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Topics - Duke2go

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1
Personal Projects / Super Toad Bros. 3 Hack
« on: November 18, 2020, 03:10:42 am »

Hi everybody,

Its been a long time since I posted anything new here at RHDN. I've been working on a mid-range graphics hack project I've named Super Toad Bros. 3. I was originally going to call it Toad's Adventure, but this name was already in use for another SMB hack. With the recent pandemic and other life issues that have come up recently, I really just needed something to sink my creativity into. Initially I was just trying to change the graphics for Toad in the Toad houses to use the sprites he had in SMB2 (USA). But after I started thinking about it, I decided to see if I could make Toad the main playable character in SMB3 (NES). I know that there are SMB3 style Toad sprites in SMB 3Mix, and that hack is truly phenomenal and highly recommended to anyone who hasn't heard of it. But I always felt those sprites were 'off' in some way compared to the sprites used in SMB2. So long story short, I went in and made completely new sprites for Toad in all of the forms usually taken by Mario and Luigi in SMB3. This took a LOT of time and effort, and the process was far from simple. But eventually I came up with sprites that I was happy with. I also decided since this was Toad's adventure, I would change a few things around. So I swapped in some sprites from SMB2 like the Spark enemies and others from Super Mario Land 2 like the Pirhana Plants and the Buzzy Beetles. I also included a few sprites from other places, including some custom Super Mario World sprites I found while searching for custom SMB sprites.

The game uses the SMB3 Definitive Edition as a base, mostly because that hack added some frames of animation and features some phenomenal sprite work. The DE also included a mechanic like Super Mario World where the character can store a powerup that can be used immediately by pressing Select. I was originally going to use the 'vanilla' version, but this game is basically 30 years old and the Definitive Edition hack, also highly recommended BTW, is more accessible to new gamers who didn't necessarily grow up with 'Nintendo Hard'. If there is sufficient demand, I might go ahead and release a 'vanilla' version too since it will mostly just come down to swapping sprites from one ROM to the other. Other than the graphics however, and some extra animations that came with DE, the game is still the same SMB3 we grew up with. There is no level hacking, and there won't be. This is simply an attempt to give SMB3 a fresh coat of paint and let people who liked Toad in SMB2 use him in SMB3.

The hack is not complete, and there are definitely things that I still need to change (like swapping "Mario" for "Toad" and trying to swap the Mario/Luigi characters for Toad in the Spade Games). I'm also trying to swap the colors of player 2 from green to a blue like Toad had in SMB2, but I haven't quite figured out how to make those changes and make them stick quite yet. I've got a few more ideas I'd like to implement, but I'm also working with Rodimus Primal on the Devil Hunter Miyumi project, an original "Ninja-vania" IP, and time is limited. So this project will be what it will be and hopefully other people will like what I've come up with.

Constructive criticism and comments are welcome, so please reply and share your thoughts. And if you'd like to know more about Devil Hunter Miyumi, or the Final Fantasy Reconstructed project (which although perpetually in beta is actually going to be released soon), feel free to check out the links below.

Hope you all are staying safe during these trying times.  :beer:

Duke

DHM - https://www.facebook.com/DevilHunterMiyumi/

FFR - https://www.facebook.com/finalfantasyreconstructed/

November 18, 2020, 03:17:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I wanted to share some images in the first reply to separate the ideas and not clutter up the initial post.  These images aren't final, but they show a lot of the work I put in to make Toad actually fit in the SMB3 world.

















































November 18, 2020, 03:32:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)

I couldn't get the video to work earlier from my YouTube channel, but here it is for those who are interested. Again, this is not the final version, and is not me trying to be the 'best' SMB3 player ever. It was literally just made to capture footage to show what had been done so far. I couldn't figure out how to embed it in this thread, so if that's even a possibility, I'd appreciate any help with that. Otherwise, please enjoy the video and check out the other stuff I've been working on over the years. If you like the content, please like and subscribe :thumbsup:

