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Messages - w7n

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Terribly sorry for a real long development gap. (Actually not all due to real-life issues, I had been participating in Famicompo Pico 2015 and won 1st in covers)
Anyway, this project isn't dead and I'm pretty much decided to continue working on it as long as I have spare time, but it really could progress slower due to real life issues(career and whatsoever).

A minor feature I've just programmed is the cheat feature: Enter cheat codes to get maximum invincibility time, maximum gold, rare equipment etc, but one use of the cheat code would set your continue count to 99 and name you a WUSS.

Well, I can't answer your question right now, sorry...

New updates:

(Ignore the crap background)
Why is Mario killed? Answer: The middle part of the scroll is moving up but the ceiling is stationary, and Mario gets squished.

Also, what do you expect from a new powerup called Gunner Mario?
Gunner Mario fires rapidly in 10 directions, but only on the ground, and firing slows his speed down.

Minor updates:
>Spin jump is being made. It doesn't have the glitching of getting hurt when spin jumping onto 2 enemies (in SMW) Still, the graphics is incomplete. Spin jump can't break bricks below in this game.
>When you stomp an enemy, you can hold A to bounce higher.
>The accelerating & braking mechanic is faster, to make Mario easier to control. Also one important change: B no longer works as the running button. Instead, you simply run by holding the D-pad.
>Infinite continues... and extremely player-friendly continue mechanics. Continuing resets your score, but boosts your state to Fire Mario with Fire-bomb upgrade(i.e. 'Full Power Up'), and sends you back to the last checkpoint. Your continue count is recorded though.
>Some more DPCM samples which are played on the title screen.

VRC7 music engine Rev2 is complete!
(Just coded a certain cover track into the game)

Edit: Still trying to eliminate lag. The current lagless limit is:
2A03 Music + 18 IRQs + 5 enemies(all of them with collision detection), scroll not scrolling

ROM Hacking Discussion / Re: Most technically impressive ROM hacks?
« on: January 27, 2015, 11:50:03 pm »
Extra Mario Bros (for SMB1) is great fun mostly due to its superb level design, but it's not as technically impressive as some of the same author's other hacks, namely Vertical, VS Airman and VS Yellow Devil etc. Besides the final boss, what ATA mostly did in EMB was altering the enemy attributes, along with some other minor changes.
Speaking of SMB1, there's a new hack(only a demo is out) called Super Mario Freedom, made by Chacky. The demo can be obtained here, click to download. It uses the MMC5 chip, and implements a lot of new effects. This is obviously more technically impressive than Extra Mario Bros.
Also a shameless ad.

I guess you should first cleanup your PM inbox...

So back in business...
Just reworked the graphics system and changed the minimum sprite size from 8x8 to 8x16.
This saves sprite space in the OAM, and bosses can use more sprites. It saves processing time too.
The downside: It wastes CHR space...

No preview image, sorry.

Next step is the level data processing routine--which is, presumably, the LAST big system change.
After that, we're mostly done with the system work.

Edit: You want some images? OK here are 2 images.

Left: Bat Mario in bat form, and his fireball. Also notice the wave-like scroll. (The wave-like scroll is a test, it will be altered and used in specific stages)
Right: 'Next 1UP' function. Next 1UP scores are: 10000*n^2. (The item description of Gifted Star is a parody of the anime Strawberry Panic. The so-called 'Etoile election'...)
Also there's an upgrade called fire-bomb which is obtained by collecting a second fire flower. After obtaining it, when the player's fireballs hit something, it will explode and kill nearby enemies.
And: The mechanics of vines are changed to those in SMB3. Also some bugfix of the original SMB engine.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: July 27, 2014, 09:29:38 am »
IMPORTANT REQUEST: The removal of Tsurumi Shiki - Tsurumi Mario.
This is a plagiarized version of Fai Soft's Sakura Namiki made in 2005. The author just made a few GFX changes, and wrote his name on the title screen.
Since Fai Soft's website is down now, there are few places which still distributes this game. I do hold the game but I don't want an unauthorized public distribution, so if proof is required please contact me by e-mail.

