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Messages - PKstarship

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I was wondering something when playing Metroid today.

There's a thing in Metroid where if you somersault jump, and you fall to a point lower than the place you jumped from, Samus exits her somersault. I then wondered, will this be fixed in Rogue Dawn? It always bothers me because it makes the Screw Attack not useful for enemies below Samus in, say, a vertical shaft.

Nothing big, just curious.  :)

I had a cool idea for a hack of Megaman 6. Basically, it would be Steven Universe-themed hack, and instead of Megaman and the Power and Jet forms, you could play as the Crystal Gems, with the goal to save Steven from Peridot or Jasper.

Garnet would be the power-type one, able to break blocks and punch short-range. Pressing Foward + B in the air would make her do a charging air punch, where she rockets foward while punching. Pressing Down + B would make her slam straight into the ground, eliminating enemies within the blast range of the attack.

Amethyst would be somewhat normal, with a mid-range whip attack that can be used in 8 directions. Pressing Down + A in mid-air would make her do a Spin Attack, which makes her fall straight down while curling into a ball, and when she hits ground, she rolls off like Sonic the Hedgehog, destroying enemies.

Pearl would be the quick one, with higher jumping. Pearl would attack at slightly longer range. Pressing B while standing still would make her fire a fireball (only one can be fired at a time), and pressing B while holding a direction makes her stab in that direction using her spear.

The eight Robot Masters would be replaced with some of the other Corrupted Gems from the series, like the Mother Centipeedle and such, and the goal is to poof and bubble them, and perhaps each Gem gets a different power or ability afterwards.

When you lose a life, you get poofed and your character's gem falls to the ground. Respawning after getting poofed shows the regenerating.

It would be cool if outside of the main gameplay, pressing select on the level select screen makes the Crystal Gems return to the temple/house, where you can go out on the beach or go into the rooms. entering the temple door as Garnet lets you enter the Burning Room, where you can see the gems you bubbled as a small detail, Amethyst's Room would have a bunch of junk as well as show any special items you may have gained, and Pearl's room would be for keeping track of your stats throughout the game (Time, enemies defeated, how many times you were poofed, etc).

If anyone made something like this, I would give them a cookie. :cookie:

Here shortly once I get the green light from grimlock I'll be making some trailers for this game.

Awesome! Also, I was wondering, will the ending be changed very much? I don't want spoilers, but because this hack feels more story-driven, I wonder if the ending is changed from NEStroid.

Would it be possible to add some SRAM support? that's the only thing I can think of that would make this hack better.

ROM Hacking Discussion / Re: How do you make an SRAM hack?
« on: September 25, 2015, 03:02:44 pm »
Probably Mega Man 5 first. It's the easiest to just pick up and play, I feel it would be very well complimented by a save feature, especially for people like me who play games on their phones or tablets :)

ROM Hacking Discussion / Re: How do you make an SRAM hack?
« on: September 25, 2015, 01:12:51 pm »
I know, I found a ROM dump of the Rockman 1-6 pirate cart on a japanese site, but it stopped working after my emulator was updated :(

ROM Hacking Discussion / Re: How do you make an SRAM hack?
« on: September 25, 2015, 04:00:42 am »
It isn't possible to fit all the NES Mega Man games into one cart, is it? That would be my dream hack, Mega Man 1-6 in one cart with SRAM.

ROM Hacking Discussion / Re: How do you make an SRAM hack?
« on: September 24, 2015, 04:53:43 pm »
Well, um... I do ASM and hacking stuff on an Android tablet. I have made ASM code before though, I made a routine for Super Metroid that made Samus have the Hyper Beam when she is at full health. Apperently FCEUX has been ported to Android, but without the debugging featues, sadly.

ROM Hacking Discussion / Re: How do you make an SRAM hack?
« on: September 24, 2015, 09:11:52 am »
Thank you for all of your help :) Sadly though Rockman, I can't get FCEUX, I don't have a PC. I have some DOS programs to help me though. I figured a SRAM hack would be somewhat simple to make.

One more thing, is it more difficult to make an SRAM hack for an SNES game? I'm a bit more familiar with SNES ASM, and I want to make a save hack for Mega Man X to help my friend with his hack.

