News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Berion

Pages: [1]
Personal Projects / Re: "Light Gimmick!"
« on: February 08, 2017, 02:19:51 pm »
Making pallets I have two goals: first is making something totally bright in opposite to totally dark in Dark Gimmick! and second, to make non contrast (currently in GUI is horrible fashion to make everything extremely contrast i.e Material Design, ModernUI etc - I don't like it and even hate it). However I still experimenting with world map colours, maybe something less greenish will be better.

First stage is a watery world so I trying make everything shining blue and white.
On second dominating is "morning green".
On third is also little green (to accent "strange forest") and in underground with bugs "rotten red".
Four stage is extreme sunny, to make player feeling this real hot (starting on beach, then desert, to ancient ruins). ;p It even brighter when player climb to "cities of gold" and CRT luminofor killer in secret item area.

You call it washed out, I calling it consistence. Of course I'm open to proposition, as NES is hard to make good looking colouring on PAL and NTSC in the same time.

Thanks for opinion. I really appreciate it.

Personal Projects / Re: Dark Gimmick!
« on: February 06, 2017, 12:06:28 pm »
I dig up a little. :)

I have made RetroArch skinned and preconfigured for "Dark Gimmick!" for PS3. You can find the package and screenshots here:

I deleted unneeded and unused RetroArch resources (v1.3.6) and packaging it with my custom theme, icons, XMB app customization and even manual function (game maps, remember to use square button to zooming/zooming out). Button configuration is oriented to playability - PS3 port of this emu doesn't support remaping features per core (?) so navigation between emulator menus are kind a strange (L3+R3 revoke menu, Square is cancel, Circle confirm, R1 save VRAM, L1 load it, R2/L2 changing slot). In menu, in History category, there are two predefined game shortcuts (to "dev_hdd0/emu/roms/*.nes").

Step 1: install package
Step 2: find original game "Gimmick!" (CRC32: 68CD9911)
Step 3: patch it by i.e LunarIPS with my patch (
Step 4: copy rom file into "dev_hdd0/emu/roms/" as "Gimmick!.nes" (for original version if You want keep it) and patched as "Dark Gimmick! v1.1.nes"
Step 5: enjoy with a lot of patience ^^

Personal Projects / "Light Gimmick!"
« on: February 06, 2017, 11:39:25 am »
With Dizzy9, we starting another Gimmick! hack. ;) It will be much easier than Dark Gimmick! so I hope no one will have troubles at least with finishing game (secrets are still well hidden).

This time we will change much more than tables, implementing ASM mods like new levels, shop, and two additional power ups.


Demo#1 v0.5b (no ASM extras in this version as they are still to much bugged and unfinished). Mapper is already extended and levels compressed. First 4 levels hacked and player can finish game including good ending (and yeah, secret item on stage 1 is damn well hidden ^^).

CRC32 checksums:
original: 68CD9911
patched: AD649858

known bugs:
  • On LV3 bugs are not flying into hole (that's why when player exit see glitched graphics (bugs are in bank incompatible with the with perl)).
  • On LV4 after going through tunnel with spike rail-car, collision barrier is still exist so temporary enter is from below level.
  • HUD is glitched and not swapping pallets.
Enjoy of current demo. I counting on some feedback. ^^

Personal Projects / Re: Dark Gimmick!
« on: November 16, 2014, 04:32:58 am »

Personal Projects / Re: Dark Gimmick!
« on: November 01, 2014, 04:24:01 pm »
Stage 6, boss fight. ;)

HUD swap replacement (but not on video above ;]) is finished. Bug on stage 5 almost fixed. All thanks to Dizzy9.

Patch will be available when I finished whole stage 6.

Personal Projects / Re: Dark Gimmick!
« on: October 27, 2013, 06:40:04 pm »
Ok, I've remove most of slippery blocks. This a little slowdown gameplay and make i much easier.

Below link is animated GIF which compare changes LV1 from 0.4f to 0.6d:

PS: sorry for such an inconvenient way but I haven't own server/cloud service which could host GIFs. All free services which I know, reject this format (the same with APNG).

Personal Projects / Re: ROLL♥CHAN Evolution!
« on: October 23, 2013, 06:02:23 pm »
I also vote for A - but with B shoes. ;)

BTW: Great title screen for MM1!

Personal Projects / Re: Dark Gimmick!
« on: October 21, 2013, 11:53:41 am »
This involve changes in cannon balls appearing time. Idea is nice but it's complicated and secret item will be easier to find.

- - -

DARK gimmick: ;d

October 23, 2013, 06:04:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Version 0.6c. Probably last before another huge freeze period.

Code: [Select]

f added blockers on first stage to prevent jumping to another part of level (near the start point)
f replaced energy bottles on stage one
f changed a little bit level design on stage two, making much easier jump to platform (near a cannon ball)
f changed colour pallet in secret area on stage four
+ added stage five (for now, only first part of it)

Personal Projects / Re: Dark Gimmick!
« on: October 17, 2013, 06:09:56 am »
Thank you, but I think about it only after I modify all levels and some other stuff (like pallet switching for HUD and few missing blocks on current levels).

7-Zip v9.20, LZMA2. Maybe your unpacker don't support it. Next time I'll pack it to normal zip file. Sorry for inconveniences.

Could you point which ones are so/too annoying? I planning release v1.0 in two versions, easy and normal.

