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Messages - M-Tee

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501
Personal Projects / Re: Pyron
« on: January 01, 2013, 12:05:15 pm »


Here's a 4-frame jet exhaust animation, a 4-frame 16x16 flip jump, shooting straight up and a megaman-style slide just for good measure.  ;D

All tops are compatible with all bottoms -except- looking straight up and crouching. I doubt with normal controls, you'd be doing that anyhow.

Also, I took the liberty of some redesigns of your aliens. Wasn't sure of tile restriction, so with the exception of the spy, I gave them each a simple 2-frame, full tile animation. As named on your site, there's the spy, pupple, glug, miglaf, and golmar.



502
Personal Projects / Re: Pyron
« on: December 30, 2012, 11:54:52 pm »
Sounds great. I'm knocking out a 16x16 flip jump now, and I did a looking up shot with the gun nozzle one pixel right of center (even pixels, no center) How many frames for the exhaust?

503
Personal Projects / Re: Pyron
« on: December 30, 2012, 11:03:36 pm »
A,B,C,B is a perfectly fine running animation, no reason for more frames there.

I'll gladly send an nes file. Two things though first: Are there any other frames of animation I haven't made? Is there a dying frame or anything like that? Shoot me a screen shot showing them, and I'll gladly take a pass at them. This includes the upward shooting frame, so that I can have the gun nozzle at the right pixel to align with the shots.

Also, with transparent being 0, what order are your colors, in terms of colors 0,1,2,3. That way I can get the .nes file to coincide with your palette.

I did a pretty solid flip jump for Captain America a while back.  That game had a strange layout for it's flip jump, 24x32 char. sprites, with a peculiar p shape flip jump.

Would you be looking at 16x16 or 24x24 for the flip jumps? 16x16 are hard because they can never really logically hold the characters. (I always hated Samus' flip and ball mode actually.) But I'd take a pass at either.

I've since decided to move my efforts to gamemaker and original IPs, but I've got a fair amount of original (no edits) spritework done from previous half-finished hacks, love to work on little side projects, and I'm pretty strong with palettes from an aesthetic point as well, if you'd like some collaboration on the art side of things.

EDIT: Also, is the exhaust from the jetpack while flying part of the sprite or is it a separate sprite? If it's separate, it will need to go behind this sprite.

504
Personal Projects / Re: Pyron
« on: December 30, 2012, 04:54:04 am »
I sent a pm praising how awesome I felt this hack was, and stating I wanted to take a go at redesigning the character sprite. So, here's my go at it:



I wasn't quite sure based on the low res youtube videos, but from the few screenshots it looks like you've got two 16x16 sprites for his upper half, one looking straight and one looking up, and 5  16x16 lower half sprites, 3 for walking (with an A,B,C,B.. pattern), one for jumping, one for flying, and a 16x8 lower sprite for crouching. As for the jetpack and the crouching, maybe I'm wrong, but I gave it a shot.

In the top left is actual pixel size. Then we have each unique sprite. And the bottom shows the combinations of each lower frame with each upper frame.

Anyways man, use it if you like.

If not, chalk it up to some of your first fan art.

505
@Paul: I see your point in terms of using loanwords. However, I didn't realize that the other games in the franchise had been officially translated before. I do agree with the 'stick with the brand' school. I wouldn't want to see Samurai Shodown ever spelled with a 'w' as example

506
Newcomer's Board / Re: M_Tee's NES Thread
« on: December 03, 2012, 10:07:35 pm »
Thanks for the suggest. Keep em coming.

In the meantime, does anyone know how to save a bmp in photoshop so that tlp or  yy-chr can recognize it?

I've tried 4-bit, 8-bit, and 16-bit. I get an error each time I try to open or import them.

I've been copying and pasting to Paint, but it's a bit of a hassle.

Relatedly, if I'm saving a 16-color mspaint bitmap, are there 4 specific colors I should be using that always be translated as colors 0,1,2,3 by TLP?

507
I disagree. Having "the" before a non-english word seems very awkward. Sure, without it, shikagami sounds like a proper noun, but it results in a title i (a person unfamiliar with the franchise) would accept. With "the" in front, it makes me think "what the hell's a shikagami, and why wasn't that word translated to english?"

508
Newcomer's Board / Re: M_Tee's NES Thread
« on: December 02, 2012, 11:00:10 pm »
Got a secondary hack idea. I need to find the right game to work on it from.

