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 - Ar8temis008

Pages: 1 2 3 4 [5] 6
81
Personal Projects / Re: Mario World Improvement project
« on: October 16, 2017, 07:52:26 pm »
I have a suggestion: Make the special zone graphical change actually change the in level palettes. It always bugged me that it was just the overworld that was changed. Donkey Kong Country 3 was able to do this with Krematoa so I don't see why Mario World can't...

That might fuck with the layer 3 backgrounds, which from what I've tested so far are very sensitive to pallet changes.

I'd be happy if the coins just turned to Peach Coins after collecting them all. Proof of having collected them is reward enough.
If proof of having them all is reward enough, the status screen tells you which levels still have coins to collect and which don't. Though I do want to do the peach coin thingy.

My suggestion for the 100% Dragon Coin completion (or just in general realy) - unlocks a special level you can enter to toggle what artstyle the game is in, between the normal look and how things look after you complete the Top Secret Area.

Hell, it could be unlocked after beating the Last Top Secret level in all honesty.  :beer:
That's a really good idea, actually. Again though, I'm worried about how pallet changes might affect the layer 3 back grounds.

I am at work and can't try the patch. But just want to say: the idea sounds wonderful. It's fascinating Nintendo didn't store dragon coins with the original game, though the code shows they seriously thought about it at one stage. Would have made the orginal a metroidvania of sorts.

A few suggestions:

1. Could you please make a version without any graphical changes? Love the dragon coin screen idea without artistic changes.

2. I'd like the 100% dragon coin collection goal to result in a message appearing on the title screen, as a simple message, perhaps :) no other celebration needed imo.

Great work!
1. I could, but it's only two levels, plus a few general updates like green arm Yoshi and a properly colored Bowser. If there's a huge demand for it, I don't see why not.
2. Like the alternative ending in SMA2?

This is AMAZING!
Surely a great improvement hack for Super Mario World!
I'm really curious as to what sprites have been updated :P

Also, I would like to ask, have you considered adding an option to change between Mario and Luigi when doing a 1P run?
I always love playing as Luigi whenever possible, and having him locked out of the 1-Player game makes me sad :P
Seeing how SMA2 add the option to switch between the two with the press of the L/R button (can't recall which one), have you thought about adding that option into it?

Oh and one last thing, how feasible would it be to make this compatible with the Super Mario All-Stars + Super Mario World ROM? That's the one I use as the defacto version for everything Mario on SNES. (Including all of the hacks I've done of it)
I took the unused snow koopa sprites and added them to the 2 snow levels. I would have added the Roman soldier koopa's to the castles, but regular koopa's never appear in castles. Having only Mario let's me put m's on the status screen. I don't have any plans to re add Luigi because he was just a pallet swap in the original.
Also, no it won't be compatible with SMA+SMW. I don't even know where to begin with getting it in. I do want to implement the save system from that version though.

82
Personal Projects / Mario World Improvement project
« on: October 16, 2017, 10:52:38 am »
If your looking for a whole new experience, you won't find it here. The aim of this hack is to incorporate all the features from the gba version of the game, but without the screen crunch, shitty music, or washed out colors. Beyond that, I've also added in a few other features and some graphical changes of my own. Don't be alarmed, its nothing drastic.

Features list;
-Green Mario has mysteriously disappeared

-Dragon coins, power ups, lives, and Yoshi coins save over power cycles.

-Beating any ordinary level for the first time brings up the save prompt, but just in case you beat all the levels without all the coins, re completing any ghost house also brings up the save prompt.

-That nifty progress screen from sma2 is available, just hit select on the overworld to see it!

-After you free a different color Yoshi in star world, he becomes available in top secret area and in places where you'd normally find regular Yoshi. You just need to have the right power up to get him.

-Certain graphics have been replaced with their Mario Maker equivalents.

-All level changes from SMA2 have been ported, however adaptations related to the GBA's smaller screen size were ignored, because unneeded on the SNES.

-And more!


Download the patch from here.

https://mega.nz/#!YqBAHJyY!rkREz5if-QCdC0fQKkimyGcIDVUNUMtD0R99bhK7z4M

Apply it to a clean smw USA rom with a header. I have no way to get screen shots with my retro pie, so if you can take a few screen shots while your experimenting with the new features and post them here it would help me out a lot.


