try to knock out the Shogi hack quickly, but it's going to take a large amount of work getting the pieces to display correctly. I've already found the data, so I'm not worried about, it's just going to be tedious.

Other than that, I've got 3 weeks left for a deadline for a gallery exhibition of non-game related art. So I'll be back around then back to finish up Ruckus and Shogi and get back to updating the graphics in Pyron.

The arcade version? It's one of my favorite games of all time. Don't recall the alarm sound though.

yolo is some hipster term for "you only live once" so his pitch is a series of games with one life, no continue. To further it, I would suggest death as triggering a hard game reset or if possible, power off.

Personal Projects / Re: Final Fantasy VII NES Project
« on: April 15, 2013, 01:28:27 am »
Then my view of the goal of the project was incorrect. If it is to interpret FF7 as if it were an immediate sequel to FF1, utilizing the same art style and class system, then I see you're approach. The FF1 artstyle would take priority.

I was viewing it as an accurate-as-possible NES imterpretation of the psx game without regard of the NES predecessors, in which case visual similarity to the original character designs would have taken priority over designs created for different characters in a different game.

Personal Projects / Re: Final Fantasy VII NES Project
« on: April 15, 2013, 12:34:13 am »
I assure you that bitterness in or from my comments have not been intended. Quite frankly, I haven't interpreted anything in the conversation as bitter or even personal. My comments were intended to be of the type, "X is not working because of Y reason," offered constructive, bluntly, and objectively.. and lead to exactly the type of discussion that I appreciate in my own work.

If you somehow feel it was personal, perhaps there was a misunderstanding. Perhaps I wasn't clear, when I said:

The point wasn't about his character in story, it was about his design...

I was talking about his original design from the playstation and related promotional art, not from the sprites in game.

Other than that, I don't see anything that could have been misconstrued, and I do recall respectively acknowledging Lugia's disagreement on the reduction of detail for clarity... so I'm not quite sure exactly what direction you thought the conversation was taking to feel the need to police it.

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