News: 11 March 2016 - Forum Rules

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - njosro

Pages: 1 2 3 [4] 5
Personal Projects / Re: Zelda 2 for GameBoy - Missing Link
« on: April 29, 2017, 10:24:09 am »
Seeing the progress you've made on this hack is so exciting!

It looks really good. I can't wait to play it!

The power bracelet improvement is awesome. Yesss you just fixed one of the most annoying aspects of the game!!!

When you move up to a rock and do you still press B plus the direction opposite you're facing or is it just B now?

Personal Projects / Re: For the Frog the Bell Tolls DX (WIP)
« on: January 17, 2017, 01:02:56 pm »
That's a very nice touch. Actually I was secretly hoping it would be like that  :laugh:

Personal Projects / Re: Zelda II Boss Endurance
« on: January 12, 2017, 11:54:54 pm »

Disch, yeah the wizard's behaviour is annoying. Try crouching in the right hand corner. Usually works. When I did run throughs I kept facing the wizard first just to see the outcomes of standing in different spots.

My personally preferred order is horsehead, helmethead, carock (wizard), rebonack (knight), volvagia (dragon), gooma (barbarian), and then thunderbird and shadow link.

Personal Projects / Zelda II Boss Endurance
« on: January 11, 2017, 12:52:28 pm »
This hack is meant to be like Boss Endurance from the kirby games.

Use your level ups strategically and beat the first 4 bosses in an order that works best for you, then use your remaining strength to defeat the last 4 bosses.

You have 1 life
Level ups cost less so you'll be somewhere around the appropriate levels for each boss
Magic and Life do not refill when you level up
You cannot save until you beat the game
You have every spell except Fairy
You can get the down thrust technique after beating 2 bosses (It's blocked by 2 locked doors)
There are 2 red jars: First one in a cave behind 1 locked door, second one just before thunder bird

Some other changes could be made for the title screen but it's fine for now.

version 0.6

Try it out and leave a comment :)

Here is the chart of level up point requirements if you want to plan it out:

Personal Projects / Re: My Zelda 2 Editors
« on: December 17, 2016, 01:15:45 pm »
More progress!

The game's original code had issues with changing the required item of a palace. If you tried to change it, the palaces turning to stone would mess up.

Now the editor lets you change the required item for each palace via the Data menu. The first time you do this, it rewrites some asm so the changes you make will work properly.

The great palace works fully now as well.

Personal Projects / Re: My Zelda 2 Editors
« on: December 07, 2016, 10:29:33 am »
Jigglysaint, Editing which items are activated/deactivated already exists in my editor. And yes, it is the same for most every game, but not everyone understands that. I get a lot of messages asking for features like this that "seem easy" so I can now just refer to this instead of giving the same answer each time.

Personal Projects / Re: My Zelda 2 Editors
« on: December 05, 2016, 05:59:54 pm »
The sideview editor now lets you add or remove objects. It's a big deal.
You can see which scenes use which layout, and you can change the source terrain data that a scene pulls from.
The adding and deleting has been something I wanted to have for a long time, but never got the motivation to sit down and do it. Now it's done and I feel very accomplished :)

BUT this leads to some complications. The editor adds an object to a terrain layout by checking the next two bytes (or three, for collectible objects). If they're all FF, then appending is easy. If not, then it has to go through the entire bank searching for a block of contiguous FFs large enough to accommodate the terrain data plus the extra bytes. Then it erases the bytes where the terrain data was originally. Then the pointers are updated to point to the new location. This is equivalent to copying a file in a file system that uses contiguous allocation except for the erasing part. When you add and/or delete things over and over, the free space available could become fragmented. Classic file system problem except it's the free space that's broken up instead of files.
Since there's enough free space in each bank to make this unlikely, I will leave it for now. Just thought it might be interesting for those of you who are into this sort of thing.

To give a Windows analogy, you can imagine each sideview scene as a folder with 2 shortcuts in it. Each terrain layout and each enemy layout is a file. The files are not in the scene folders; rather there are shortcuts in the scene folders that point to the files (which are scattered about somewhere else). Shortcuts from two different scene folders could point to the same file.
So let's say you have one scene folder (let's call it caveA) and another scene folder (let's call it caveB). Inside the caveA folder is a shortcut leading to a certain terrain layout file and another shortcut leading to a certain enemy layout file. Inside the caveB folder is a shortcut leading to the same terrain layout file but different enemy layout file. So if you find and change that terrain layout file, then both caveA and caveB will change. If you move the terrain layout file, then you need to find all the shortcuts that pointed to the original location of the file and update them.