https://youtu.be/hcfFH4a-VGs



2
ROM Hacking Discussion / Changing default character colors in SMB3 NES
« on: October 26, 2020, 07:04:38 pm »
Hi,

I'm working on a graphics hack of SMB3 NES that uses Toad instead of Mario and Luigi. I've changed all of the sprites that I need, but when I tried to change the colors for the 2nd player from the Luigi green to a blue more like Toad in SMB2, I can hex edit the changes, but whenever I close the rom and reload it, or something significant happens like it becomes player 2's turn, the colors default back to green. This is really only occurring on the map screen and I was able to successfully change the colors in-level. I remember this being an issue with Megaman 1 and the only way to change Megaman's default colors was to use an obscure editor that somehow overwrites the default colors wherever the info is called from. I have a feeling this is going to be another "well do you know assembly" topic, but I don't, so I figured I'd ask people who knew more than I do. Thanks for any help you can offer.  :beer:

Duke

3
Newcomer's Board / Help with uploading/linking images to a post
« on: October 26, 2020, 06:47:40 pm »
I haven't really been active here on RHDN for quite awhile and it seems that things have changed since I've been gone. I'm having problems uploading/linking images to my posts. I used to link to photobucket, but now they want to charge for that service, and with the pandemic, money is tight. I opened up an account with ImgBB that gave me embed links for the images that I've uploaded, but when I used the insert image function nothing showed up in the post. If anyone could give me some guidance, or even recommend another free site that will work, I'd really appreciate it. Thanks.  :beer:

Duke

4
ROM Hacking Discussion / Help with Mario 3 NES
« on: October 02, 2020, 01:10:06 am »
Hi all,

Its been a while. I'm doing a very simple graphics hack of Mario 3 that makes Toad the main character, really just for the heck of it. Unfortunately, unlike Final Fantasy, there are very few if any documents related to hacking the game. Ideally I'd really like to be able to have a 2nd player sprite that was different than the first player. Otherwise it will just be different colored Toads. I know in 3Mix he did a lot of assembly programming, but there really weren't even any documents for that. So any help offered is appreciated.  :beer:

5
Been a long time since I was last here. But I've recently gotten somewhat back into playing hacks while we've been developing our Devil Hunter Miyumi IP and it was brought up to me that Ninja Gaiden NES hacks are almost unheard of. Yes there is Deadpool and some slightly changed roms, but nobody has really picked up the baton and really run with it. Which is good since Devil Hunter is a spiritual successor to the original NES Ninja Gaiden games, but still odd. There don't seem to be many good utilities to use, and NG2 must be either perfect or completely F'd because I can't find a single rom hack for that game. Heck NG3 only has the restored patch as any significant changes. I just wondered what other people thought and if any insight could be gained. Hope everyone had a great New Years.

Duke

6


(Hi Dr. Nick)  :thumbsup: :laugh: :beer: :thumbsup: :happy: :laugh:

Sorry, love of the Simpsons caught hold.

So while I was fine tuning the narrative for Final Fantasy Reconstructed, it just randomly hit me...

Why was the TNT locked away in Coneria Castle to the point that it had to be SEALED BEHIND A MAGICAL DOOR to keep people from getting at it...

There is a thin story thread that actually might be worth exploring... I've been trying to shape my narrative where the Castle of Ordeals was more akin to the Darkside Cave on Dagobah in Empire and expand the story and lore a little bit so things make more sense. I was just imagining, what if the Dwarves were using TNT recklessly, or maybe that was how the Temple of Fiends was reduced to ruin, the sages were conducting experiments that blew it to pieces and it was deemed too unstable to use any more. I'm really perplexed why I had never thought of it before, and since it was more a question about Final Fantasy 1 than specific to my project, I started a thread so that I could hear what you all thought as well. Feel free to comment, I might even shift the narrative in the game to reflect your thoughts.  :beer:

Duke

7
Gaming Discussion / Good PS2 emulator
« on: July 17, 2015, 12:24:02 am »
While I'm taking some time off from my own project, I started playing some older games on the PS2. I was playing DBZ Budokai 3 last night, and while the game suffered from just a SLIGHT slowdown on PCSX2 when I was fighting, the overworld during the story mode looked like straight GARBAGE... The graphics were just completely OFF. That's the best way I can describe it. Not smooth, certain things would show if I moved forward just a bit, but then would disappear again if I moved forward again. I had a very similar experience trying to play Megaman X collection. I know PS2 emulation is probably rather new, but the experience of seeing a game that I loved so much on my console look just so BAD on the emulator really broke the experience for me. PCSX2 seems to be the preferred emulator from what I've already seen, just wondered if anyone else had an opinion, or could point me to an emulator that I might have a better experience with.  :beer:

