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Messages - zacmario

Pages: 1 2 [3] 4
41
ROM Hacking Discussion / Re: Smb 3 Collab
« on: August 30, 2017, 09:28:22 am »
I got side tracked to be honest. I've been running a SMW collaboration, it's almost finished. It's also a busy time of year. I did complete 2 worlds or so. I did choose to use sic's wario bros hack though. I really like his graphics. I also changed Warios physics made him a little more heavy, and his fire ball bounce a little more sloppy, you sometimes miss.

42
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: August 30, 2017, 09:21:36 am »
excited for sml2.

43
ROM Hacking Discussion / Smb 3 Collab
« on: August 27, 2017, 11:41:30 am »
I recently have been running a smw collab thats close to finish.
I thought about trying this with smb3. the idea would be to keep the same overworlds, tilesets palletes but make new levels with same kind of sprites tilesets etc.. Basically a new level pack.

44
I still would like to move challenge stuff around. I tried using break points and hex editor but couldn't figure out anything.

45
I know how to create levels, using the editor. But it doesn't seem to support moving the challenge items around. Anyone know or able to find the specifics of this?

46
ROM Hacking Discussion / Super Mario Bros Deluxe help.
« on: July 27, 2017, 09:30:09 am »
I found the challenge mode fun in this game. I would love to do a hack of this game, but the editor doesn't support editing much of the challenge mode. Any information on this would be great!

47
Personal Projects / Re: SMA4 Hack - Custom e-reader levels
« on: July 20, 2017, 10:11:58 am »
I follow you now.

48
Personal Projects / Re: SMA4 Hack - Custom e-reader levels
« on: July 18, 2017, 11:39:38 am »
Not sure I follow, do you mean you copy /pasted hex?

49
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: June 20, 2017, 11:11:03 am »
Well good luck on it. What I am also hoping is one day that Mario Land 1 gets a better DX version itself. I mean I know one's already there, but at least let there be Luigi there too.

I Agree.

Will this hack be allowed to be used as a base hack? If so, will the editor even work with this anymore?

50
Newcomer's Board / Re: Wii sports resort (Golf)
« on: June 18, 2017, 11:19:31 am »
@  Isao Kronos Thanks for the worst reply I have seen on the internet since 1992... Obviously I was unable to find anything on google so I asked here incase anyone knew of anything unreleased.

@ Midna Thanks I didn't think so, but wanted to ask just in case.

51
Personal Projects / Re: TMNT: Return to New York (NES)
« on: June 17, 2017, 10:16:21 am »
I was preety impressed with this. You can get stuck in some areas depending on the turtles you have left. also MMc5 conversion breaks in nesds, but thats not your fault. Despite these small issues, I did find this better then the original.

52
Newcomer's Board / Wii sports resort (Golf)
« on: June 17, 2017, 09:52:38 am »
Is there any add-ons or editors for the courses in wii sports golf?

53
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: June 16, 2017, 09:32:20 am »
you're right they are. One of mine was, They never asked permission, I've since used sa-1 / dsp-1 chips. Repos are too cheap to provide the extra chip needed.
If you're open source it's gonna happen no matter what you do anyway.

54
I changed "Press Start Button" because I feel like it sounds a bit more modern; It's already implied that "start" is a button.  This updates it to the wording on the SMAS versions of the game.  Just to be clear the change is from "PUSH START BUTTON" to "PUSH START" (It never said "PRESS").

You can test that the charge jump clears all controller input--pause the game and unpause, but keep holding start when you unpause.  Then, with start still held down do a charge jump.  It will pause, even though you never let go and re-pressed start.  Lots of games have this input clearing issue; a while back I posed a fix for it in Megaman 1 (which clears input when you collect an energy item, dropping you in a pit if you were in mid-air collecting it).  Mario 1 allows you to manually change input when it should be frozen when you get a mushroom (this allows you to release and re-press jump on a mushroom to do an extra jump off the mushroom).

EDIT: To prevent the tiles for the eyes from being used, use this:

(add 0x10 for header)
0x1f39d: ea ea ea

So is this why in smb 1 when collecting a mushroom while over a pit you lose speed and plummet to death?

55
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: June 07, 2017, 10:28:28 am »
Oh I liked your hack it self. The colorizer seemed to create trouble. But maybe it's just the emulators fault.
Either way this project is really exciting.

56
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: June 07, 2017, 07:06:57 am »
Excited to play this!
Hope the original SML gets a real color hack someday

57
ROM Hacking Discussion / Smb3 pointers
« on: May 20, 2017, 09:23:47 am »
I have been working on an existing smb3 hack with the Author to make there hack eaiser. Unfortunately I felt some pipes needed to be moved a little bit. The author learned about pointers through trial and error and kinda finds it hard to explain how to use them. Obviously I don't want to trial and error on someone else's hack can someone explain them to me.

As a side note smb3 workshop pointers really need a better way. Perhaps a way to show where the sub screen boundries are is a good start.

58
@ rbudrick
I plan a 16 bit version at somepoint.

59
ROM Hacking Discussion / Looking for help with sfx
« on: May 08, 2017, 10:56:27 am »
So I often hack smw. I recently recreated physics in smw to similar to its nes siblings. Check out my super Mario arcade hack you will see what I mean.
My step is make better sound effects because frankly smw's suck.
I found some samples I think will work and I found music sheets with the notes... But I don't know how to read them. I wonder if someone who does know how will type them out so they are more legible to me. I will give credit for the work done.
http://markdesimonedotcom.files.wordpress.com/2011/09/mario-sfx.pdf
There is the link to the sheet.

60
I ll give them a shot.

I know the spc can generate white noise, it just not the sound I like, it sounds thin.. I guess don't know how to explain it. However I will look into the prince of Persia.

Also for the record I found a pretty nice noise in wrecking crews 98 golden hammer.

18 is probley to big. bu du to nature of the project I probley only have 4 maybe 5 samples loaded so 9 is probley ok. I guess I'll find out.

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