11 March 2016 - Forum Rules
Started by pocket, January 10, 2020, 09:11:21 PM
Quote from: pocket on January 18, 2020, 02:04:34 AMWart is the only one in the ending sequence to be animated. Thought I'd have some fun with it. I figure it'd be fitting that he would be pouting about his defeat.Also Ostro and Birdo have now switched places in the credits, their names stayed in the same spot. Simple enough fix to that whole mix-up, yeah?Not 100% sure I follow, but you did just get me curious. I wanted to see what would happen if I took the seperated Lost Levels rom, made it into a patch, and applied it to my current build of Lost Levels. The result? Well, it turned the game into just Lost Levels. It even removed the brick fix.What this does tell me is I could theoretically make a patch for each individual game if I wanted to. So far as I know, that would be the only way I could give Lost levels it's own graphics. Still doesn't solve the Brick fix incompatibility though, but if enough people want it, I could do it. ( Hell if someone can solve the brick fix incompatibility i'll do it regardless because I want each game individually on my SNES Mini menu )Coincidentally, when I was trying to find a level with Red piranah plants to screenshot in TLL, I noticed it still used the unedited grass sprites. I guess Lost Levels does use it's own seperate graphics in some scenarios. Just not for ground tiles unfortunately.I did consider making a hack somewhere in that area. Though I'd be shooting for something closer to the really early archie comic back when it was a funnybook illustrated by Scott Shaw and Art Mawhinney ( AKA before Penders made it a weird drama ) buuuut it's not quite something i'm dying to do.
Quote from: Ar8temis008 on January 18, 2020, 05:50:37 PMPatching it with the brick fix causes random crashes, it won't crash on boot but it inevitably will during gameplay.What I meant is that, hacks that only change things graphically do not break the game if used with the split patches. So if you made a version that only included graphical changes people could build the split rom versions themselves, negating the need to make a seperate version.
Quote from: Nuclear3D on January 18, 2020, 04:06:55 PMMight be a dumb question but will this work on real hardware ?
Quote from: MathUser2929 on January 18, 2020, 03:13:35 PMAre you gonna add the vegtable that is in marios hand.
Quote from: Neon Streetlight on January 18, 2020, 06:32:26 PMI'm excited about the possibility of returning the Kings in SMB3 to their NES counterparts! I had posted a request for that a few months ago as it's something that has always bugged me. What's the limitation on the dog exactly? Thanks for working on this!
Quote from: WebSlinger on January 18, 2020, 08:29:11 PMO M G !!!!!!!!!!!This is AMAZING!! I was laughing at the Super Show King Koopa sprite too! It was perfect. You did everything perfectly to the instruction manual counterparts, but the Phanto... He needs ta frown a bit and change his eyes,. Everything else is 100% perfect!
Quote from: Spooniest on January 18, 2020, 10:54:04 PMhttps://imgur.com/a/KNjlIBtRe: The Red ShadesWhy couldn't you just checkerboard the dark pink color in the sprites pallet with another dark, warm color? Black, or brown, you know, in a checkerboard pattern with the dark pink.
Quote from: Domino089 on January 18, 2020, 11:37:24 PMCould you put the white gloves on Mario and Luigi's sprites in SMB3?
Quote from: pocket on January 19, 2020, 04:10:50 AMPerhaps. Might change one of the un-ripened veggies into it.
Quote from: SkyLizardGirl on January 19, 2020, 05:42:11 AM.. I like all the changes, But the Koopa Troopa and Larry Koopa's hair looks terrible.Just make Larry's hair look more blue is all.
Quote from: AdamDravian on January 19, 2020, 06:29:13 PMI think that would be really odd and confusing to have Mario always look as if he's going around with a veggie in his hand in SMB2. Or am I misunderstanding?
Quote from: pocket on January 19, 2020, 04:10:50 AMThat being said, I still haven't experimented with changing pallets aside from Triclyde (mostly because BSNES runs unbearably slow on my laptop so getting the pallet info is a pain) But I'll get around to that eventually. But if I can't redden Roy's shades, we at least won't have to settle for yellow. I think i'll be tweaking the Koopalings a little more anyway since I worked on them pretty early on and have learned a little bit since then.
Quote from: pocket on January 19, 2020, 04:10:50 AMSo, the main problem is that the dog was twice as wide as what SMAS replaced him with, and I can't make a sprite bigger than what I'm editing. It has to be same size or smaller. What's more, the Cobrat moves back and fourth across the screen while the dog sat there scratching it's ear. I could improvise and just make the dog walk around but the problem of width is still there. In other words, that dog would have to be very tall and thin. I just can't think of a solution that would look good.A lot of the transformed kings are different sizes and moves in different ways than the original NES kings, so that's why i'm not sure i'll be able to change all of them.
Quote from: pocket on January 19, 2020, 04:10:50 AMI left phanto the same on purpose, partly because I think his original sprite is one of the few cases where the sprite is just so much better than the artwork, but I also don't think i'll be able to change the giant phanto with the glowing eyes in the backgrounds of key rooms. I also can't seem to find the decorative golden phantos that don't come to life. I figure making it red and white is enough of a change. Thanks for all the compliments, i'm glad you like everything else though.
Quote from: pocket on January 19, 2020, 06:42:04 PMI'd like to replace the fence posts with the little brown mushrooms as well but I unfortunately cannot find the top half of the fence post graphics.
save slot #1:$7E00B0 = SMB1: world number$7E00C0 = SMB1: level number$7E00B1 = SMBLL: world number$7E00C1 = SMBLL: level number$7E00B2 = SMB2: world number$7E00C2 = SMB2: level number$7E00B3 = SMB3: world numbersave slot #2:$7E00B4 = SMB1: world number$7E00C4 = SMB1: level numberetc.save slot #3:$7E00B8 = SMB1: world number$7E00C8 = SMB1: level numberetc.save slot #4:$7E00BC = SMB1: world number$7E00CC = SMB1: level numberetc.
