11 March 2016 - Forum Rules
Started by Ness, February 09, 2021, 06:28:44 AM
Quote- Some more polishing on the intro: placement of Raphael, placement of the "Fire!" speech bubble and of its tail.That's on top of the fixes for the intro done in v1.1 (see intro.gif in both v11 and v12 folders).- Added Krang's missing hand during his spawning animation (see Krang_spawn_hand.gif)- Replaced a few tiles for the blown-up wall during the vertical scrolling of Scene 2 (see blownupwall.gif)- Some minor pixel polish on some of the Turtles portraits in the characters select as well as during the ending- Added a few missing pixels for the outline of Foot Soldiers defeated frames, as well as for the blue Stone Warrior.- For the bushes in Scene 3, replaced the row of black pixels at their top by blue pixels, so that it fades better intothe water.- More clean up on the outlines for the Spear and Hammer Foot. Also got rid of the stray black pixel on the Spear'sleg, sadly couldn't do the same for Hammer.
Quote from: E.Signal on March 14, 2021, 12:05:38 PMDarn, just my luck. I was hoping for a TMNT IV hack that felt and played just like Hyperstone Heist but, this one you're working on sounds good Did this request I've made a while back made you want to work on this hack by any chance? https://www.romhacking.net/forum/index.php?topic=3282.msg392867#msg392867
Quote from: assassin on March 14, 2021, 12:31:13 PMnice guide. i was gonna make one like that eventually, but am lazy and a poor manager of ample free time.take a look at the 2 old SDA posts linked here:https://gamefaqs.gamespot.com/boards/588779-teenage-mutant-ninja-turtles-iv-turtles-in-time/52238986where Nitsuja (via snorlax) and i are differing from yours:- sliding = Don- downward jump kick = Don- upward jump kick = Leo- mid-air weapon attack = Don- special = Leosome things you're missing:1) the fifth kick, namely the hovering style deal as a continuation of a run2) throw (versus only, damage determined by throwee, not thrower)3) the follow-up, uber powerful shoulder ram. yes, i'm pretty sure this is the nonsensically named and poorly explained "Cannonball" from the instruction booklet, which i wouldn't learn how to do YEARS later until reading about it online.4) a number of the external/unconventional damages (e.g. foot soldier slamming, ambient projectiles)5) the randomly swapped in inferior (3 damage) 3rd regular attack for Raph. i forget whether there was a criterion like Game Difficulty, or if this was across the board random. will check my notes.small gripe: switch Don and Raph in Section 1, HP values. Don's first everywhere else!
Quote from: Ness on March 14, 2021, 12:52:03 PMInteresting. I'll check those damage values that differ, and I can add the missing things. However what you call "1)the fifth kick, namely the hovering style deal as a continuation of a run", I think this is what I call the "post run kick"? Which is to say the standing kick that is performed after performing a shoulder bash, when letting go of the direciton on the d-pad.
QuoteAnd isn't your point "3)" what I call the shoulder bash? Running + attack (or running + jump + attack at the end of the cycle). So I think both of these are in there.
Quote from: guide- The "Back attack" needs to be turned on the Option menu for it to beperformed.
Quote from: Ness on March 14, 2021, 03:05:33 PMI see what you mean now, I knew about the second shoulder bash but I didn't realize it dealt a different amount of damage. The thing is, the window for it is really short: if you attack too soon you get a slide, if you attack too late the cycle is over and you get a regular shoulder bash instead. That's what happened when I ran my tests, I was a bit too late and was getting regular shoulder bashes, and since it uses the same animation, I didn't realize, so I thought it was simply another way to get the regular shoulder bash.
Quote from: me5) the randomly swapped in inferior (3 damage) 3rd regular attack for Raph. i forget whether there was a criterion like Game Difficulty, or if this was across the board random. will check my notes.
Quote from: MathUser2929 on March 15, 2021, 10:32:25 AMIs there any chance of adding 4 players to any of those Ninja turtle games?
Quote from: Ness on March 19, 2021, 04:20:14 AMGood job!
Quote from: Ness on March 19, 2021, 04:20:14 AM- Perform a shoulder bash, you should be able to perform another, and another, and another etc just by pressing the attack button again. In your version one needs to press a direction, then the shoulder button, then attack again.
Quote from: Ness on March 19, 2021, 04:20:14 AM- It should also be possible to run, walk diagonally in the same direction, then instantly run again in that same direction, without having to press the run button again. Basically this works as long as you keep to the same left/right direction. Example: run towards the right, walk diagonally upward (up+right), let go of the Up button -> you should be instantly running again to the right direction.
Quote from: Ness on March 14, 2021, 12:52:03 PMHa well, it looks like everyone wants that HH running. Maybe I'll try to do it.
Quote from: Ness on March 19, 2021, 10:41:17 AMWhen I heard people say they wanted the running to be just like THH, I imagined they meant being able to press the run button any time after having pressed a direction (and not just quickly after like in the og TIT), nothing more, nothing less.
Quote from: Hacker65xx on March 18, 2021, 11:53:52 PMHi ,I have make a hack of TMNT4 with DASH in L/R, like TMNT Hyperstone Heisthttps://drive.google.com/file/d/1H02kZ5VbA4d9ja9UNgvJ4CTKec-GbfJg/view?usp=sharingL / R for DASH, works with option's choice "AUTO" mode , the automatic dash is disabled , I would like to change, the word "AUTO" by "L-R" , and the word "MANUAL" by "2xDPAD"Maybe one day, if I have the time, I will do thisCurrently it's in submission queue of romhacking
Quote from: Domino089 on October 27, 2020, 05:24:09 PMI have an idea for a Remake of Teenage Mutant Ninja Turtles III: The Manhattan Project for SNES, I have always wanted to see this game in 16 bits I don't know why in its launching time it didn't have a port for arcade or Super Nintendo.The idea would be to have as base the ROM of Turtles in Time, for graphic elements like the turtles and some enemies and objects, I know that this would be a quite complicated project since they would have to recreate the scenarios of TMNT III and several sprites of enemies and bosses that don't appear in TMNT IV, as well as the scenes between levels.Also this can be applied to another project like the remake of Teenage Mutant Ninja Turtles II: The Arcade Game, a game that was released for NES with some extras that are not in the arcade version, I would also love to see this one in 16 bit for SNES.These ideas are free and can be executed by anyone who is interested and can make these two projects a reality.
Quote from: Spooniest on March 19, 2021, 08:27:58 PMCould an MSU-1 Hack for TMNT 4 be done that replaces the audio with the Arcade cuts?The Arcade OST for TIT is the same but better mixed. It had to be redone to fit on the SNES cart, I bet.
Quote from: Domino089 on March 19, 2021, 05:38:04 PMSome time ago I made this request in the post Hack ideas, it seems appropriate to publish it here, maybe someone is interested in making it happen if possible.
Quote from: niuus on March 20, 2021, 12:57:31 AMYou can source the arcade music rips from anywhere you can get them, convert them to PCM with Audacity, and just replace the existing songs on the Shell Shocked OC Remix pack. There is even a Hyperstone Heist OST MSU-1 pack which you could use as a base.
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