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Topics - imkrut

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INTRO

Hello again friends!

Here's my latest! project (6th one!), while doing the tedious missing backgrounds for my previous project Battle City, I started working on this! This time it's a graphic makeover for Twin Bee for NES.




This is a great little game, and often cited as being responsible for creating the entire "cute-em-up" genre alongside Fantasy Zone (It's still pretty fun to play minus some questionable hitboxes, and I feel that it doesn't get enough praise in the west [despite having quite a few sequels, soft-reboot and even a full-fledged remake for the PSP] ) it has a 2 player co-op mode  (with a quite curious mode where P1 and P2 can combine their shots, something that's not often seen), and it's not too challenging!

With this I tried to strike a balance between old and new, and trying to keep the charm of the original, and even tho I did actually make an alt sprite with the classic colors for TwinBee, I feel is hard to pass on the charm of the Detana revision (and the actual arcade colors)



For this I would very much like to add a foreground UI with maybe a portrait of both Twinbee and Winbee, a more charming Title screen that showcases the characters, and ideally, I'd love to add moving animation to the sprite which do not exist (if player presses left-right on d-pad as a condition) and also tinker with custom music and add something like this bitching remix by Magical Trick Society in their album Shooting Battle Arena https://www.youtube.com/watch?v=1dc7lbF7ONA to the game but to be honest I'm quite lost as to where to start so far.


Also, I didn't find any patches that enhance the game, but if someone wants to work on a 3 player mode and add GwinBee I will absolutely support it and add graphics to it!

Anyway, here is some media, and no download at the moment!

COMPARISON IMAGES











NO PATCH YET, SORRY!




Anyway, here are some images










So, today I abused the fact that MesenHD dumps an entire new tileset (when it's basically the same tiles with slightly different colors), so now level 3 has sort of shifted into something quite different than the original. I took existing elements like bone bridge, mountains, dirt tiles, etc that were already part of the original, and gave it a more coherent theme.

So it went from this:



To this



This is very appealing to me, because the original Twin Bee was very limited on what it could offer visually, with all the levels looking fairly similar, despite trying to have variance (so I could offer a very spring-like 4th level, with pink colors, which I feel is the direction they wanted to take)

Problem with this is that even tho it's infinitely more pleasing visually (imo) it leads to a new set of problems:
1) Now enemies (even tho it's a very wacky in tone-game) feel a bit out of place there now, since the tone of the stage is so specific. The "theme" of the enemies for that stage is "animals" (from cockroaches to, crabs, lobsters, to whatever the hell is the gray thing with wings that shows up later) which already is super broad and felt kinda weird (not to mention that some of them are rocket-like creatures with wings, while others are merely "flying" animals.

At this point I'm toying with the idea of actually shifting some of the enemies around in different stages or even creating new ones that fit the theme better (something I already did to a certain point) hell, even make the end bosses thematically coherent (like, say on the first stage, all the enemies are fruits and vegetables, so make the "Onion King" ship, actually an onion...and not just something that remotely looks like it), so in this case, take all the enemies of stage 3 and make them consistent and thematically coherent (like cave-lava related, like bats and stuff) or in the proposed example of the 4th stage, make the enemies insect or flower related.... but I feel that it might be straying waaaaay out of the original if I did those things.

The alternative is to go back and just stick strictly to the original (so no lava level theme) and just keep everything the same.

An even more hardcore alternative would be to have a "faithful" pack that sticks to designs of the original and have a "Remix" version that basically takes the concept further.

Thoughts?

Also still looking for help on how/where to start with the audio/song in case someone can chip-in



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Personal Projects / Battle City Remastered (MESEN HD patch)
« on: May 11, 2020, 05:06:32 pm »
INTRO

Hey friends!

Here's my latest! project (5th one!), this time it's a graphic makeover for Battle City for NES.
It's a game that I'm very fond of (and I feel it's very underappreciated) it has a 2 player co-op mode, and even a built-in maker/editor mode!.

With this I've retouched the sprites, added animations, backgrounds, etc, but there's still stuff that I'd like to add (like per-stage backgrounds, and once SourMesen releases the next version of Mesen which includes foreground support, hopefully I can add a few ideas)

I've ran into some issues with the per-stage backgrounds so maybe I can iron em' out with the help of you guys (I'd like to do something like this for all stages https://imgur.com/0hj7F7L )..


