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 - IAmCaptPlanet

Pages: [1] 2 3 4 5 6 ... 8
Any one think of trying to make a bestiary for Castlevania COTM on GBA?

wow, i woulda figured that was already in the game. lol

i got a super easy one.  i wish someone would hack the B button run into Doki Doki Panic, i want to experience that game without the SMB2 reskin, but i cant deal with not having my run button

Silent Hill 4 The Room with Tommy Wiseau






Personal Projects / Re: Super Mario 64 Redux
« on: October 07, 2020, 01:05:37 am »
oh shucks, that Super Mario 64: Arguably Better Edition widescreen version wreaked havoc on my everdrive, was hoping it would work

works fine on my GPD XD+ though (android) just idk if i'll be able to map player 2's joystic to controller 1 in that emulator, but i need to toy with it further.

maybe it's my RetroTink2X that doesnt like the widescreen mode? idk

looks like i might have to use ABE non widescreen in my Everdrive.

also, having player 2 analog is totally not making it everdrive unfriendly, that is how N64 controllers were made to work, using 2 controllers you can play 007/PD in dual analog mode (i thing Star Wars Racer has a dual weild mode thing too)

but i admit, it wouldnt really work in conjunction of the other buttons.

maybe if they had a mode that kept movement on the stick and camera on the dpad, and if you hold R then it would swap them, idk?

Personal Projects / Re: Zelda II Redux
« on: October 07, 2020, 12:56:41 am »
i dont think the path tiles should animate

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: September 27, 2020, 08:39:02 pm »
So, I have been trying to make a modern version of the Zelda 1 title screen for you "ShadowOne" to see. Big problem though no matter what, if I want the bottom of the letter "Z" to be red, I am forced to make the edge of that sword gold. Unless I were to scoot the entire font upward 8 pixels.

So instead I modernized the title even more so and moved the sword in the middle of the letter "Z" such as in ALTTP.

wow, very nice, that but in the box art font, and add they subtitle and remove the rectangle of vines would be ideal as far as i'm concerned. very nice looking indeed.

i wonder how feasible it would be to take Donkey Kong Jungle Beat (Cube or Wii version i guess) and turn it into a traditional dpad/buttons platformer (kinda just like Country Returns i guess)

would it even make sense to do this?  i never got into the original, so idk if it would work or even be worth doing tbh

Gaming Discussion / Re: I need your opinions on Super Mario 3D All Stars
« on: September 20, 2020, 07:31:02 pm »
yea it deff still uses the pointer, but it does away with the shake/waggle crap, ant tbh (i havent played it yet tho, so my mind could be super changy) the reseting at the press of a button seems like it will be better than being locked to having to poimt at the EZACT SAME SPOT ALL DAY, just to play.

and yes it looks a lot more natural pointing with a controller instead of a wii wand. i dont have a problem with that part, as i said i think it would be DOPE AS HECK if they added pointer function to Sunshine, just point and squirt baby!

but yes, obviously Nintendo really could have done MUCH MUCH better with this, but at least it isn't quite as lazy as Mario's 25th re-release of plain all stars, without even World

actually (i think i heard this) the worst part is that motion is disabled in handheld mode, so you HAVE to use the touchscreen, which looks like GARBAGE

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: September 20, 2020, 04:28:43 pm »
i think the text looks a lot better above the sword myself

actually, after looking for a moment or 2, it really look's great either way.

i love the darkest blue for the font in the above, and the space looks great with it below. either way is  :thumbsup:

Gaming Discussion / Re: I need your opinions on Super Mario 3D All Stars
« on: September 20, 2020, 04:19:29 pm »
i really like how star bit collecting and shooting seems to work (from videos) in Galaxy

i just wish they had made a pointer mode for Sunshine, that you could play wiimote style (or similar to Galaxy with the pro)

but having spin on a button is a plus too.  it's just gonna suck if it is a LOT better controlwise, and not being able to play Galaxy 2 in the same manner

i really think Nintendo shoulda put a tiny effort into making a proper 64 remake, with DS enhancements, widescreen, and complete redone graphics and been it's own thing


released Mario "128" All Stars with Sunshine, and Galaxy 1 & 2, and made Sunshine control more similar to Galaxy's

but, heck i still got a copy ordered. if only to be able to play Galaxy waggle-less it will probably be worth it

there needs to be a patch that turns GoldenEye 007 into Rare Replay 64

just does away with all the 007 stuff and has a nice menu and selection of the games

oh, for those that don't know, there is a emulator and a bunch of ZX Spectrum games hidden in GE007 for N64

this would be a neat thing to do for Mario 3, not a "redux" nor an "antigrinding" hack, but something in a similar vein

change all mushrooms to "fire-leaf mushrooms" so go from small to fire-leaf Mario (as seen in Mario Adventure hack, fly/shoot fireballs/swing tail all with one power-up, maybe just make them stackable, idk

replace fire flowers with hammer suits and leafs with Tanooki suits for all the levels, i know you'll feel o.p. but isnt that the point of these kinda hacks.

i would replace the lives system with a deaths counter, negating game overs and lives, make 1-ups give you 50 coins, and add a coin counter that just counts the total # of coins in a playthrough,

put a question block box at the beginning of each water stage containing a frog suit,

implement the "item slot" hack (press select to switch to a stored item, more like SWM), do away with item storage and card flipping and toad houses and roulette all together (maybe replace them with something better.