I'm looking for an obscure platformer, (famicom-only would be great) with a fairly large main-character sprite. Stuff along the lines of Samurai Pizza Cats, Yo Noid, or Panic Restaurant, but less complex.

Suggestions?

509
Personal Projects / Re: Alex Kidd HD
« on: December 01, 2012, 11:08:48 pm »
These vids look great. How far would you say you're into the game percentage-wise?

Unrelatedly, I think I came across some old forum posts where you may have been working on a Sunman-to-Superman NES hack, black & white, George Reeves style. Am I correct there? If so, do you have any screens or vids of that still floating around?

510
Newcomer's Board / Re: NES Hacking Help
« on: November 25, 2012, 06:06:18 pm »
Thanks, Henke.

This is the data I've found for it, offset 74C0-7520, color-coded to show the metatiles that coincide with it:



How could I go about finding the data that organizes these tiles and assigns palettes to them?

EDIT: Found the data using FCEUX'x Code Logger. Thanks everybody.





November 28, 2012, 01:21:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Original:


My First go, couple weeks back when I was going to just update the characters to their "Ultimate" designs.


Since then, I've decided to rework all characters and story to give it an Avengers movie feel. With the help given in this thread, I present Nick Fury:


Thoughts?

511
Without the skills and with the ideas ...
As I'm on a bit of a new ghostbusters 2 playing spree lately, the idea to remove the second player's a.i. and replace it with input from controller port 2 is one i'd love to see... and ridiculously out of my capability level.

512
ROM Hacking Discussion / Re: Screenshots
« on: November 21, 2012, 11:26:23 pm »


Thought I'd share this quick palette hack.
It always bothered me that the original palette resulted in Winston looking like a gargoyle. Here, I've changed all of the occurences of the main spite palette so that the Ghostbusters all use their tan suits instead of gray ones. The result? Winston is inaccurately mocha as opposed to inaccurately stone.

513
Newcomer's Board / Re: NES Hacking Help
« on: November 21, 2012, 03:32:58 am »
Thanks, Mike. I actually think I was unclear before. In the ABCD example I posted, each letter represents a tile.

However, now that you've shown me what I'm looking for, reading about TSA has helped.

So I believe that I have found the data that constructs each 4x4 micro.

However, I'm looking for the data that determines where each one is placed on the screen. How would I go about trying to find it? Would I try a relative Hex search? or would the information be visible in the Name Table Viewer of FCEUX help? Is this information part of the micro's attributes, or something else?

There's some screens with 16px x 16px text, I suspect it will be organized the same way.

The game's Captain America and the Avengers on NES, by the way.

514
Newcomer's Board / M_Tee's NES Thread
« on: November 20, 2012, 10:09:36 pm »
EDIT: I hate starting new threads anytime I have unrelated questions, so gave this one a generic title.

Previously solved issue:
Spoiler:
Working on an NES hack, and I'm sure this won't be the first time I'll need help. So, I'll keep this thread going for my questions. Correct me if I'm posting in the wrong place.

So this is the screen I want to change. I've imported a HEX table graphic I made so I can see the order of the tiles and what palettes are used for each 4-tile group. (micro?)



And I'm having a difficult time finding the data I need to change. The background tile layout for this screen is stored in the format as follows:

AB
CD

I've found this data, and the center rectangle (00-09 x 00-74 ), I can change with no problem.

The problem is that if a micro is used more than once such as:
0072
0000
The data is only defined once, but is then repeated in multiple locations.

How do I find the data that determines the placement of these micros?

If it helps any, I'm using FCEUX and occasionally a separate Hex editor.

515
Newcomer's Board / Re: Best NES Graphics Hacks
« on: November 15, 2012, 10:30:04 pm »
Thanks for the replies. I wouldn't mind a toilet-humor game if it were drawn well. None I've seen so far have been. MDBtroid and MarioDX both look solid though.




516
Newcomer's Board / Best NES Graphics Hacks
« on: November 13, 2012, 09:54:05 pm »
So I've been roughly 10 years out of the romhacking community. My interest has been peaked lately, and I'm looking to see the best of what I missed.

In particular, I'm interested in NES graphics hacks. Other things such as level editing and what-not don't interest me, but if a game includes some solid new sprites and backgrounds, I'd like to know.

So, what are the best-looking NES hacks around?

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