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Messages - mkwong98

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81
Hi, I made a graphics pack for playing Donkey Kong on Mesen emulator:
https://youtu.be/AKmRSvfPRVs

https://drive.google.com/open?id=1MCK-SSgHVrMxOZAibeSE_saJBbw4CfQB

I made this tool to make it:
https://drive.google.com/open?id=1TkP0EtBNeCrccZy7QgIfvJFAJuBRiOnU

Any contribution is welcome!

Thank you.

82
HDNes doesn't support all the new HD pack features introduced by Mesen, so please use Mesen to play this upgrade. I have stopped updating HDNes and now uses Mesen to play/create HD packs.

83
News Submissions / Re: Other: Castlevania 30th anniversary
« on: April 24, 2018, 12:51:15 pm »
I made a new version of the prologue which matches the length of the scene and vampire killer which loops smoothly:
https://drive.google.com/open?id=1Jzt1SZXuhkXZeaSJedQhP0-iGpWWCPdd

85
Excellent work! How about posting a video of this on Youtube?
Also will you consider posting on the News Submissions?

86
News Submissions / Re: Other: Castlevania 30th anniversary
« on: October 05, 2017, 09:29:22 am »
Sorry, I completely missed that! This shouldn't be too hard to add - I'll try to get it done soon-ish.
That is great! Take your time, I haven't made much progress with the pack editor yet. So far I only made a ROM viewer similar to the CHR viewer in Mesen.

87
News Submissions / Re: Other: Castlevania 30th anniversary
« on: September 02, 2017, 07:43:25 am »
I added the ability to double-click on tiles in the nametable & sprite viewers to view them in the CHR viewer tab (with the NT/Sprite's palette automatically selected) a few days ago, would that be enough for what you need to do?

What the editor does is to reconstruct the objects in the game, identify which tiles in the objects are not unique and use conditions to distinguish them so that the user can replace them with unique tiles.

So besides copy the tile which the user double clicks, I suggest adding an option to copy the whole Nametable or OAM (as lines of tile id, palette, x, y). This way I can paste it to a textbox in the editor, the editor will reconstruct and display the Nametable or sprites, allowing the user to select tiles and group them into an object.

Don't worry about it if it takes too much to put in. Keep up the good work!

88
News Submissions / Re: Other: Castlevania 30th anniversary
« on: August 31, 2017, 10:33:43 am »
I'm making a HD Pack editor at the moment to work with conditions.

When working with conditions, I need to find out how the tiles are placed on the screen. I'm using the PPU viewer to do that but the tile info on the Nametable Viewer doesn't include the CHR ROM address of the tiles. So I have find the tile by going through the Chr selection in the CHR Viewer. The same is true for Sprite Viewer too. So is it possible to add the CHR ROM address to the tile info?

Also when I right click a tile in the PPU Viewer, the is an option to copy tile in HD pack format. But the data is the raw pattern of the tile even when the game is a CHR ROM game so it wouldn't work in the HD pack.

Currently the only way to go back to a particular screen when using PPU Viewer is to use save states. However there aren't that many slots to work with. So is it possible to have a "Save As" option to save state? Or is it possible to dump the data of PPU Viewer into a file?

Thank you very much for your hard work.

89
News Submissions / Re: Other: Castlevania 30th anniversary
« on: August 27, 2017, 01:06:10 pm »
Sour, I want to try out the surrounding tiles condition feature of Mesen. Can you provide an example? Thanks.

90
News Submissions / Re: Other: Castlevania 30th anniversary
« on: August 15, 2017, 11:57:17 am »
I put my Kung Fu pack here: http://www.emutalk.net/forums/137-Completed-Projects
evgeny's Nuts & Milk: http://forums.nesdev.com/viewtopic.php?f=3&t=9935&hilit=nuts+milk&start=210#p138128


BTW Sour, I found two problems with Mesen:
1. The previous glitch still exists between background layer and the back sprite layer. Try Double Dragon II, the "II" is made of sprites behind the Kanji characters.



2. The pixels of the background tiles with colour 0 are not transparent pixels in the generated png file. This means if the above glitch is fixed and I do not modify the png file, then the back sprites will be blocked by the colour 0 pixels.

91
News Submissions / Re: Other: Castlevania 30th anniversary
« on: July 21, 2017, 11:41:57 am »
Can it dump tile data yet? I can't find the option for doing that.
SourMesen, thank you for the reply. It only appears when the game is running.



July 22, 2017, 06:51:02 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I found 2 graphics glitch. I attached two screen shots, one from Mesen and one from HDNes for reference:
1. The "Help!" speech bubble in the screen shot. Not sure what's happening
2. When 2 sprites over lap, the sprites priority uses the original tile pixels instead of the HD pixels as shown in the bottom left of the screen shot.



92
News Submissions / Re: Other: Castlevania 30th anniversary
« on: July 06, 2017, 12:03:10 pm »
Excellent news! Can't wait to test it out. :thumbsup:

93
News Submissions / Re: Other: Castlevania 30th anniversary
« on: June 23, 2017, 11:35:11 am »
From my experience there are some features which will help greatly when working on graphics pack besides dumping tile+palette data:
1. Batch add tile+palette data. In SMB, I played the game and got all the tile+palette data for basic small and big Mario. Without the ability to add my own data, I have to play the game again as fire Mario, basic Luigi, fire Luigi and star Mario etc in order to have them included in the dump.
2. Specify color palette to be used with the pack. If you try my Kung Fu pack with Mesen, then you will see the tiles in the title screen do not matches. This is because there are tile which I did not replace with a HD version and the default color palette of HDNes is different from the default one of Mesen. So a feature added to version 2 of HDNes format is to include a palette file to the pack. This will make the pack looks consistent across emulators.
3. Another feature added to version 2 is the ability to specify the brightness of the HD replacement to be used. Many games have fade in and fade out effects when the scene changes. Repeating the HD replacement for each brightness value will greatly increase the pack size and time cost to produce it. If we can reuse the same HD replacement but specify a different brightness value, it will remove such repetition.

94
News Submissions / Re: Other: Castlevania 30th anniversary
« on: June 10, 2017, 10:16:32 am »
I remember seeing a fan art of Ninja Gaiden in the NesDev forum:

95
News Submissions / Re: Other: Castlevania 30th anniversary
« on: May 25, 2017, 10:28:44 am »
Does it check the palette? Can one tile with different palettes be replaced with different tiles?
Yes, it does. You can supply different tiles for different palettes and select one of them as the default.

96
News Submissions / Re: Other: Castlevania 30th anniversary
« on: May 24, 2017, 12:39:18 pm »
Good work! I'm happy to see someone interested in HD Packs.

97
I don't like the way everyone can learn all magic spells in FF6, so I want to limit this. I think it will be nice if a character can only learn spells with MP cost lower or equal to the magic power of the character.

98
If you don't know how to hack roms, then you can try the graphics replacement feature of my emulator:
http://forums.nesdev.com/viewtopic.php?f=3&t=9935

Beware that other emulators do not support this feature.

99
ROM Hacking Discussion / Re: Some help needed on a new hack rom.
« on: August 09, 2011, 06:57:00 am »
Q3. It depends on how much asm programming background do you have. There are several documents and utilities on this site that you can use.

But I suggest you go to this NES site and read more about the system first:
http://nesdev.parodius.com/

Their forum has a Chinese section as well.

如有需要,我可用中文回答

祝你成功

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