8
Gaming Discussion / Best Street Fighter Combatant IYO
« on: July 01, 2015, 03:47:11 am »
Since there are so many characters, I didn't put up a poll. I was just inspired b/c I was watching E3 gameplay for SF5 today and I was just thinking about how my favorite character has always been Ryu (and evil Ryu in the Alpha series). I always felt Akuma was a strong character too b/c he was a good balance for me between Ryu and Ken. While I've learned how to play other characters in the different games, I still find myself coming back to the Shotos when I want to really compete. Figured this would be a neat thread to get some interesting discussions. So please, feel free to share and discuss!

Edit: Technically, I guess the non-playable characters should be ruled out. So if you can't play as the character, they can't be included. And for this topic, please no Darkstalkers or MVC characters, just Street Fighters. Also, to avoid having to distinguish between the different versions of Balrog, Vega, and M.Bison, lets just stick to the American names so that we don't have to specify which one we mean  :beer:

(The American names edit was done on 7/3, so there are a few posts that have clarifications in them)

9
So,

Since I started working on my Final Fantasy project, I've been finding myself watching a lot more "video game" related music and TV. I found the SMB Super Show on Netflix, and I started thinking about the premise of the show, that the Koopas have invaded the different worlds that the show decided to make up that day. So I thought this morning, what if there was a SMB game that was kind of based upon the show. SMB 2 seems the most likely game to use as a base since there are 4 choices for characters (and all of them were in the show). It shouldn't be too difficult to change some of the enemies in the game into more "classic" SMB characters, and a lot of the enemies from 2 actually ended up in later games. The only problem I can see is that including enemies like Goombas and Koopa Troopas as the engine works now wouldn't allow for them to be stomped on (although they could be thrown). I was also thinking about the "Koopa" shell that is in the game, and if some coding could be done, a normal Koopa Troopa could be pushed inside the shell and then "kicked" towards the enemies. The only real change that would really need to be made would be changing Wart into "King Koopa" (although it seems viable to change the bubbles Wart fires into fireballs). I'm not really in a position to learn to hack SMB2 right now, but I wanted to throw the idea out there to see what other people thought. There is a total lack of SMB2 hacks that I've discovered, and this would be more of a "fun" game than an overly hard "master quest" like the only other SMB2 hack that I've played.

10
Choices: Left is Option 1, Right is Option 2




So I'm torn between the two different options. I've been using the White/Red/Tan for the Master (who is modeled off of Ryu from Street Fighter). I personally however really like the profile version (Which is based upon Ryu from Street Fighter II Champion Ed). Just wondered what everyone else thought. I know he'll be the blue version in MY version of the game, but for the rest of the fandom, I thought I'd ask opinions. For clarification, the color schemes work like this through the game:

Red/White/Peach                                Brown/Blue/Tan
Fighter                                                 Thief
White Mage                                         Monk
Red Mage                                             Black Mage
Knight                                                  Ninja
White Wizard                                      Black Wizard
Sage


I had thought originally about making the Monk character in the other scheme, but he looks REALLY pale with the peach skin, and the red dots on his head kind of make him look evil. Now that I look at the table above, I guess it makes sense to make him Blue, but I wanted to ask for opinions.

