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Messages - Thanatos-Zero

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61
Personal Projects / Re: Final Fantasy VII NES Project
« on: January 07, 2012, 08:17:21 am »
Just using this game's sound engine, I don't know how to make songs for any other game
I would seriously ask Optomon, the hacker of CV3, if I were you.
He worked with the VRC6 sound chip of Konami and remade several modern CV soundtracks for his hack.
With his help, you could recreate the famitracks of Coatlesscarl one-to-one into the game with the VRC6 sound chip.

If we are going to create NES games, we should do it right.

63
Personal Projects / Re: Megaman Odyssey Project
« on: November 02, 2011, 03:21:42 pm »
Okay... Thanks to the help of Matrixz the stage is almost done. The boss he made is still a bit bugged, but as I am writing now here that problem will be undone in a matter of days.
After that, the last component will be the music for the level. XxBaiixx our musician is however quite late with the soundtrack we want to have for said level.

Good news: Kevin's Soundtrack for Necroman Stage 2 is already in the ROM.

It will certainly take many years, but in the end we will have it done when we are 40 years old by the pace. :D

Notice: You can still join us, if you wish.

64
Personal Projects / Re: Grandia ReDux
« on: June 30, 2011, 12:57:25 pm »
I have a question regarding the project of yours. Will there be a mod in the future, which will replace all the english voices with the original japanese ones?

65
Personal Projects / Re: Megaman Odyssey Project
« on: June 17, 2011, 04:39:03 pm »
Okay, I was now able to download it. Which program is needed to play it though?

66
Personal Projects / Re: Megaman Odyssey Project
« on: June 17, 2011, 03:59:00 pm »
I have made an account there and I can't still download it.

Edit: Even Lenophis's edit changed nothing on it. I can't download it.

67
Personal Projects / Re: Megaman Odyssey Project
« on: June 12, 2011, 12:30:26 pm »
We are recently confronted with a crisis.
While he have now the spriters to do the job the main head of the Megaman Odyssey Project Kuja Killer is overwhelmed by his own needs for the project, because as the only one to program the game is even for him a great burden.

In fact we require now assistance from freelancer hackers, who can help us with programming the AI of Bosses and Enemies for example.
If you know someone who knows someone that this person is capable to program NES games or at least is able to reprogramm enemies, programming events or is able to programm effects like that from an elevator or an effect like flickering air, please tell me of your assosiates, which can help us to move on the project.

We do not wish to let it end in development hell.

If you wish to help, please help us by finding those skilled people and tell them of this project. They would take away a bit of that burden which Kuja Killer wears.

68
Personal Projects / Re: Megaman Odyssey Project
« on: April 25, 2011, 04:26:14 pm »
For those who are interrested, we have a forum where we gather team members.
Anyone is welcome, as long as they promise not to reveal anything made there to the public. Therefore you only get to see sprites and tiles, if Megaman-Omega and Kuja Killer wants it.

http://rockman-utopia.forums-free.com/

If you go there, you will see first nothing, but once you are promoted as a team member you will gain access to the secret subforum.

69
Personal Projects / Re: Megaman Odyssey Project
« on: March 11, 2011, 04:33:21 pm »
For those who were wondering. The project is fine and dandy as we got from deviantArt three outstanding graphic designers for the project. Also a noteable change has occurred. The ruined city is now a ghost city.

However, those with music hacking skills are welcome as ever.^^

Unfortunately, I am not going to post screenshots as it would only spoil your gaming experience. Sorry about that.^^'

70
Personal Projects / Re: Megaman Odyssey Project
« on: January 09, 2011, 10:47:53 pm »
Thanks for the hint. I appreciate it.

There are things which we still need for the first level.

Quote from: Megaman-Omega
- A sunset
- A "hotel" interior (just a hallway would do)
- An elevator and elevator shaft
- And possibly a ruined elevator (I might be able to find something broken and work it into a broken elevator but I don't know what I'm getting into there)

If know games which contains the necessary tiles from 8-16bit, just call them.^^

71
Personal Projects / Re: Megaman Odyssey Project
« on: January 05, 2011, 04:00:16 pm »
Atleast one who wants to join our cause!

MutantBuster the age isn't important, even if you are beyound 40 or even 60. What counts are guts and efforts! The busy life is obvious, even I have one.^^
So before we are going into the project I would like to see one of your pixel artworks, just to awe me and the others for the fun of it. :D.

You others can still join, it is enough place for many inside the project.
Any bit can help.

Edit: I have overseen DarknessSaviour's post

DS, your help is appreciated.^^

January 06, 2011, 09:10:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
To those who cannot design sprites, you could help me to locate graphics, which I rip and use them for the game. If you can remember games with ruined cities, which are either modern or futuristic, give me the names and I will look into them.
It might be a great assist for the project, even though that I have to admit that this kind of resort to other games graphic sucks.

72
Personal Projects / Re: Megaman Odyssey Project
« on: January 04, 2011, 09:27:36 pm »
Have you just used your time to entertain us with such a title screen? Sorry, but this isn't what we are locking for.

If you really want to help, why don't you just try yourself on 8-bit tiles? We need tiles for a ruined city.


73
Personal Projects / Re: Megaman Odyssey Project
« on: January 04, 2011, 05:15:50 pm »
I am a sprite designer, not a fullblood hacker. I know how to calculate colours and how to change them in games, but that is the maximum of which I am capable.
I haven't learn anything beyound, because I cannot grasp all that ton of informations.
Therefore I have given up on hacking, but instead I want to help hackers with tiles and sprites.