I took the level layouts from Lui's improvement hack (with permission of course), you can find his project here. (https://www.smwcentral.net/?p=viewthread&t=88187)

My next goal is to add layer 3 backgrounds to every level possible. It gives levels a really nice sense of depth. The second thing I want to do is give dragon coins more of a purpose. As of right now, collecting them all has does nothing. I have options;

-I can create a custom level opened by collecting all the dragon coins, though lord knows it won't be up to Nintendo quality.

-I can re create one of the un-released Mario Advance 4 e-reader levels and have it opened by collecting all the coins, it's cheap and dirty but would get the job done and would be up to Nintendo quality.

-I could make special world inaccessible until all coins are obtained. This would be the simplest option, but I'm not sure it would please the people who've already beaten this game before.


83
Cool!

I would vote for solution 2, but just the "land on stairs after jumping" and "jump down through stairs with down+jump" parts, so really a third option? Not a fan of auto-latching onto stairs just from a left or right d-pad press as there are situations where you want to grab an item like in the above screenshot, or where you're fighting enemies near stairs and don't want to accidentally latch onto one. And yes, I want to be able to jump onto the "ascending" stairs; it is consistent and also fun to do.

Sub weapon use on stairs would definitely help in some parts with enemies on the platforms you're walking towards. Or better enemy placement.

These things already vastly improve the game imo; only thing left would be some sub weapon switching mechanic. Either the one from Rondo or an added inventory (dunno how though since you switch chars with select).
sorry for the bump, just thought I'd add to this. You could have select open up a menu like SOTN and on said menu would be the option to switch characters and an option to switch sub weapons. This would be character switching significantly faster and allow you to approach levels in a multitude of different ways. My only concern is that it might be a little op.

So on the other hand, having them drop on the floor like Rondo/Dracula X would be more balanced than the other option and would be easier to implement.

The last thing that you could do is make it so if you switch characters while a sub weapon is on the ground it switches to what ever the other character would get from it. That way you wouldn't have to switch characters just to whip a few candles.

With all that said and done I seriously think this is the most balanced and fun castlevania experience. The levels are all still very challenging, but now the challenge comes from how well you know the level design and not from shitty controls.

Would it be possible to do this to the other games? Rondo would be awesome with this and Castlevania II desperately needs it. The original I don't really mind with out as much, but it would still be nice.

84
Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: October 04, 2017, 02:57:30 pm »
Awesome hack, I have two questions.
Is this compatible with the MSU1 hack that allows for CD quality music? Will this include a real save feature like the PS1/Saturn version? If those were both yes, we'd essentially have the PSX/Saturn version with a smaller file size and additional content.

85
Personal Projects / Re: Roll-chan: Mega World
« on: October 01, 2017, 09:11:15 am »
Coming soon.

Spoiler:
Are you hacking the European version or the Japanese version? I ask because the European version has a lot of slow down in places the Japanese release did not.

86
Would it be possible to give Richter an inventory and let him equip/use other items? Maybe have the whip force equipped to one hand and use the other for items you find?

87
I do wish for a 'ultimate' version that could switch the script and voices at runtime (gemini translation + jap voices + corny script + english voices) + maria with this hack on top.

I'll never happen lol. Besides, Maria is such a broken character with her super jumps... I do actually dislike her walking though. PSP version does have her, but she's nerfed iirc. Maybe a better idea to base a hack on that.

Maria is broken, but the same could be said for many in game items COUGH crissaegrim COUGH. There are also the two extra locations and a few extra followers in the Saturn version. The PSP version is cool, but still doesn't have the extra locations and the resolution is crap (at least when you're emulating). It's also got a few extra bugs, or so I've heard.

88
Have you thought about re adding the extra content from the Saturn version, for a "definitive" version? It's probably outside the league of this project, since this is mostly bug fixes, but it's still an option.

89
Programming / Re: Changing a password system into a save system
« on: July 31, 2017, 06:54:30 pm »
I think it's a better idea to have both, have sram for battery backed carts and emulators because it's more convenient and feel more natural. Then also have a password system for those who don't have battery carts and as a way to back up data in case of memory loss. That also gets rid of the hassle of making a save system since you can just save and load the password.

90
Programming / Re: Changing a password system into a save system
« on: July 30, 2017, 11:06:33 am »
Oh... hahahahaha.  Yeah.  XD
That was just an example, the same format is repeated every line is repeated every line. So for example, one line below that it might say "4A 36 23". That line specifically isn't real, but you get the idea.