11
I hope that I have not gone against the rules for posting here. As some might know, I'm working on the Final Fantasy Reconstructed project, and I've generated a lot of data in a very short time. I had the pleasure to finally experience Grond's Final Fantasy for the first time today, and I was very impressed. I was really surprised at the numerous similarities that I had actually unintentionally drawn without knowing it. Ever since I played Final Fantasy ++ I was impressed by the moving ocean in that game. Grond's Final Fantasy has the same basic look of the ocean that I included, that of FFIII JP, but there are still things that are contained within my base image that I like and want to keep, and are not present in Grond's game. Does anyone know how he was able to create the moving ocean/stream/ and apparently lava tiles? I have searched for the better part of the day and I can't find anything about it, although I seem to remember he acknowledged what program or utility he used to make that happen somewhere. So question 1 is can anyone help me or point me in the right direction so that I can accomplish this myself. The second question is much more simple. I would REALLY like to make the chests reflect that they have been opened. Is there ANY way to somehow do a type of if:then code where the closed lid sprites are automatically redirected to different open lid sprites when the chest has been opened? I managed to make the chests look a lot like FFIV's, and it pains me that they just sit there like stones after they've been opened. Disch offered some general advice about animating the ocean, but asked me to post the question to the board so that everyone could either possibly help or be helped. Thank you for any help that can assist me in making my ideal remake of my favorite NES RPG, if not game in general.

12
While I was searching for information about how to make the ocean animated in my Final Fantasy Reconstructed project, ideally similar to Grond's Final Fantasy, I came across a number of Final Fantasy related message threads. This one was very useful and had hex values for step-by-step hex editing in patches and bug fixes. I wanted to share for anyone else who might be attempting, or will attempt, a Final Fantasy 1 NES hack.



http://www.gamefaqs.com/boards/522595-final-fantasy/45575058


I'm still searching through the different available resources, and I will post more information that I think might be useful.

13
Original



Updated





Since this wasn't related to my hack other than one choice of graphics will be used, I just wanted to take a quick poll. I figured even if people didn't like Final Fantasy, they could still vote on the sprites. I'm torn between the two, and the color choices are VERY limited, so any feedback is welcome. Sorry the images are two different sizes too (apparently the emulator on my phone takes better quality screenshots). Thank you.

14
ROM Hacking Discussion / Caution about hacking Final Fantasy 1 NES
« on: March 25, 2015, 07:40:29 am »
I've learned a LOT about hacking graphics and using utilities from my Final Fantasy Reconstructed project. I just wanted to post 1 warning:


DO NOT ALTER THE EXITS IN THE TITAN'S TUNNEL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Although I'm going to write an FAQ about hacking Final Fantasy since I've learned everything I know now about hacking from this project, I just wanted to save other people the headache that comes from accidentally altering THOSE exits. I'm using the FFHackster utility, which allows you to recreate the levels and sprites, and essentially will change game related code for you. I accidentally messed with that exit early on and had to scrap an entire project because I couldn't figure out how to fix it. I actually had to create an entirely new exit routine and entry coordinates to get it to work, otherwise you warped right outside of Coneria city and back to the Titan's tunnel, making it a loop that you couldn't escape from. After 2 hours I fixed it, and I will be happy to help anyone else who has the problem. But if you don't alter it, it won't happen. Just change the tiles AROUND the exits. I hope this saves others the hassle.


Duke

15
Personal Projects / Final Fantasy Reconstructed
« on: March 21, 2015, 08:06:34 pm »
For more recent visual updates, please skip to page 14 [Link below]

http://www.romhacking.net/forum/index.php?topic=19442.msg324127#msg324127

Hello,

This is my first post to RHDN, although I've used this site for a LONG time (and actually got a lot of my tools and info here). Anyway, I'm working on a hack of the original Final Fantasy. It is based on an early version of Grond's Final Fantasy because he had already rebalanced the characters and the enemies. So far, I've edited virtually every enemy in the game (with the exception of the bosses). Some have new attacks, some are updated versions of the same enemy. Many of the enemy sprites were taken from later FF games or Final Fantasy ++. Many of the class sprites were taken from later games, and 3 are uniquely original to my game. Ideally, I'm going to do a completely new soundtrack (although that has given me fits, so I'm working on graphics first). I've created a Facebook page and project homepage to post images and updates. Both locations serve as references for anyone who is interested in hacking Final Fantasy. I'm including a Spriter's Resources section in addition to my own images. I welcome anyone who is interested in visiting or making comments. Please follow the links below.


Home Page

http://www.ffreconstructed.com/

Facebook page

https://www.facebook.com/finalfantasyreconstructed?ref=hl

Photobucket page [with all image changes throughout the project's lifespan]

http://s1381.photobucket.com/user/duke2go2/library/?sort=3&page=1


Duke

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