Quote from: pocket on January 19, 2020, 04:10:50 AMI don't really think it would look good, but you did give me another idea. The Dark Pink totally passes for red, so I just took the darkest pink out of Roy's head, put it on his shades, outlined the shades, and presto. Does this look alright?
Quote from: DarkSamus993 on January 19, 2020, 11:38:50 PMRoy's palette is stored at file offset 0x1E09E0. Also, if bsnes is running slow, make sure if you have any of the various debugger windows open to deselect the 'auto-update' options (particularly the memory editor). Or maybe your laptop is a potato, like mine is. Should be doable, I'll see what I can do.small bg phanto:pal = 0xA00BC, 0xA01BC, 0xA02BC, etc.gfx = 0xC4300large bg phanto:pal = 0xA04FC, 0xA0CBC, 0xA147C, etc.pal = 0x9E193 (flashing eye palette cycle)gfx = 0xEB800You can use the tilemap viewer in bsnes+ to find where a tile is currently loaded in vram:----------------------------------------Here's something I've been working on since yesterday, making SMB1 & SMBLL use separate graphics! Download the patch and source code here: https://drive.google.com/open?id=1NW21D0OtIoiVJdA688Gi0ON-G_CsK6PKWhat this patch does is move all of SMBLL graphics to the end of the rom into the expanded space and tweaks all the code to load the graphics from there. As pocket just noted, there is a chunk of graphics that were already unique to SMB1 (0x30000 - 0x37FFF) and SMBLL (0x80000 - 0x87FFF), so I left those in their original location.The palette data already seems to be separate between SMB1 (0x22EC3 - 0x23682) & SMBLL (0x72D27 - 0x734E6), so that's nice. ----------------------------------------In case you need it, you can modify which world/level you want to go to when you select a save file. It's very nice being able to load up any level for debugging. Code Select Expandsave slot #1:$7E00B0 = SMB1: world number$7E00C0 = SMB1: level number$7E00B1 = SMBLL: world number$7E00C1 = SMBLL: level number$7E00B2 = SMB2: world number$7E00C2 = SMB2: level number$7E00B3 = SMB3: world numbersave slot #2:$7E00B4 = SMB1: world number$7E00C4 = SMB1: level numberetc.save slot #3:$7E00B8 = SMB1: world number$7E00C8 = SMB1: level numberetc.save slot #4:$7E00BC = SMB1: world number$7E00CC = SMB1: level numberetc.
Quote from: Spooniest on January 20, 2020, 02:02:00 AMPresto, intendi adesso? ("Soon, you mean now?") Looks great! Edit: There was one other change which I thought might benefit the look of Princess Peach.The way you have her drawn follows the 256x224 resolution look which was given to male characters, at that time in gaming history. Since secondary sex characteristics are hard to draw in such low resolution, with such small chibi-style characters (think Final Fantasy IV, not Street Fighter 2), often the females would have their eyebrows slanted downwards, as a way of differentiating them from the males. I brought this point up in the FF7 NES thread years ago, as well.My proposed re-drawing of Peach's sprites is above. I also changed the position of her mouth in the sitting down sprite, in order to make her appearance a bit more frightened and/or youthful-looking. I tried to use only the colors which are already in the sprite's palette. Use if you like, throw away if you like.
Quote from: pocket on January 20, 2020, 04:25:58 AMEDIT: Another "just for fun" thing that likely won't be in the final game.You might have noticed by now but i'm such a big nerd for Mario's early years, even the goofy arcade era stuff. I have a huge soft spot for Mario Bros, I use the NES version as a time killer a lot. It's a shame that Mario Bros. didn't get it's own single player arcade mode in SMAS, it's only tied to the battle mode in SMB3... which is why I'm probably not going to use these Arcade Mario Sprites. Would not make sense for Mario and Luigi to suddenly change designs in the middle of a 2 player game.
Quote from: pocket on January 17, 2020, 08:24:30 PMThank you! I have been wondering what I might do once this is all over. I'd really like to do something with Zelda tbh, BS Zelda in particular interests me a lot but there's not a lot I think I COULD do with it. The sprites already look really good, I'd really just be tweaking Link and Ganon and maybe some of the NPCs. I wish I knew how to do more than just sprite editing because I'd kill make BS Zelda into a proper Zelda 1 remake. EarthBound did cross my mind at one point, the overworld sprites in particular could really use some work imo, could be worth looking into if ShadowOne333 is still looking for someone when SMAS is finished.
Quote from: ShadowOne333 on January 20, 2020, 02:45:12 PMIf you are interested in some Zelda 1 stuff, I am currently seeking help to make a graphic change for Zelda 1 Redux, to modify the original assets to better fit their original artwork without compromising the design of the sprite itself.Kind of like a link between the original design and the artwork if that makes sense to you.Here's a good source for the original artwork that I want the sprites to be based on from both official artworks (including Million Publications):https://www.zeldadungeon.net/wiki/Gallery:The_Legend_of_Zelda_EnemiesAnd here's the link to the on-going Zelda 1 Redux project:https://www.romhacking.net/forum/index.php?topic=29403.0As for EarthBound, I did finish the project, called MaternalBound Redux.Although, I am always open to any suggestions or new mockups for the enemy sprites and overworld sprites Those can be found here:https://github.com/ShadowOne333/MaternalBound-ReduxIn the SpriteGroups (overworld sprites) and BattleSprites (Enemy sprites in-battle).If you are willing to help out on any of those two, I'd be thankful You'd be properly credited as well once the project is out.
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