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Just manually in fceux. It would be cool to generate the tile data automatically by reading it directly, but for now it's a manual step for any hack with custom graphics.
Thanks for the support! I think it'll be a lot of fun when its done.
I've been building more biomes and features. I hit a wall at one point where I was running low on column data. Without being too technical, there's a limit to how much rom space you have for designing screens. Looking through the rom's data, I found a chunk of 0x6B0 (1712) unused bytes at the end of Bank 5. The place where that data lived originally had about half that space, so this was a nice find, especially after all the research I did when I thought I had to expand the rom and move the data to a blank bank. There's still a limitation of 256 total unique columns, but I think I can stay under that with some clever decision making in the procedural generation.
After I moved that data out, I realized that the screen layout data immediately preceded the data for columns. Since that following data is now blanked out, I'm able to use that to add more screen layouts. There's a total of 130 layouts needed (128 screens plus the two interior cave screens) and the rom seems to only allow 128 total layouts regardless of space. This means I need to use the same layout on two screens, which isn't so bad because originally, I needed to find 7 screens to use the same layout on. This allowed me to be more strict in the conditions required for a screen to be qualified as an option to clone. For example, I can now ensure the four screens surrounding the cloned screens match, allowing me to control the width and style of the edge tiles.
Okay, enough technomumbojumbo!
To better manage my progress on actual screen building, I made a little chart:
Each biome has to be generated individually and special screens (dungeon entrances, fairy ponds, armos screens, etc) differ slightly from biome to biome. Additionally, each biome has has its own rules for their design... A forest screen looks much different than a mountain screen, and that difference is more than just using trees vs rocks.
Also for my sake of sanity, Biomes that aren't designed yet just have ground tiles, which you'll see in the following screenshots.
A couple examples of the whole map:
You can see the undesigned screens are blanked out of all features.
And here's a bunch of neat screens I liked that were generated...
A Dock screen:
Overworld Item can be on lakes and the planks going in other directions:
More varied Graveyards:
And then just some random screens I liked:
The Legend of Isaac
So I've just started working on this hack in which we can play as Isaac from The binding of Isaac in The Legend of Zelda from the NES.
The goal of this hack is having the following features:
- New story
- New graphics based on The binding of Isaac
- New overworld and dungeons
The titlescreen and the sprites of Isaac are already working ingame.
I still have to think how Isaac will attack. In the original game Link uses a sword, but Isaac usually attacks using his own tears. So haven't decided yet how it should work.
Not available yet
What's the current issue with the dungeons, precisely?
Do you want feedback about your beta hack here or you want me to pm you my feedback?