Damn, the uploading of mediocre quality SMB hacks finally leads to this?!

ROM Hacking Discussion / Re: SMB title screen hacking
« on: July 06, 2014, 04:59:49 am »
RHDN down for a day huh...

Oh, before I forget, here's an image identifying the PPU addresses of each line:
Damn, although I do know about the PPU address scructure, I'd better save this image.

The bad news is that you're probably better off doing this via hex editor.
Unfortunately, the other thing about SMB title screen data storage is the palettes(attributes) of the tiles. Tile attr data starts at PPU 23xx. It's not really easy to explain tile attr data, plus it's HARD TO EDIT without a map of the screen. So I still suggest using the SMB Title Editor.

Anyway, about hex editing: the data starts at ROM $9ED0. And don't forget that such strings end with 00.


Anyway I'll give this a look.

Took me 2.5 years to get Super Mario Bros. 3Mix done, heh. And that was after I did a whole disassembly of Super Mario Bros. 3, which took a couple years by itself...

You definitely have talent, lots of it. You clearly have a vision and you're following through with it. So that is awesome.  :thumbsup:

I will note one thing; a while ago, earlier in this thread, you posted a video of a boss fight with a modified Bowser that took something on the order of almost 9 minutes to fight, with lots of hammers. Now, not sure if that was meant to be permanent or just a test of behavior modification, but I'd like to suggest not being so hardcore. And even if that's not meant to be final, this goes in general.

A lot of hacks seem to make things hard for difficulty's sake, not with any particular gameplay balance. I saw you doing some pretty clever tricks dodging those hammers, but you had the benefit of likely having played your own code repeatedly non-stop to get good at it. A new player will probably find that frustrating, and will likely use savestates frequently to circumvent your game design. Especially since Mario has at best 2 hits (unless you're planning to modify that as well.) Your "super powers" might tilt the scales a bit, but if I run out of coins, does that mean I'm just screwed into (x) minutes of tedium?

It's just something to consider... a feature I actually like about Mario games is that they generally don't make me want to toss the controller at the wall. :)

Thanks for the feedback. About that boss fight:
In my plan it's a sidequest boss that only appears after the player has cleared the game. No other boss takes that long to defeat. As an example: the second longest boss in my plan only has about 1/3 HP of the boss in the video.
My planned boss mechanic is:
1: If you're Regular/Super Mario, you'll be automatically changed to Fiery Mario. Otherwise you'll keep your current powerup.
2: In the boss fight the timer starts at a calculated value. Mechanic: If x is the limit of the time limit for the boss fight, then the actual time limit is the smaller value between (0.75x + time left in midstage/2) and x. Because of this mechanic, since there should always be a save point before a boss fight, if you ever fail a boss fight, the next time you fight the boss you'll have more time to spare.
3: If you get hit during the boss fight, the timer decreases by 100 but you won't get hurt. This is already shown in the video twice.
4: There will be lots of coins before the boss battle, and presumably a few bonus coins during the boss battle.

Progress is not so fast...
So a few images to show what I've been doing.

From left to right: the 'Cutscene' system(very powerful in manipulating the SMB system, but unable to do those Ninja Gaiden style cutscenes), the pools in overground levels, the pause screen which shows the description of your abilities and items.
(The pause screen may need revision in the future.)

Please ignore the crapped background. This is only meant to test the background system, and has been unchanged.

...And just by the way, another netizen has been helping me with the new level editor for this hack, and I've been planning the new level data structure of this game.

ROM Hacking Discussion / Re: NES fading effect colors
« on: April 18, 2014, 01:11:13 am »
Indeed as the above people said. Use the FCEUX debugging to track the writes to the BG palette.
In fact, if an order of 0c 1c 2c 3c (or reversed) is actually present, this probably indicates that a string of such may not exist at all. The game probably just subtract $10 every time, and changes the colour to black if the result is a negative number. ...Which is almost exactly the routine I've written in my own hack.