There's also a great patch that adds 4player support/+the addendum wich is the "definitive" edition that I'd very much like to support, (and hopefully bundle with the graphic patch, but not sure if that's allowed https://www.romhacking.net/hacks/4658/ made by Ti/Cyneprepou4uk).


Anyway, here is some media, and the download right at the end!

IMAGES







MEDIA

https://imgur.com/0hj7F7L





DOWNLOAD PATCH HERE

EDIT: Updated version for people having troubles with the SAH-1, and with the bg.png referencers in the hires file.
This includes per-stage background support (but only for the first 3 stages)

Like I said, I might revisit this one after the next version of Mesen comes out (and update the other patches too...maybe)

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Personal Projects / Bomberman (NES) "Remastered" (100% Finished)
« on: May 08, 2020, 04:44:20 pm »
Hey friends!

Here's my latest! project (4th one!), this time it's a graphic makeover for the original Bomberman for NES.
I tried messing around with backgrounds and using them as a way to actually improve the game, so in this case there are some UI items, and part of the background complement the tileset.

I actually wanted to improve the animations, but just wasn't feasible with the way Bomberman handles animations (the character stays in the current frame of the animation permanently), however, I did come across this wonderful hack/patch (Bomberman Coop  made by Corpse Grinder) which adds a 2 player co-op mode. I have all the assets ready to support this, however I'm unsure of the etiquette here, and if it can add the patch (keeping all the documentation obviously) to the pack, (so if someone can chip-in, I'll be glad to post the content too).

Anyway, here is some media, and the download right at the end!

IMAGES







MEDIA

https://imgur.com/FeSfoTA

https://youtu.be/PjGbZo73EBU


DOWNLOAD PATCH HERE


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Personal Projects / Ice Climber "Remastered" (100% Finished)
« on: May 01, 2020, 01:45:24 am »
Hey friends!

EDIT: 04/05/20


FINISHED VERSION READY!

You can download it here




Just wanted to share progress on this new project, thanks to all the help from various people, (but specially SourMesen, Aclectico and MrKwong!) I now have learned a thing or two, and managed to add new animations for Popo (idle, running, etc) and enemies, background (tho, current is just a place holder and scrolling for it seems broken on this game, but dunno maybe I'm doing something wrong)

EDIT: Here are some moving pictures!



Here are some comparison pics (looks better in motion I swear!)



(Album with a couple extra pictures here)
https://imgur.com/a/hr5TR13

You can watch a video of it in action here

https://youtu.be/7qKE4liMGgc

I'll upload a patch once Nana is done too...I just wish there was some sort of UI that allowed you to easily map things/re-arrange tiles, but oh well, this is still vodoo magic SourMesen pulled out, imo it's great.

Does anyone know if you can "animate" backgrounds? say have multiple images and they alternate (like an animation)

Cheers!

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Newcomer's Board / Best place to post finished graphic packs?
« on: April 29, 2020, 08:02:27 pm »
Basically what the title says, I recently finished the Donkey Kong Jr. graphic pack (https://www.romhacking.net/forum/index.php?topic=30538.0) and afaik Romhacking doesn't really have a section for that type of  things (?), so going forward, was wondering what's the best place to:

1) Post about an ongoing project (personal projects seems like the place to do it)
2) Post and share a finished project (guidelines indicate that it shouldn't be on "personal projects" )

Thanks!

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Personal Projects / Donkey Kong JR. "Remastered" (100% complete)
« on: April 24, 2020, 11:36:48 pm »
Edit: You can download the patch here .

You need to use MesenHD pack feature (install>point to zip file location) and you are done!

Hey!

This is my second project based on revamping NES games with graphical (hopefully) improvements.
This time it's a graphic pack for Donkey Kong JR. for the NES, to be used with Mesen (HD pack feature).
My goal was to stay as close as possible to the original content (colors, design) but trying to make the graphics more appealing (16-bit like, even)

https://youtu.be/YzxB-_tPmJM
(Video preview of the patch in action)

You can see some of the captures:







Also, not sure what (if any) is the best place to submit these patches? (or even where to upload them) so any pointers in that sense are appreciated.

I'm also looking for info/help on adding more features (like extra animations, backgrounds or animated tiles) here https://www.romhacking.net/forum/index.php?topic=30535.0 so if you have any idea (or can help me understand the process better [non coder here] that would be awesome).


