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Author Topic: Battletoads and graphics  (Read 18057 times)

Dizzy9

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Re: Battletoads and graphics
« Reply #20 on: August 16, 2013, 08:17:28 am »
You must ask creators of flash carts,  some emulators limited to 256kb.
The PRG and CHR size are limited by number of bits in registers. AOROM have only 3 bits, allowing up to 256kb of PRG(8 banks x 32kb).
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Theoretically that mapper can support 512KB, but no games was released with that size.
Yes, but you need to add 74377 chip to the PCB or it will not work.(On real hardware)

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By the way, did you create your own Battletoads level hack?
I did, but only 3 levels. I was devastated after reading comments when I first posted it(on other site), and I have no more courage to finish it anymore.
I also did  Friendly fire hack, so pleyers don't hit each other.

Ti_

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Re: Battletoads and graphics
« Reply #21 on: August 16, 2013, 10:56:56 am »
I did, but only 3 levels. I was devastated after reading comments when I first posted it(on other site), and I have no more courage to finish it anymore.
Because it was too hard?
Roket noticed me, that when you hit enemy's in BT&DD, others wait, and not attack player.
In BT, even 2 enemies could stuck player and kill, if second goes from behind.
So, adding multiple enemies makes some frustration instead of beat-em-up.

Dizzy9

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Re: Battletoads and graphics
« Reply #22 on: August 16, 2013, 11:04:51 am »
Because it was too hard?
No, They never mentioned why I was informed that i was bad, and nothing else.

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In BT, even 2 enemies could stuck player and kill, if second goes from behind.
Yes, that's why you need to be smart to win. Enemies can hit each other and they also have significant lag before attacking player, you can trick them into killing each other.

kiwasabi

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Re: Battletoads and graphics
« Reply #23 on: August 16, 2013, 08:23:16 pm »
I did, but only 3 levels. I was devastated after reading comments when I first posted it(on other site), and I have no more courage to finish it anymore.
I also did  Friendly fire hack, so pleyers don't hit each other.

You should link me on a download for your Battletoads hack. I'd be happy to give you useful feedback on it.

August 17, 2013, 06:49:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)
So the EverDrive N8 NES flash cart should work for rom hacks right? You said it needs 512K RAM, it actually has 2 X 512K.

http://shop.retrogate.com/EverDrive-N8-NES-ver-EDN8-NES.htm
« Last Edit: August 17, 2013, 06:49:52 am by kiwasabi »

KingMike

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Re: Battletoads and graphics
« Reply #24 on: August 17, 2013, 10:14:29 am »
That's actually 512KB for PRG-ROM and 512KB for CHR-ROM. (the largest any licensed game used, though it doesn't mention about mapper support)
"My watch says 30 chickens" Google, 2018

Ti_

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Re: Battletoads and graphics
« Reply #25 on: October 02, 2013, 05:37:46 am »
So can I create my own level 1 with the existing level 1 tileset then? It looks like there are only files for level 2 and 4 in the block editor archive right now.
If someone still interested, I've made update of "block editor",  now levels can be edited:
intruder excluder (aka electric shaft)
clinger winger (also contain 'armageddon' as a part)
rat race (but many parts repeating)
first level (but because it '3d', 'physically' part of background not changes by that editor)
BT & DD - missile (level 5)
BT & DD - level 3  (as multiple 'screens')

Also editor is improved (more good control, and some features -  press 'F1' for help to see all);
(and I've added more tilesets samples from other games - shatterhand, tom&jerry, jungle book and others)
note: editor requires minimum 1280x960 resolution (or will glitch) - because created with gamemaker8.1 (you can fix it in a source included with archive)

DL link: (not work in some browsers)
BLOCK_EDITOR_SE.7z


Ti_

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Re: Battletoads and graphics
« Reply #26 on: November 09, 2013, 08:57:06 am »
Release of Battletoads Hack with Jimmy (and Billy) Lee.
Uploaded to RHDN:
http://www.romhacking.net/hacks/1653/

updated to v1.1. (fixed bug with checkpoint at last level)
« Last Edit: November 10, 2013, 07:13:32 am by Ti_ »

kiwasabi

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Re: Battletoads and graphics
« Reply #27 on: December 08, 2013, 09:06:36 pm »
Thanks for working on the editor, Ti_. I've been meaning to check it out but really haven't had a chance. I was mostly interested in messing with the dragons, hopefully making an entire level dedicated to riding them, which I did a bit with the hex code. I'll have to look into changing the tile set around as well.

Ti_

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Re: Battletoads and graphics
« Reply #28 on: December 09, 2013, 04:46:34 am »
I was mostly interested in messing with the dragons, hopefully making an entire level dedicated to riding them, which I did a bit with the hex code. I'll have to look into changing the tile set around as well.
Adding that flying dragons to any levels, not good idea. It's near impossible: 1)need to replace other obj graphics, with their, on every level. 2) it's work as transport, and how it's works coded to each level. (bikes, jets, surf's). 3) palette.
About changing level1, I think possible to expand it's length.  The problem is editor for 2d levels. 3d levels works in some other way: Blocks(metatiles) - is only bg picture,  Level1 'body' map - $2Be4D - $2BFCD in ROM.
$C7 is lenght of level in blocks.