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Romhacking => Personal Projects => Topic started by: Trax on January 16, 2016, 01:16:53 am

Title: Revenge of the Red Falcon - Final Release
Post by: Trax on January 16, 2016, 01:16:53 am
Hi guys. After too many months, I finally got some time to work on the last revisions of Revenge of the Red Falcon, and the final version is now available...

I made many changes from the last 8-level demo, most of them being tweaks on AI to set the difficulty to a reasonable level. Some sections and bosses were simply too overwhelming, even for the seasoned veteran, including myself. However, the beginner or casual player may have a hard time with the hack, as the difficulty level is meant to be higher than the original game...

I did a few touch up jobs in the level layouts. Added a platform here and there, a hole that is a bit too wide, etc. I removed enemies that would spawn and shoot you while in mid-air, which was akin to fake difficulty in some places. Some mortar shots in level 7 were very hard to avoid or didn't give enough reaction time...

Levels 1 and 3 didn't have correct data for Running Men frequency. Each screen in a level has a specific byte that define the probability of a Running Man to be generated, and whether it shoots or not. So I created that. In the previous demos, the original data sequence was overshot (because the new levels are longer), so as soon as you reached a screen number higher than the original level length, random bytes were being read, which gave erratic behaviors in some sections...

Rifle Men now shoot a random number of bullets at each attack. This makes the game a little more random, and it makes it a bit easier to get out of the stream of bullets when you're trapped, especially when two or more Rifle Men are shooting at you...

Gray Turrets also pause a little longer between attacks, again to let the player get out of a bullet trap while standing on a small platform or in water...

I changed the pattern of Spawning Cores in the last room of the level 4, before the boss room, because I thought it was visually unacceptable when a new Core appeared partially over a destroyed one. I thought about writing elaborate ASM to make the generator wait until all the cores are destroyed before generating the next wave, but it seemed complicated and error-prone, and therefore not worth the hassle. Instead, I use the same pattern, but I added some ASM to have them appear at jump height in level 4, and at standing height in level 2...

I reduced the HP of the Spiked Walls in level 7, mostly because destroying walls is boring...

For the level 1 boss, the Barricade with Bomb Turrets, you now have to destroy both Turrets before the Plated Door becomes vulnerable. The Boss Eye of level 2 is now reverted to its own projectile, instead of a mix of level 2 and 4 projectiles. Some people were against that, and I also thought it was cool at first, but I decided to keep each boss with its own identity. I also decreased the frequency of attacks of the Boss Eye. When you have the S Weapon, it's okay to have bosses attack you like crazy, but it has to be fine tuned for other weapons as well...

For the Level 3 Dinosaur Boss, I increased the delay before it closes its mouth, leaving a few more frames to shoot it...

In level 5, the Flying Saucers of the Alien Carrier boss now move a little less fast, leaving a more reasonable time to shoot or avoid them...

The boss of level 7, the Mortar Launchers, attacked way too frequently, generating an overwhelming steam of bullets or bombs, making it very difficult, if not impossible, to find a safe spot. So I added more delay. The variations in the shots (Triple Mortar or the special Scatter Shots) are still there, though...

Level 8 had a few changes in some places where too many enemies would be generated and cause unwanted lag...

I also removed the demo plays that start when you wait a few seconds on the Intro Screen. Before that, you only saw the two players do stupid moves and get killed because they still have the original inputs. I thought it was not really interesting, so I just changed a few bytes to make the Intro Screen never enter the demo mode. No need to wait, there's nothing to see...

That's about it. I went through my to-do list. I received many comments over time, so I tried to take them into account while making these last changes...

So, again, a big thank you to all the fans who supported my work during all these years. Thank you for your patience between releases. It's hard to believe this actually started in 2008. If it wasn't for the sometimes very long dry spells with no progress, this could have been done in the course of a much shorter time. Anyway, I'm quite satisfied with the final result...

Of course, your comments and questions are always appreciated. And obviously, if you find a major bug or glitch, I'll do a re-release. Also, there's always the possibility of making a version with a different difficulty level...

I thought about making a real cart out of it. I read some tutorials on programmable ROMs and such, but I think the hardest part is to find a compatible donor cartridge. It has to be a ROM with 16 banks (256k), and the MMC1 mapper chip. If anyone has more info on that matter, or a compatible cart, let me know...

One final note. If you want to start at a specific level, I left a piece of code in the ROM that lets you do that. Go to offset 0x3F633 (add 0x10 for the header), and you'll see these bytes: A9 00. Simply replace 00 with any value, where 00 is level 1 and 07 is level 8...

Download Revenge of the Red Falcon (http://www.romhacking.net/hacks/2701/)

The patch is to be applied on the US version: Contra (U) [!].nes

That said, enjoy the challenge!
Title: Re: Revenge of the Red Falcon - Final Release
Post by: KingMike on January 16, 2016, 01:06:39 pm
Please use the topic in the news forum (http://www.romhacking.net/forum/index.php/topic,21083.msg0.html) to discuss.