When file allocation is contiguous, it means that the beginning of a file comes directly after the end of the previous one. To append to a file, in my case I move the 1 file to some empty space somewhere else that has enough room, and update some shortcuts. But to append to a file and NOT have fragmentation (of free space), you have to move all the data in every file that comes after it to make room. Which means you have to update every shortcut that's affected. Which means I'll deal with it another time :P (or not at all)

Personal Projects / Re: For the Frog the Bell Tolls DX (WIP)
« on: December 02, 2016, 08:29:57 pm »
I just noticed this thread now. This is amazing work! Can't wait!

Personal Projects / Re: [Snes]Neo Fire Emblem
« on: November 02, 2016, 07:36:46 pm »
This looks cool! I like the action commands you have to press. It reminds me of paper mario, tomato adventure, etc.

It's impressive what you have so far.

Personal Projects / Re: My Zelda 2 Editors
« on: October 24, 2016, 10:24:49 am »
I'd like to add "start up support" eventually along with enemy properties editing and magic editing.

Jigglysaint, your hack sounds very interesting. How were you able to include more than fifteen collectible items and incorporate it into the terrain placement engine? I understand that replacing spells and level ups makes room, but I don't understand how you changed the game's terrain "construction" code. Does your way make collectible items use up 4 bytes instead of 3 in the layout code?
If you used Dwedit's DOS editor, it doesn't support that kind of stuff so I'm curious how you got started with placing the extra collectibles?

Personal Projects / Re: Yet Another SMW Hack
« on: October 22, 2016, 04:53:22 pm »
This looks really cool! I'm looking forward to it. Especially the hidden hearts, locked doors, and wall jumping!

Personal Projects / Re: My Zelda 2 Editors
« on: October 20, 2016, 03:08:47 pm »
Bahamut ZERO, I started these projects about 5 years ago. I imported sprites back then because I didn't know better and built everything off that. So unfortunately they are just using static graphics.

Kallisto, thanks! This is only meant to edit the rom and not create an entirely new game from scratch. But I have considered it in the past. Well, not so much creating a zelda 2 game maker... more like cloning zelda 2 IN game maker  :laugh: but doing that is a LOT of work like you said.

mrrichard999, I know that Shadow of Night by ice_penguin has animated tiles, but I don't know how to do it.

Personal Projects / Re: My Zelda 2 Editors
« on: October 19, 2016, 04:10:42 pm »
Enemy properties editor, yes. Eventually!
I'm not to sure about a physics editor though, and definitely not a palette editor (I hate dealing with graphics).

Also, when the sideview editor is done, there will be a new option in the area dropdown menu in the overworld editor to open the sideview editor at the correct scene.

Personal Projects / My Zelda 2 Editors - Released
« on: October 19, 2016, 11:36:44 am »

Finally I've completed the editors! Well, nothing's really ever finished, but they're good enough to be released.

level-up editor:

When you change a value, the displayed number in the level-up dialogue and actual value both get changed automatically.
(If you used a hex editor to change the actual value, the displayed number wouldn't change.)

dialog editor:

All the townsfolk dialog pointers in the game are accessible. (not title screen / ending text)
You can change the pointers easily.
Text can be changed with keyboard input or by clicking on a symbol from the game's default tile set.
You can change the text speed.
Includes a previewer so you can see how the text would look in the game.
You have full access to the bank which holds the text, so you can make text longer and relocate dialogs to unused areas.