add 3 star coins (or 5 "yoshi" coins per level) and a counter/way to see them

make lvels re-enterable, and worlds re-visitable (like SMA4 after you beat it)

streamline the gameplay and make it easier, but in a fun way. i find myself spamming savestates to keep my tanooki suit and hammer suit too the point of makeing the game a chore sometimes, lol

i think it would be neat if somehow SMB1 got brought to the GBA, (maybe as a fan made Super Mario Advance 5: SMB1 and LL)

it would have the updated graphics of the SNES version of SMB1 on SMAS, but also add the exclusives of the GBC port.

but the screen crunch on that game WAS TERRIBLE.

it's not as noticibly bad on the Advance games, just the vertical sections of SMA1:SMB2, where the screen has to move left and right so much just for 1 block of width. Super Mario World had stuff lowered and blocks moved around a little so nothing would be offscreen, and buy the time they ported SMB3 they perfected it, the vertical sections were narrowed a block, and the levels where the ceilings were moved down looked 100% natural.

there is a patch for SMB1 that replaces "1 and 2 player mode" with "Mario Game and Luigi Game" that gives the Luigi phisics, which IS AWESOME, but i'm not sure if it's on this site. (also, a hack that lets you change bros in between levels would  be even cooler, or heck, just press select to switch between Mario and Luigi would be cool)

i would like to see a hack for Advance 1 SMB2 that let's you cycle through characters on the fly as well, that would be DOPE

this would be my dream hack tho, Have a All Stars hack that turns all the games into Advance versions, but no screen crunch

oh, i did read somewhere that folks were working on a GBA emulator that removed the scree scaling restrictions, basically allowing a more traditional view (kinda like overscan or something) but i dont know if it relys on modified roms, or just would work on all GBA games

here's a (maybe) stupid question.

is it possible there is a way to hack a Mario Golf 64 rom, and a Mario Golf GBC rom together with a patch that makes the N64 always think there is a transfer pak with MG:GBC always inserted into it,

so just end up with a .z64 file that automatically has the GBC game in it for playing and for DLCs?

ROM Hacking Discussion / Re: Zelda 1 NES best graphical update/hack?
« on: August 01, 2020, 11:35:40 pm »
most Zelda 1 graphics hacks seem to steal assets from Link's Awakening, and while LA looks fine when playing LA, i just find it doesn't translate well to Z1

i prefer LoZ1's original graphics even to BSZelda, myself. but it is kind of a shame that LoZ1 has not been totally re-made in BS Zelda, i think it has something to do with some kind of limitations, idk

but i would'nt mind a 100% copy od LoZ1 in BS framework myself.

but Zelda 1 doesnt really lend itself to a graphical update (not a accurate one anyways) because of the limitations of the original, all houses are the exact same cave, all dungeons look like different color clones, and the overworld is either brown or green bush, brown or green mountains, or graveyard.

kinda like, the more updated the graphics get, the more flaws in it's design stand out.

like LA had a LOT more varied landscapes and characters and locations, even with a lot LESS graphical capabilities.

but i have tried those 3 you mentioned, and i always revert to the vanilla LoZ1 (untill Redux gets finished!, animated tiles will help a lot, without changing the feel or the original graphics i think)

ROM Hacking Discussion / Re: Metroid II EJRTQ on Real Hardware
« on: July 30, 2020, 08:40:11 pm »
did you make sure it was the 1.3 patch?

it was updated for real hardware,

(i used to have issues getting it to run on my homebrew Wii, but the update saved it)

a hack for SNES Doom (and any other FPS on SNES for that matter) that would add a "dual analog" mode would be great

have the dpad - move/strafe, have Y&B to turn left and right, hold L for run and R to shoot, X change weapon and A accep/open

i know you can do it however in a emulator, but it would be cool for people who use actual hardware (similar could be done for GBA FPSs too!)

Personal Projects / Re: Tomato Adventure (GBA) translation/tools
« on: July 11, 2020, 08:17:50 pm »
neat neat neat, looking forward to this one!!!

is there a way to easily put the script of Super Mario 64 into the Super Mario 64 Shindo Edition rom,

basically it's SM64 with rumble, and it's much nicer

Newcomer's Board / Re: Help with Ocarina of Time REDUX
« on: July 06, 2020, 07:45:59 pm »
possible issue is that it has to be the 1.0 release

with the red blood/temple chanting (preferred afaik anyways)

it was actually a little bit of a task to find the 1.0 rom, tbh. and i also dont know if it is compatible with the euro or japanese rom, probably just the american, i think

July 06, 2020, 07:54:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
also, you have to use a program to change any .n64 file to a .z64 filename, just changing the filename wouldn't work for me.

Tool64 is what you need for that

I doubt it will be me doing it any time soon but the guy that did the dpad hack for starfox (a similarly afflicted game) made a nice guide to it all

wow, i wish someone would make an entry for that on this site, or compile a list of ALL the DS games that have such patches, i didnt even know this one existed (actually didnt realize it was a dpad-less game to begin with)

super cool

Pages: [1] 2 3 4 5 6 ... 8