BTW: I thinking about change life bottles system. Actually there are possibility of maximum "4 energy dots", player start with 2 and other two are to find somewhere on the stage. What do you think about change it to something like this: on every level there will be only one life bottle which Yumetaro can handle through whole game (there are 6 levels so he could be collect up to 8 "energy dots"). This will force me to make some level changes, especially on LV1 but help player a lot (well... in this case the "metal gear", ghosts and last hidden bosses will be a peace of cake if player collect all bottles - but also this solution eliminate easy/normal difficulty problem).

Personal Projects / Re: Dark Gimmick!
« on: October 15, 2013, 05:08:00 pm »
Version 0.5d

Still hard. ;)

Personal Projects / Re: Dark Gimmick!
« on: July 12, 2013, 04:48:32 pm »
Gimmick is a downright sadistic game as it is. It's awesome, but it's too difficult for it's own good. Why would you make a hack that makes it harder??

Why peoples make hardest version of Mario, Megaman, Castlevania etc? For the same reason I think: because original ones are too easy for them.

I cannot make it easiest because it will ruin gameplay. Look, all jumps are carefully counted to ideal fit into unique Gimmick! physics. This star is powerful and really special kind of weapon implemented in video games. As Trax described better than me. If this is to hard for all of you, I'll make two versions, normal and easy, but still I think it will be a bad idea.

Personal Projects / Re: Dark Gimmick!
« on: July 10, 2013, 04:47:26 pm »
Sorry but actually I haven't my own FTP. That's why I'm using temporary file shares. Also sorry for my silence. Last times I have few free time.

For now, the last version of this hack is 0.4f, which works only on Japanese headered Gimmick! rom.

Personal Projects / Re: Dark Gimmick!
« on: February 23, 2013, 06:07:25 am »
Thanks for playing and your opinion. I really appreciate it.

Cons: I played all the levels that you did so far and I think level 2 and 3 are great however level 1 is not my favorite. Level one is the hardest in a very cheap way and most of the time I didn't know where to go. Also I put A LOT of effort into overcoming obstacles to get items like bombs.
Suggestions and Bugs: Make level 1 easier and more linear, it's quit hard to be a level one. If you want, make level 1 super easy as a joke or just make it the last level

LV1 gave me much more freedom than other two (because I must fit with level design to triggering events). Also I really like when player have some freedom to taking choice of way, when he have open world which he could explore, etc. Of course Gimmick! is just only a platform game but I trying inject this idea to this hack. So, for me it's not a "cheap way", just different point of view for level construct. But of course I appreciate and respect your opinion.

Pros: I like the color scheme of the levels they really fit the mood of "Dark Gimmick". And you really did want this to be a gimmick style game by utilizing the star and level 2's secret item was cleverly hidden. If your goal was to make a hard game harder, you succeeded. I have so experience with Gimmick! or so I thought until I played this hack.

Thank you. And yes, a little harder (I must rethink one more time some obstacles). I love Gimmick! physics, so I trying use it as much as could be.

Suggestions and Bugs: (...) Also it wouldn't hurt to have custom music and graphics, though I know that is a lot of work. As an easy tweak, make the world map a darker palette.

Gimmick! using music chip which Famitracker doesn't support. This is the first problem. Second one is fact that I have zero skills to compose music.
I'll think about custom gfx, there are quite a lot of free space for it, maybe for some little improvements (or just make 8th level).
I'll planing remodel world map (also colours which are easy to find) but I leave it until done other normal levels which editor handle.

Personal Projects / Re: Dark Gimmick!
« on: February 21, 2013, 07:08:27 pm »
Have you checked checksums? There are two versions of Gimmick! (j)[!] but only one work. Rom must be headered (iNES).
Below is v0.4f in four formats: IPS, UPS, RUP and XDELTA.

Personal Projects / Re: Dark Gimmick!
« on: February 18, 2013, 05:58:08 am »
Yes, this is hack of  "Gimmick!" (not "Mr.Gimmick!" which have poor sfx, it is the same game but on different cheaper mapper).

Gimmick! is not only one of the most beautiful games on NES/Famicom, with incredible soundtrack but also have excellent level design, physics, and many little details which game checking (i.e: //SPOILER when you kill 2nd boss, he drop his sword. Sword could stick into wood, could reflect from metal and fall to the sea. You can jump on it, destroy it, nail your star on blade etc. If you are really fast go to boss screen, he still... sleep and alarm clock wake him up, if you go to him ultra fast he will sleep much longer and you could drop him to the sea without fight - such things are on every level). This is why I love and recommend this game. Shame that Sunsoft never made a sequel. :)


No, they are original. I hope that I did not disappoint you. ;] Only what I done is level design and colour pallets modifications. In future I planing to add few more missing tiles, pallet swap for bottom hud, level select and eight level (I hope there's free space for it, didn't checked this yet).

And yes, I using smkdan's Gimmick Editor. Great piece of software.

Personal Projects / Dark Gimmick!
« on: February 17, 2013, 04:20:10 pm »
After few years of absence, I'm back. :)

Dark Gimmick! v0.4e have already completely redesigned first three levels. Difficulty level increased (don't worry, a little bit). Details in readme file.

Patch (*.ups):

For lazy peoples, here is a walkthrough: ;]

News Submissions / Re: Translations: Polish Okami Translation
« on: August 31, 2009, 04:16:37 am »
One of the screens (beta):

Personal Projects / Re: Opera of the Red Moon (my Castlevania game)
« on: September 30, 2008, 03:37:27 pm »
Awesome project!  :thumbsup:

It's any chance of adding Polish special characters?

Pages: [1]