(There used to be an older dialog editor that I made but it sucked.)

overworld editor:
download update

You can easily edit the maps with a Paint-like interface.
You can change every property of the warp areas, and move them by drag and drop.
You can change the raft locations (in the newest unreleased version).
It tells you all of a cave's connections when you select a cave area.
Quick Test allows you to start the game from anywhere on the map so you can test things very easily.
You can change the palace rock locations.
Includes a user manual that tells you about some of the game's mechanics.

sideview editor:

You can change all terrain data.
You can move objects by drag-and-drop. The editor automatically rearranges them.
You can change all enemy data through drag-and-drop.
You can change object types with the radio buttons.
A map lets you see all the room connections stemming from the current one (good for palaces).
You can see a list of every scene that shares a terrain or enemy layout.
Spawn bit checkboxes allow you to control which scenes allow a collectible item to appear in a given section.
You can insert and delete objects into scenes, including collectible items, without messing up anything else.
You can create entirely new terrain layouts from scratch by specifying how many terrain objects you need. New space will be allocated accordingly.
You can change the required palace items without messing up the "turning to stone" events.
Right-click on townsfolk to change their dialog index (Use the dialog editor for actual text editing and reference)
Quick Test lets you immediately jump to the scene you're editing in an emulator to test it out.
Includes a user manual that gives you a lot of insight into how the game puts the sideview together.

Read the user manual or you won't know what you're doing!

The only downside is that the graphics in the editors are rips and don't change.

I've tried to make these editors easy to use by automating a lot of low-level tasks, making friendly guis, including help files, and (my favourite feature) making Quick Test.

Personal Projects / Re: Nick + Andy Love Story (Binary Land hack)
« on: July 04, 2016, 11:19:32 am »
^ Did I miss something?

I converted the original Je Te Veux music into a .gen file for tryphon, but for anyone curious, here's how it sounds using the sega genesis sound engine.

I modified the beginning slightly so you can actually hear the melody.
Sega Binary Land

Personal Projects / Re: Nick + Andy Love Story (Binary Land hack)
« on: June 27, 2016, 12:21:44 pm »
That sounds really cool. I just looked up Deflemask and it looks easy enough to use. Actually it looks awesome. I'm used to famitracker so it's cool to see a multi-platform tracker so to speak. So if I converted Je Te Veux in Deflemask you'd be able to use it?

As for things to make the game more interesting, I actually did a little remake in game maker and implemented a few things:
-powerups that appear can give you more than just points. For example:
  -the "power beam" that lets your bug spray (which I changed into a sci-fi beam) get thrown forward like in zelda when you have full hearts
  -the hourglass can freeze the timer and the enemies for a little while
  -the raindrop can make a few rain drops come down from the top of the screen and destroy enemies

-Later bonus rounds with heart boxes that move around so they're harder to catch (and the timer doesn't run out ridiculously fast)

-new jumping spider enemy that acts similar to Pols Voice (can jump over walls)

-ice that makes it impossible to stop moving until you hit a wall

Personal Projects / Re: Nick + Andy Love Story (Binary Land hack)
« on: June 27, 2016, 08:57:57 am »
Thanks! It's what I was going for  :) since the original was already pretty cute to begin with.

If anyone is interested in editing this game's music too just PM me. Anything to give Binary Land more attention  ;)

Personal Projects / Re: Nick + Andy Love Story (Binary Land hack)
« on: June 25, 2016, 08:36:31 pm »
Thanks John :)

Lol midna that's clever :laugh:

Programming / Re: Optimizations that LA,OOS,OOA used?
« on: June 25, 2016, 03:16:35 pm »
Quick tip if your aiming for optimizing: gamemaker's built-in ds_list is faster to use than 1D arrays you create yourself.

In game maker you should store the tiles with the built-in background resource which can be used as a tileset. The option is very easy and very optimized. Each "screen" you go to in the game can reference lookup values from a big ds_grid that you create (basically a speedy and powerful 2d array) which will contain the tiles that are to be drawn on the screen, cell by cell. I highly suggest having separate game maker background resources: one for small 8x8 tiles and another (or multiple others) for 16x16 normal sized tiles.

In the loop that initializes the tiles it can look something like this:

for (yy=0;yy<height;yy+=1) {
    for (xx=0;xx<width;xx+=1) {
        tile_add(background,<lookup from ds_grid>,<lookup from ds_grid>,16,16,xx,yy,<depth you want>)

and when you're leaving the screen just do tile_layer_delete(<depth you wanted>) to free the video memory.

Depth just depends on the order of things drawn. The later something is drawn, the more "in front" it will be. Yes in a loop. Game maker will do a similar thing as the nes/game boy but with its own built-in depth system which is much easier to use.

Pages: 1 2 3 [4] 5