ROM Hacking Discussion / Re: How do you make an SRAM hack?
« on: September 24, 2015, 12:35:22 am »
As far as interfaces go for me adding SRAM to Mega Man, I want to change the "Pass Word" option on the starting screen to "Continue", and possibly change the other option to "New Game". I would just make the game load the save and jump to the stage select. I'm not sure what to do on the screen after you beat the bosses, it always shows the password. Maybe I'll get rid of the grid and make it say "Progress Saved" instead.

I also want to make it so that after you beat the game and load the save, it starts you back at the stage select, so you can play the Robot Master levels again, or go through Wily's/Cossack's/Dr. X's castle again.

ROM Hacking Discussion / Re: How do you make an SRAM hack?
« on: September 23, 2015, 08:57:07 am »
I think once I learn more ASM I'll start then. I'm guessing though that I load the said value(s) into accumulator, store it in the SRAM address(es), and when you continue, make it load it those values the accumulator again, and back into the correct slots?

Rockman, I really loved your SRAM hack of Mega Man 2. I really hate passwords and love seeing them patched out. You're actually one of the reasons I wanted to make SRAM hacks :)

Also, is the SRAM address you mentioned just for the Mega Man games, or for every game on the NES?

ROM Hacking Discussion / How do you make an SRAM hack?
« on: September 22, 2015, 08:37:10 am »
I've noticed that there is a lack of SRAM patches for most of the NES Mega Man games, so I wanted to make patches for them. How might I go about trying to do this?

ROM Hacking Discussion / Re: Help with Mega Man sprites.
« on: September 19, 2015, 02:06:21 pm »
I decided I want to start a bit easier than sprite layering. I want to edit Mario 3's graphics and palettes to resemble the ones from Mario 1, and possibly change the Tanooki Suit and Frog Suit into a Blue Shell Suit and Mini Mushroom using simple graphics edits and ASM. I want to start very simple, a Mega Man 6 overhaul is a bit to complicated for me at the moment. I tend to bite off more than I can chew sometimes...

Newcomer's Board / Re: A question about the MMC5 mapper...
« on: September 19, 2015, 12:14:31 am »
Cool! Thank you for finding those for me. I've realized that I'm gonna start off a bit simpler with my hacking. I want to make a Super Mario Bros. 3 hack that uses the sprites and textures from Super Mario 1. I want to add the ground-pound and wall-jump, and replace the Tanooki Suit and Frog Suit with the Blue Shell Suit and Mini Mushroom. I sorta wanna go for a "New Super Mario Bros. for the NES" hack. Also, because I think Luigi is horribly under-used, I'll make him more than just the second player. This hack will be cool  :)

ROM Hacking Discussion / Re: Mario 3 palettes
« on: September 18, 2015, 11:38:56 pm »
I was just about to make a thread asking where SMB3 palettes are, but just found out this was here, I even learned what CHR-ROM is! Lucky me, I guess :)

Not to be annoying, but can you release a small preview video? None of us have even gotten to see the slope detection in action :)

Newcomer's Board / A question about the MMC5 mapper...
« on: September 18, 2015, 03:24:50 am »
I was playing Rockman 4: Minus Infinity just a bit ago when I started thinking about the sheer amount of stuff in it. So I wanted to ask, how much more stuff can you fit in a ROM that has been converted to MMC5? I want to someday make an extensive hack of Mega Man 6, and I might consider using that mapper to do it...

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: September 18, 2015, 03:17:12 am »
What is a man? A miserable little pile of secrets...

But enough talk! Have at you!

Also, oh my god that Tetris title screen :laugh:

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: September 18, 2015, 01:53:17 am »
Okay, I'm just gonna say, I would totally play "F@ck Dick Nazi Random Offensive Word Tetris" if such a game existed. How come nobody has made any dirty Tetris hacks? There's sooo much potential for dirty jokes and such.

ROM Hacking Discussion / Re: Help with Mega Man sprites.
« on: September 17, 2015, 08:02:30 pm »
I might try to get a team assembled, but not yet. I think for now I want to work on adding Samus and Zero Suit Samus, but even before that, I need to make a tileset for Zero Suit Samus. I do really know that I am very under-equipped to do some of this, I'll learn some ASM and maybe get help and advice from some more skilled hackers.

My ideas tend to be very extravagant on average, but I think this idea could have the possiblilty to compete with Rockman 4: Minus Infinity if it is made well enough. I will try to not push myself too hard, I don't like giving up on stuff. Thank you for helping me :)

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