News: 11 March 2016 - Forum Rules, Mobile Version
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21
The bug is with rainponcho's FastROM patch. The rest of SoR just changes data and doesnt touch the code.
22
See, "showing a lot of colors at once" by no means constitutes "pushing a limit".  In the case of the SNES, it means nothing more than selecting a graphics mode and having something aesthetically pleasing to display.  (It might be different on the GBC, since – as seen in Alone in the Dark – the hi-color modes are genuinely CPU-demanding and restrict what you can do in terms of gameplay.)

Ok and animation frames? That should at least take up space so I guess compression or making the right compromises is the impressive part, besides the animator's skill.

I do know that the high res mode is limiting on the color palette for SNES.
23
News Submissions / Translations: New Translations Added to the Database
« Last post by RHDNBot on Today at 07:07:35 am »

Update By: RHDNBot

This is an automated message generated by ROMhacking.net's RHDNBot.

The following Translations have been submitted and approved to the database (in submitted order oldest to newest):

Arabic
English
Hungarian
Spanish

Relevant Link
24
Thanks :)

Its a nod to Thaddeus's stuff though after working on mocking his stuff I kind of see where I need to improve on my things.  Once I'm done with Stage 3 I'll adapt his style into mine along with using those methods to redo stuff in VoH 2.




These are what I made for a new title to toss out the old one.  I'm leaning more towards the third one though need feedback on these.




Think I still can't design titles too well.  Thought I once did but dunno :p

Trying something different since the area seems a tad bigger with Shadow's patch.  I still plan on referencing the individuals for the translation patches of Vice and Shadow :)





Color palette for this?  Not a clue yet  :crazy:
The 1st and 3rd one are good, the 2nd one looks like a downgraded version of the 3d one.
But if you were to go with the first one, you could change the font of the subtitle to be more simplistic so that it fits better with the outline.

I'm loving the new stage graphics, though they could use more variation in places.

Btw, how would you feel if I were to use some of your graphics for my hack(if I ever finish it, that is)?
Namely, I'm interested in the cross subweapon, it looks pretty awesome tbh.
25
ROM Hacking Discussion / Re: Screenshots
« Last post by Granville on Today at 06:01:54 am »



Some pics of a level from my Yoshi's Island hack. I tried to do a DKCR-like palette, what do you think guys?
That's really cool looking, and a VERY interesting and creative idea!

I have a couple of suggestions that may not be possible (i'm not a hacker) and also may not be ideas you agree with. But i'll throw them out there if it's okay.

1- You might consider adding back in the red colors on Yoshi and Mario. Yoshi's spines, saddle and shoes. Along with Mario's hat. Donkey and Diddy still had their red clothing highlighted during these levels, in spite of everything else being blacked out.

2- You might consider swapping the palette of the waterfalls to an orange hue instead of the blue. Reflecting the colors of the sunset.

3- This is an extreme suggestion that some may not like, only if you REALLY want to clone the DKCR silhouette aesthetic. You could reduce the colors on the rocks and plants in the background layer. Most of the background objects in DKCR's sunset levels have all detail removed and are only a single color. Except for the sky and the water backgrounds. It's kind of reminiscent of Another World's visuals. If you do decide to do this, don't reduce the amount of colors on the sky or waterfalls. They look great with the extra colors.

I made a mockup of these changes using an image editor program. I don't know how to hack myself. I'm unclear if this is even possible to do. Hope you don't mind this, disregard if it's a bad idea or not possible to do.
26
ROM Hacking Discussion / Re: Super Mario Bros - Josiah Winslow's hack
« Last post by Eden.GT on Today at 05:45:47 am »
Yeah, I remembered the last build of this hack.
27
Quote
GRADIUS & GRADIUS II
[...]

Key Technical Features:

[...]
Minimal amount of slowdown and flicker

We shouldn't have played the same games...

Also most of the NES games mentionned are just random NES games which are good to play but don't especially push the hardware to its limit.
28
There's a game that do not run at all : Dragon Ball Z Hyper Dimension (PAL or J-NTSC).
It is a SA-1 game, so maybe it is a preset ID problem (as for hi-res), I'm not sure. What is sure is that other SA-1 games work, like Super Mario RPG (natively), or Jikkyou Oshaberi Parodius (using Super Mario RPG's preset ID).

As for hi-res, sorry to speak of it again if is useless: I waited some precisions by darkAkuma, so my informations might be incorrect, but from what I understand, the native Secret of Mana on the Snes Mini is a hacked one, modified to work correctly with the preset ID it has been assigned. I wonder what this hack is, and if it can be used on other hi-res games (like Rudra no Hihou, Seiken Densetsu 3).
29
Could Canoe not be loading the sram save.. because of file name oddity?
"Front Mission Series - Gun Hazard (Japan).sfc" ==> "Gun Hazard (Japan).sfc"
"Kirby's Dream Land 3 (USA).sfc" ==> "Dream Land 3 (USA).sfc"
(Forgot what Japan name is, suppose saves are borked there too)

...

Lemmings -- is there a short animation of flickering in action? Exactly which frames it happens could give clue. Can't find this bug in emus
Game .SFC/.SMC file names can be many things. Depends what people added. I have definitely added Front Mission without brackets etc. If brackets stopped Canoe saving there would be a LOT of complaints from people.

Lemmings: will try make a video later. The flicker - if I remember correctly - it happens in game immediately. It looks like the two versions of the cursor - the + and the [ ] - are appearing in intermittent frames. It should only be the + until you hold over something and it changes to a [ ]. Basically the game acts like the cursor is always not quite clipping something.
30
Well I think DKC on SNES had pretty smooth animation and showed a lot of colors at once for the system
See, "showing a lot of colors at once" by no means constitutes "pushing a limit".  In the case of the SNES, it means nothing more than selecting a graphics mode and having something aesthetically pleasing to display.  (It might be different on the GBC, since – as seen in Alone in the Dark – the hi-color modes are genuinely CPU-demanding and restrict what you can do in terms of gameplay.)
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