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Messages - Satoshi_Matrix

Pages: [1] 2 3 4 5 6 ... 12
1
Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: April 17, 2019, 12:07:12 am »
Yeah. We all want the best for the project. Some devs are cool about fan made content and it's awesome when they are. But some see it as unauthorized use of their properties, their code, their engines, etc. That's why it's always best to not seek approval or recognition. We're not profiting off any of this and as long as that remains the case, we're in the legal clear.

2
Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: April 16, 2019, 05:29:22 pm »
Anyone Who Has Contact With Sega, Takashi Ezuka, The Leader Of Sonic Team, and/or Nintendo Must Look At This Game and See It For Themselves Cause This Game Will One Day Save Sonic's Franchise!  :angel:

It's extremely unlikely Sega is aware of this graphical and gameplay improvement project for Somari, and contacting them about it is a very bad idea. ROM hacks are in a sort of legal gray area. Some companies are cool with it, some see it as missing with their property and may even try to mount a C&D. Nintendo is particularly awful about this.

It's best to leave big companies out of fan made content like this. As you saw, it makes the creators nervous when people bring something like that up.

3
Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: April 14, 2019, 12:07:06 am »
While I agree with crediting Sega by displaying their logo in a boot up splash screen, I also think a logo for Hummer Team should folow it.

Somari is a sloppy mess, no doubt about it. But all of Somari's code and engine had to developed from scratch at a time when NES development wasn't common for unlicensed devs.

I just think that Hummer Team should also feature if possible.

4
Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: April 02, 2019, 09:19:25 pm »

I went through all the mock up boot screens you posted, and this is the one I like the most of all of them:

5
Personal Projects / Re: Super Mario Kart: Retread
« on: March 30, 2019, 03:05:09 am »
It's great to see the original Mario Kart get hacks like this. I only wish F-Zero got the same treatment.

6
Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: March 28, 2019, 02:47:33 am »
link to one of your mockups there is broken. Plz fix, I'd love to see it!

7
Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: March 21, 2019, 05:48:59 am »
Oh, yikes. This seems like a big problem. I haven't played through the game in a few months, so I totally forgot about this.

8
This is amazint work, thank you so much.

I know there are some dubbed scenes in the ost of the game, especially the end scenes, but I think it's out of reach to input it in the game dialogues.

Let's hope now Megaman Zero 5 will come out someday :) ! The ending of MMZ4 is way too sad :'( ...

The following is a spoiler for those who haven't finished Zero 4. You owe it to yoursef to do so before hand. That said:

Megaman Zero 4's ending is meant to be bittersweet. A fifth game will never happen, just like a seventh Battle Network game will never happen. The End needs to mean the end sometimes. It would also cheapen the impact of Zero's ultimate, final death, not to mention the last remaining remnant of a Classic series creation, since X's body was destroyed in Z2, Zero's body in Z3, and both their "souls" by the end of Z4.

9
Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: March 15, 2019, 03:29:06 am »
Would you look at that, an 8-bit Sonic game. Never was big on the MasterSystem/GameGear version, myself.
This isn't an 8-bit Sonic game, this is an extensive reworking of a bootleg Taiwanese unlicensed port of Sonic the Hedgehog 1 for MD to the Famicom with Mario instead of Sonic called Somari. Cool idea on paper, but Somari was plagued with bugs.

This hack works to fix the biggest issues and replace most (if not all?) of the original Somari sprites and ake the game MUCH more playable.

But that said,if the real Sonic games on Master System/GameGear don't appeal to you, this one probably won't either. 

A fast action platformer with four way scrolling is a tall order for 8-bit hardware. 16 bit platforms can handle it so much easier and at higher resolutions. This is really more of a passion project to sort of fully realize the concept of Somari into an actual good game.

10
Personal Projects / Re: Return to Castle Wily
« on: March 10, 2019, 04:34:15 am »
Can you more fully explain that map?

