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Messages - TheSkipper1995

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Personal Projects / Re: Zelda II Redux
« on: December 05, 2020, 09:57:13 pm »
as @ifightdragons mentioned, some flashcarts already use combos for save states and such by using Select + another button, so we gotta be careful as to which button combos we use for it.

Ah, that is a tricky situation... Maybe try a Link's Awakening style save but just exclude select? Like A+B+Start?

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Personal Projects / Re: Zelda II Redux
« on: November 27, 2020, 04:15:32 am »
Been playing through the official release and I'm having a pretty great time with it. One minor complaint I have, and this may just be me, but I've found myself accidentally activating the manual save from the pause screen frequently. Might I suggest having it be something a little harder to accidentally activate? Like 'select' + up instead of 'a' or something? Again, may just be me but I thought I'd mention it anyway.

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Personal Projects / Re: Zelda II Redux
« on: December 08, 2019, 02:02:45 am »
Hello! I just recently stumbled upon this project and I must say it's pretty fantastic. I'm loving the changes implemented thus far and am looking forward to your plans for future updates.

One suggestion I would have is in regards to EXP— Would it be possible to have it so that, instead of losing all of your EXP upon game over, you lose a fraction of it? Perhaps half? It would still be a punishment the player would want to avoid, just not quite as brutal as losing all of their EXP progress.

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ROM Hacking Discussion / Re: Mega Man 4 enemy graphics with "MegaFLE X"
« on: August 15, 2015, 09:04:21 pm »
Does this utility have a way to edit the checkpoints? Otherwise this may be something that will need to be fixed via hex.

I do, actually! Check this out, here's what I use to edit the enemy graphics; the "Scroll GFX Load" is what controls the enemy graphics. As you can see, it's set to "13" which is what loads the graphics I need:


And here's what the checkpoint editor looks like. I've tried messing with the "Initial CHR Load ID" number and it DOES, in fact, change what graphics load when I die and respawn at the checkpoint. You may think that all I need to do is change it to "13" and all will be well and good, but it seems that the "Scroll GFX Load" and "Initial CHR Load ID" numbers do NOT correspond to eachother. Theoretically, I could use trial & error to find out witch Initial CHR number I need, but that would take a very long time:

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ROM Hacking Discussion / Mega Man 4 enemy graphics with "MegaFLE X"
« on: August 15, 2015, 05:34:55 pm »
So, I'm messing around editing Mega Man 4 with MegaFLE X and I've run into an odd issue.

For those of you familiar with hacking Mega Man games, you probably know that how only a certain amount of enemies can be used on any given screen of a stage and that you can change which enemy graphics are loaded in which screens to make your level design work properly. This is all well and good, however there seems to be an issue with this when working with rooms that trigger a stage's checkpoint. Playing through a stage normally with the edited enemy graphics works fine... but if I die and restart at the checkpoint, the enemy graphics revert to what they were in the original, un-edited stage.

Here's what the stage normally looks like in the original MM4; as you can see, it uses the bat and wheel enemies:


Here's my edited version with new graphics for the firework, lightbulb and moving platform enemies:


And here's what my edited version looks like if I die and restart at the checkpoint. As you can see, it's using graphics for the bat and wheel enemies from the original version of the game:


Anyone familiar with MegaFLE X have any ideas as to how I can fix this issue?

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