7
ROM Hacking Discussion / Help with Mesen HD Pack features (?)
« on: April 24, 2020, 02:07:11 pm »
This is my second time messin' around with Mesen's HD Pack feature (first time was this Little Nemo patch https://www.romhacking.net/forum/index.php?topic=28358.0 ), lately I've been fooling around with some other games ( https://imgur.com/a/s3pnTFt
 and https://imgur.com/a/S5LNqcc ) and I think it's a really infravalorated tool that could see much more use with a few QoL improvements

Now a couple of questions pop up, that would certainly make the process much more streamlined.

1) Is it possible to rearrange the tile bank (once the output files are done) so they make more sense/it's easier to edit them? (kinda like this https://imgur.com/a/JCZYxFo ) this is specially important because the tiles eventually start repeating themselves (despite being the same exact sprite/tile)

2) In line with the previous point, is it possible to "match" a cetain sprite with certain graphics so you don't have to find and replace them in every single output tile?

3) Is there a way to easily output the tiles for editing (was thinking of a "movie" replay for Mesen of someone playing "X" game, but I have no idea if there's a repository for such thing) other than playing the game from start to finish and trigger every action/animation?

4) Is there a tool that allows you to add more animation frames to an existing animation or animate a static tile? or even more, add "variants" of a certain static tile that randomly replaces (say a block tile A that is used 30 times in a scene, but add tile B and C so A, B and C are used 10 times each in the same way tile A would have been randomly)

5) A way to completely replace a "blank" background with either a tile or a big bitmap?

The same could be said regarding the "add music" feature (like MSU-1 way of using remastered audio for SNES games) this could be great if there was a way to streamline the process of adding them for non-coder savy people.

Any help, much appreciated

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Personal Projects / Little Nemo (NES) Graphic Pack ver. 0.1
« on: April 28, 2019, 01:23:24 am »
Hey, this is the first public release of the graphic pack (hopefully an improvement) for Little Nemo (NES).
It's based on the HD packs features of Mesen, it's one of my most dearest games. Originally I was experimenting a bit with NES edits/adding more frames, and figured I'd at least finish the main character. For me at least it was a fun excuse to revisit the game.

Here are some moving pictures/comparisons





Download:
https://www.dropbox.com/s/kc6sttyluyvuljc/Little%20Nemo.zip?dl=0

(I was told Dropbox was a good idea to upload, since Romhacking.net apparently doesn't support this type of submissions, but if anyone has a better idea or host, I'm all ears)

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Hello community, lately I've been using Mesen and its "HD" graphics function to update some of the graphics on one of my most beloved games; Little Nemo for the NES. (https://youtu.be/AATqdTyhgFo?t=170) It's a videogame loosely based on an animated movie, which in turn was loosely based on the classic comics by genius artist Winsor McCay.

Anyway, despite my efforts, I'm having a -very- hard time dealing with how the graphics just seem to be randomly dumped into tilemaps, and it's a real pain to edit them. Even worse, if you make a mistake and save on top of the files, it gets even messier.

Sour has been way too kind trying to help me with this stuff, and pointed me to HDNES packeditor which in theory should help me better deal with the maps...but alas, there's no documentation and I'm kinda lost.

This has been my progress so far

So for the sake of being practical, my only concern right now is revamping the main sprite animations (just Nemo, and not the animal forms atm) , so with that in mind, I went to a particular room on the first stage which is basically just 2 tiles, a black background and the only other object in scene is the player.
So I went there, hit record, and did most of the moves of the player, and most of the tile output was limited to the player, after that it was mostly a problem of finding and replacing the tilemap graphics with the ones I made.

Problem is there are other actions like swimming, getting hit, or even shooting the rod that you carry (an ability you discover by the end of the game mostly) that are simply not possible in that room, and if I am to eventually do other stuff, this system simply will not fly.

So, following Sour's advice, I'm trying to reach people that might have pointers or ideas on how to best approach this.

Thank you!

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Newcomer's Board / Question regarding 100% translated games
« on: June 22, 2016, 01:02:39 pm »
Hi, I've been a longtime lurker, and I've always used Romhacking as a comprehensive list-site guide of translations.

It has come to my attention that for example on the Dreamcast, Frame Gride was apparently 100% translated, yet it's not listed in the corresponding section.

Is it due to copyright issues? Shouldn't it be listed anyways (but not linked for download?), is there an actual list with 100% translated games?

I tried the search engine, but alas, it didn't provide much help, since much of it was outdated/not relevant.

Thank you.

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