If you are successful with this you should consider adding save states to some SNES roms as well. Megaman X1-X3 and I believe MM7 still use the password system. Although, Rockman & Forte(Megaman and Bass) have a save state system.
That is the idea, because I see no reason for a snes game to not have an sram system.
If I can get into the swing of things, I want to do it to the rest of the nes Megaman games (with the first two being an exception, since they already have sram hacks). Then MMX 1-2 (3 has a psx release) and maybe even super castlevania. I'm definitely getting ahead of my self, but at least I know what I want to do.

So I really want to do this and I will eventually, but I just lost my computer. I tried doing it on a mac, but it's just not worth it. Between getting every program to run through wine and learning the 6502 thing, I think this is a project for another day.


91
Programming / Re: Changing a password system into a save system
« on: July 17, 2017, 08:22:22 pm »
Not all bytes are code.  That BRK probably isn't actually code, it's probably some data.  There's no way to tell whether or not it's empty space without more details.

You probably can't.  Unless the ROM is specifically disassembled to be re-assemblable, it likely can't be without a lot of work.  Judging from the bit you posted (the LSR line), it seems like it's not re-assemblable.


That's the raw binary data that makes up the instruction.   4E is the opcode for LSR immediate, and 4553 is the low/high bytes of the address.  So 4E4553 = LSR $5345
               
00000000:   4E4553 LSR $5345

How do I get these other details?

If I cant re assemble a rom, how am I supposed to edit anything?

This makes sense, is there any place with the op codes for other instructions?

92
Programming / Re: Changing a password system into a save system
« on: July 17, 2017, 06:38:33 pm »
I disassembled the rom using 6502d.exe and added LDA #$80 and STA $A001

A few questions,

1. What is BRK? Is it important or Just empty space.

2.how do I re compile the rom from the disassembly.

3. What is the number in the middle, between lsr and 00000000?
               
00000000:   4E4553 LSR $5345

93
Programming / Changing a password system into a save system
« on: July 17, 2017, 05:43:50 am »
I want to add sram to Megaman 3, but know very little about nes hacking.

I know that the password system makes adding sram easier,since you don't have to track each individual value, instead you just have to make the game create, save, and load a password. I also know said values. The issue is that I have no clue what to do with them. That's what I need help with.

94
Personal Projects / Re: Zelda 2 for GameBoy - Missing Link
« on: July 15, 2017, 11:37:10 pm »
I have never been so excited for a hack. I mean, holy cow, it's been awhile since I saw a hack with so much polish. Now, thanks to the passion of the fanbase, we have a true sequel to Zelda II.



That also got me thinking, I know you won't do it because you are busy perfecting this, but do you think Castlevania II would make a good Zelda hack? It's got the three levels of the whip similar to the different swords in Zelda I, it's got an EXP system similar to Zelda II, collectible upgrades similar to any Zelda game, towns similar to Zelda II, it's even got enemies similar to Zelda II, like the skeletons and the slimes.

95
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: May 31, 2017, 05:29:04 pm »
This looks great, I love it when old games get improvements like these. Will Luigi work like SMA2 where you can switch to him on the map or will it be Lost Levels style where you choose your character at file select?

96
If the aim of the hack is to "standardize" Mario 2, I think it would strongly benefit from some kind of save game feature. You could also add a SMBDX style World map, if your willing to go the extra mile.

97
I want to asm hack Doki Doki Panic and make the player accelerate when the b button is held down. Would it be any different from hacking an nes game?

My idea is, if there aren't major differences, find out how the b button run works in nes smb2 and simply add it over to the fds game.

98
ROM Hacking Discussion / Re: Does anyone still have this rom hack?
« on: April 24, 2017, 11:17:24 am »
Alternatively there's All Stars NES: http://www.romhacking.net/hacks/2422/
I tried that one, but it's not compatible with fceugx.
Plus, now I have all the original games with sram. That was what I first came here for.

99
ROM Hacking Discussion / Does anyone still have this rom hack?
« on: April 23, 2017, 11:37:02 am »
I was browsing the internet when I came across this really cool romhack that puts smb1 and lost levels on one disk (or rom, in this case) and adds sram saving. Truly a hack made in heaven, too bad the mediafire links are all disabled and the author has been inactive for 5 years.  Does anybody have this hack?

100
Newcomer's Board / Re: Mario All Stars NES broken?
« on: April 13, 2017, 09:26:44 pm »
Double posting because it's been more then a week, and I still haven't found a solution.

It's only SMB2 that does this, the other games work fine.

Pages: 1 2 3 4 [5] 6