11
Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: March 10, 2019, 04:29:49 am »
I assume it has something to do with the Somari mapper engine, but one of the things that has always bothered me is the horizontal bar on the very bottom of the screen covering up ground tiles.

Even with this extensive improvement, that still remains...

can that be fixed to make the game 'full screen'?

12
Personal Projects / Re: KingMike's Translation projects.
« on: June 07, 2017, 09:45:15 am »
Thank goodness! I've been waiting since I was promised this for March 1994! :crazy: As is typical for me, I can't help but like Shinseiki Odysselya II much better though. I've got a folder sitting around with early prodding on that one. If you hit anything you can't figure out, let me know. These false promises of old need to be set right! 



As a child of the 80s, I very much grew up with mags like Nintendo Power. Looking back, I still don't really understand why they would list to the consumer the number of megs (as in, megabits just to make it extra confusing) a game was. Who cares? Even at the time, if a game was crappy it didn't matter how many megs it was or wasn't, andeven well into the SNES/MegaDrive years many of my favorite games were on NES and GameBoy, which obviously had games with small numbers of megs.

13
Personal Projects / Re: Translations of early Famicom games
« on: June 07, 2017, 09:40:42 am »
I applaud this effort. A lot of the pre-1986 Famicom games are either simple arcade conversions or simple computer-style ports, but the operative word in either case is simple.

It would be great if you could translate the shoji games. Mahjong isn't exactly my thing, but there's also a ton of those.

14
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: June 07, 2017, 09:35:32 am »

I love the colors used, except for the Moon. Could you change the pallet of that sprite (tiles?) to match the Star? The Moon there being dark yellow makes it look like an overripe banana.

Excited to play this!
Hope the original SML gets a real color hack someday

It already has.

After this, it's Wario Land 1 that needs the color treatment!

15
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: June 05, 2017, 12:05:47 am »
That's how the GameBoy Color adds colors right? It assigns different colors to each of the sprite "layers"? Sometimes it isn't very accurate, but it's usually good enough to correctly seperate the sprites from the backgrounds.

16
ROM Hacking Discussion / Re: Mega Man Remastered
« on: June 04, 2017, 04:08:46 am »
It would take some considerable doing, but I hope someone someday can make an NES conversion of the PSP remake, Powered Up. I'm not expecting playable bosses and the stage editor, but Powered Up considerably improved the level designs of all stages, added Oilman and Timeman to increase the boss roster to eight like every other Megaman game, and added that intro stage.

There are sprites out there from the Rockman 8 FC project for Oilman and Timeman as well as their weapons. The grunt work would need to asm coding to fit it together.

17
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: June 01, 2017, 10:52:01 am »
What you gonna do for Space Zone? That's kinda devoid of colors to begin with. Can we see some screens of what you got in mind?

18
ROM Hacking Discussion / Re: Mega Man Remastered
« on: May 28, 2017, 09:18:38 pm »
Why remove the score balls and hide the score system? Sure, it's a meaningless relic, but it's as much as a part of Megaman 1 as the score system in Super Mario Bros. 1. Without it, there's just something missing.

Could you release another version that maintains the score system and score balls?

19
Why on earth did you change the weapon/health counters from the ticks to those ugly boxes? This is the only thing I severely dislike about this otherwise great hack. Could you make an alternative version that restores the original health bars? thanks.

20
News Submissions / Re: Other: Castlevania 30th anniversary
« on: May 28, 2017, 09:08:04 pm »
This is really cool, but I really hope someone can adapt this to work with an actual NES so it can be played on the real hardware on an oldschool CRT.

Obviously the NES isn't capable of the degree of shading going on with this skin hack, but the general colors for background tiles and sprites could be used to improve the look considerably.

By the end of the NES's lifespan, incredible looking games such as Shatterhand showed that moody, 16-bit like backgrounds were indeed possible on the NES through use of color matching and selective dithering. Even flatshading with the right colors would go a long way. The original Castlevania is very orange, making it rather cartoony. Change that and I think the whole game would look better.

I hope someone makes an actual NES version, not just a PC emulator only one.

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