If you have no knowledge about how to compose music on a nes or to design sprite and tiles, there would be only two options for you. Either search for capable spriters in the World Wide Web for help or you spread the word to communities, which may have sprite designers at disposal.

We have a leveldesigner, a programmer, and two sprite designers myself included.


Recently I have that feeling that no one want to join us. Everywhere are the folks to afraid to participate. Don't be afraid, if you do something wrong, as the artwork can always be improved. Without mistakes their will be no improvement.
Please honorable folks, we want to finish that game in near future and not when we are already dead, as someone from the new generation might pick up the data artefact and work on it after 50+ years.

74
Personal Projects / Re: Megaman Odyssey Project
« on: January 04, 2011, 03:56:05 pm »
Because lack of good tools.
http://www.romhacking.net/forum/index.php?topic=8573.105

You don't have read the post. It is not the tools we need, but the tiles. The tool you presented wasn't made for the NES Megaman games.

I have never heard square/pulse, duty cycle and white noise samples in a snes rom as music instruments.
Can you post a nes 8-bit sounding spc file?

That was made with famitracker, which makes use of actual NES sounds and as far as anyone can tell is famitracker to 100% accurate in it. However, if you want it in a NES game you will have to recreate the soundtrack. The track created on famitracker will give you atleast enough clues how it should sound. If you have the knowledge with the sound engine from the NES along how the game is structured, you can recreate it there.

75
Personal Projects / Re: Megaman Odyssey Project
« on: January 04, 2011, 12:17:47 pm »
Can't believe that's hack of an NES game.  :o 
QFT.

Seriously, folks. We need to get some people around here with the talent (I know you're there) to help this guy out. This seems like it would be probably the be-all-end-all of MM hacks (much like Dragoon X Omega has done for DQ and FF I, and Chorus of Mysteries did for CV I).

If he needs any help writing MM music, I've already finished a tune that sounds like it's from the series, and could easily write more. :D

~DS

I hope your promises aren't made of pure void, as many have participated into the project shortly, only to stop, because they don't feel like it.
Kuja Killer along with Megaman-Omega needed whole 5 years to made these 4 levels. Oh it wasn't because, they were lazy or something like that. It is just the case that they lack the resources to go forward and just for one year by now Kuja couldn't do anything because, the lack of tiles.

You see, Kuja Killer isn't a sprite designer, also he can't compose his own music. Our team together are now me, Mineyl, Kuja Killer and Megaman Omega, but this is not enough, because our main designer Megaman Omega has some sort of a blockade. :banghead:
I would really like it, if you are truly going to participate into it, for the sake of a good game.

Oh by the way... it might be your last chance, because Kuja Killer might cancel the project for good, meaning that everything will go into Development Hell.

What we need now are graphics for a ruined city filled with robotic zombies.
It seems that Meganan Omega never did them, because when Kuja asked about them, he didn't make after months a response to him at all about the said city tiles!
I might ask him now and to confront him what Kuja Killer thinks.

Mineyl is the man about level designing, so we only need tiles and someone who can insert THIS THEME into a Megaman Odyssey rom, but more music is always a must.
Here get the patch for a unmodified Megaman 3 (U).nst (click me for patch)

76
Personal Projects / Megaman Odyssey Project
« on: January 03, 2011, 12:14:56 pm »
Those who have visited Board2, Sprite.Inc and Rockman Perfect Memories should know Megaman Odyssey by Kuja Killer.



Megaman Odyssey is a project, which began several years ago at the same time when the development of Megaman Forever and Megamn Ultra 2 started.
Kuja Killer had finished two Robot Masters along with their levels years ago. However he stucks now, because he lacks the sprites for the Necro Man Levels and his partner MegamanOmega seems to ceased the work on that project. He is a formidable programmer with Megaman 3, but he is such a softie that he gives up to early fast. Hence he is to shy to ask and bother anyone for help, I decided to do for him the search for more supporters which are really willing to help. Also I am a spriter for his cause, but it is not enough.

For the new ones here, who don't know Megaman Odyssey here videos.

Megaman Odyssey Demo - Boltman

Megaman Odyssey Demo - Inside Boltman's Tower

Megaman Odyssey Demo - Duplex Man Part 1

Megaman Odyssey Demo - Duplex Man Part 2a

Megaman Odyssey Demo - Duplex Man Part 2b

I beg of your help!

77
Personal Projects / Re: Mega Man X3 - Fully Playable Zero WIP
« on: December 30, 2010, 03:47:09 pm »
Just let yourself enough time when you touch your work, okay?

78
Personal Projects / Re: Mega Man X3 - Fully Playable Zero WIP
« on: September 23, 2010, 12:39:08 pm »
Oh ho! That reminds me of Zero 2!

I had done something similiar in the past. I was full of fire and I wanted to learn ASM for hacking the Zero Series. But my brain only allowed me to learn how to calculate colours in 16-bit.



However my own project is on ice, until I have enough money to pay people for that job.

79
Personal Projects / Re: Mega Man X3 - Fully Playable Zero WIP
« on: September 23, 2010, 09:23:54 am »
Just a reminder.  Zero's Black Armour should be coloured like it was in X4, X5, X6. If we are going to be authentic, then that way.

80
Personal Projects / Re: Mega Man X3 - Fully Playable Zero WIP
« on: August 23, 2010, 11:34:47 am »
You can let that line go. You know certainly what the best is for Zero.

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