Have you made a concrete decision in art style? Will you be keeping the SMB-style sprites? If so, you'll want to keep things consistent.

ex. The boo in your boo effect screen has an outline, but the SMB sprites weren't outlined. So you're going to want to either move everything over to a new, SMB3-style design or edit the imports to match a SMB style.

I'm pretty sure that these are just placeholder graphics anyway, just wanted to bring it to your attention if not.

Well indeed these are placeholder graphics.
As I've said I really suck at graphics, though. My opinions are, the design of SMB3 graphics are simple and upbeat, and it should not be what the style should be in my game. I hope to put more emphasis on the details on the graphics e.g. shadow and bright area, parallax scrolling etc., so that it's made to be more realistic.

"Nepgear, HD Neptunia MK2"

Is that by chance a reference to the Hyperdimension Neptunia games for the PS3?

Well, quite obviously a direct reference, from the infamous 'conquest ending' of Hyperdimension Neptunia MK2. A pun on 'editing ROM and RAM', as this mechanic is specifically designed to combat save file editing.

Is this a rewrite of the game or does it still use the same engine at the base?

I've been editing the roots of the SMB engine in various aspects. But it's still based on the SMB engine, or it won't be called a ROM hack.

Been constructing those banks stuff. Estimation now hits 384 KiB PRG.
Now features...
1: More IRQ effects, e.g. a waveform scroll effect(but it somehow has some glitches at the right side of the screen), parallax scrolling.
2: Unique enemies/map style items mechanic for different areas.
3: The BGM, palette, enemy/map style of an area can be completely user-defined.
4: The destination of every single pipe is user-defined. Unlike SMB which uses some other mechanics.

The title screen is rewritten. A save feature is now included, but only the loading part is complete.
A 'save file corruption' check is also featured. Check this image.

Bad at drawing, if only anyone can help me design the title screen graphics.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: March 04, 2014, 01:59:16 am »
I get an RHDN error while trying to get access to that Super Mario Bros hack link.

Script Help and Language Discussion / Re: need help translating kanji
« on: February 07, 2014, 08:27:48 am »
Top: Hou tama (Gems)
Bottom: Makka (the fictional money in the game) I think the kanji is supposed to be 五 (the bottom part is cut out), in which case it says "Five". But I could be wrong.

The first word should be read as Hougyoku as it is read in MegaTen2. (Why the heck they wrote 'gyoku' in Kanji...)

Probably more info is better.
Since Mandarin Chinese characters never end in an 'm' consonant, the word 'daamu' or 'daam' is probably a dialect(if it is indeed Chinese).
If the dialect is Cantonese, the equivalent reading in mandarin is likely 'dan'.

As a native Chinese speaker I can't deduce the answer.

Personal Projects / Re: Project Mario Adventure 3
« on: January 13, 2014, 08:37:03 am »
I don't know if it's a glitch but here goes:
When I was playing the first level (nearest stage) I entered the pipe where there's a poisonous mushroom, and got back up into the pipe, but then there was a serious problem with the scrolling as the Y scroll is bounded above.
Or is that intentional?

...Crap, I may have patched the IPS to a non [!] ROM. If the glitch doesn't appear in correctly patched files, then apologies.

Hey guys, good news: I've almost done with the banks arrangement stuff. Now the banks are better organized, and, surprisingly, I have 4KiB space in the last bank for me to spare! This probably means at least 3KiB of DPCM space!
There's still something left though:
1: The VRC7 music system is not inserted.
2: The warp zone is crapped. I'll look into a better way to handle it.
3: The victory mode doesn't remove the bridge under Bowser. Though in my plan, the victory mode will be rewritten into a new system, most likely the cutscene system.
4: The loop command... well, I don't think I'll ever use this in my hack.

The PRG now hits 64KiB, and I have estimated a final size of 192 or 256KiB PRG ROM.

Now, I'll go on with the final examination and I'll come back next semester with presumably more time.
Stay tuned minasan and all help is welcome...

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