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xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 105/982 EXP: 2153576 For next: 60521 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 25 days Last activity: 2 sec. |
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| Jul - General Game/ROM Hacking - The General Project Screenshot/Videos Thread... |
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| Pages: 1 2 3 4 5 6 7 8 9 10 ... 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 | Next newer thread | Next older thread |
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xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 105/982 EXP: 2153576 For next: 60521 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 25 days Last activity: 2 sec. |
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Nicole![]() Disk-kun Level: 146 ![]() Posts: 2155/6469 EXP: 38284407 For next: 228887 Since: 07-07-07 Pronouns: she/her From: Boston, MA Since last post: 78 days Last activity: 1 day |
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Anthony Member Level: 39 ![]() Posts: 161/310 EXP: 375606 For next: 29165 Since: 05-15-09 From: City of Mississauga Since last post: 10.8 years Last activity: 10.7 years |
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Originally posted by xdaniel This looks really fun to use right now, is this a level editor/maker for classic Megaman games? I'd really love to try it! ![]() ____________________ 0.0 |
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xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 106/982 EXP: 2153576 For next: 60521 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 25 days Last activity: 2 sec. |
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>>ESTABLISHING LINK...DONE. >>FETCHING POST DATA...DONE. >>EXECUTING POSTDISP.BIN...
Imajin: Yep, that's it. Although it appears that it depends on the level what value is what - that is to say, they're mostly identical, but the lone, unused spike block in Cutman's stage as seen in the first screenshot doesn't do anything to Mega Man, despite having the same collision/solidity type as those of other stages (0x03, marked in red). Anthony: It's for Mega Man: Dr. Wily's Revenge, the first of the Mega Man games for the Game Boy. I'm probably going to be ready for a first release next week, so you'll be able to play around with it then
Also, another new screenshot, showing how some of the base properties of each enemy/object (health, etc.) can be modified:
(Still needs improvement, as ex. the Flags setting controls things like "is harmful", "is walkable", etc. Probably a bitfield or somesuch...) (Also note that the Weapon Properties tab doesn't do anything yet, as I'm still 11 of 16 bytes short of having their data deciphered, four of the five known bytes being pointers )
____________________ cu xdaniel |
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Darkdata Ruins!? ♥ Level: 103 ![]() Posts: 2050/2892 EXP: 11445944 For next: 25462 Since: 07-04-07 Since last post: 202 days Last activity: 10 days |
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I'll have to make a megamanGB hack now. :p
Hopefully this one will be better than Byte's Adventure. ._. ____________________ |
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xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 107/982 EXP: 2153576 For next: 60521 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 25 days Last activity: 2 sec. |
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>>ESTABLISHING LINK...DONE. >>FETCHING POST DATA...DONE. >>EXECUTING POSTDISP.BIN...
Darkdata: Heh, well, would be cool to see someone use this once it's out
And again, new screenshot time:
The weapon property editor! ...or, well, this rudimentary thing that allows tweaking some stats for weapons where I don't know which is which (besides 00, which is the normal Mega Buster). I think the only really useful options there so far are Max. Active Shots and Strength, how many shots the weapon can fire at once and how much damage they do, respectively.
And the "new" main window, now with a toolbar! As well as some other, not yet editable things being displayed: The vertical blue line is Mega Man's spawn point for the current segment, and the orange triangle in the lower left is the exit to the previous room (accurately displayed in position and width even). There's also green triangles which show the exit to the next room. Also of note, curiously enough, some exits are double the needed width and thus halfway stuck in walls, such as the one connecting the first and second room in Cutman's stage; its counterpart in room #2 also being this width:
Guess those are level design leftovers from the game's development? And they do work properly like this in-game once the wall block has been removed, so it's not just me interpreting the data wrongly
EDIT: Ever wanted to dance around on one of those Cutting Wheel thingies? Probably not, but anyway: <object width="480" height="385"><embed src="http://www.youtube.com/v/akbwdNLSJeY?fs=1&hl=de_DE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> ____________________ cu xdaniel |
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xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 128/982 EXP: 2153576 For next: 60521 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 25 days Last activity: 2 sec. |
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>>ESTABLISHING LINK...DONE. >>FETCHING POST DATA...DONE. >>EXECUTING POSTDISP.BIN...
Two weeks and no screenshots from anyone? You're leaving me no choice but... to double-post!!11one
A post with some information about Sonic R's model format over at Retro made me check it out myself, and that above is the result of one or so hour of work. Okay, it's the PC version, so this isn't strictly "ROM hacking", but it's close enough
Download (binary and source) at Retro: http://forums.sonicretro.org/index.php?showtopic=18490&view=findpost&p=552431 ____________________ cu xdaniel |
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Xenesis Roy Koopa Actually a Doctor Level: 101 Posts: 942/2732 EXP: 10486562 For next: 231113 Since: 07-28-07 Pronouns: She/Her From: Orange Star's Retirement Villa Since last post: 9 days Last activity: 18 hours |
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| <object width="480" height="385"><embed src="http://www.youtube.com/v/FkczVumGng8?fs=1&hl=en_US&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Almost done on a customisable animation settings thingy for AW2. I put together a few silly examples ![]() |
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xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 129/982 EXP: 2153576 For next: 60521 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 25 days Last activity: 2 sec. |
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>>ESTABLISHING LINK...DONE. >>FETCHING POST DATA...DONE. >>EXECUTING POSTDISP.BIN...
Two things, for one...
I actually am doing a small hack of Wily's Revenge, instead of just writing the editor. It isn't going to be anything big, just me messing around with the editor and a hex editor. Changed some graphics, reimplemented the unused spikes, etc. And next...
Yeah, well, I'm kinda getting used to C# and wanted to do something with Zelda again, so... it's another incarnation of OZMAV, basically, for the moment called "SayakaGL". This time, with a proper GUI - or once it's in some state of completion, anyway. Currently, it can load scenes from the MQ Debug ROM and render them with a very rudimentary Display List interpreter, but I'm trying to make it something comparable to Utility of Time. OZMAV2's already there, technially, but the user interface admittedly sucks if you actually want to hack the game with it. ____________________ cu xdaniel |
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Fuzzyfreak User Level: 12 ![]() Posts: 18/22 EXP: 7372 For next: 549 Since: 05-11-08 From: Overberg, Netherlands Since last post: 10.8 years Last activity: 10.8 years |
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| <object width="480" height="385"><embed src="http://www.youtube.com/v/eCtFiL7SKRk?fs=1&hl=nl_NL" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Pause menu in the makings. |
Nicole![]() Disk-kun Level: 146 ![]() Posts: 2380/6469 EXP: 38284407 For next: 228887 Since: 07-07-07 Pronouns: she/her From: Boston, MA Since last post: 78 days Last activity: 1 day |
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Xenesis Roy Koopa Actually a Doctor Level: 101 Posts: 954/2732 EXP: 10486562 For next: 231113 Since: 07-28-07 Pronouns: She/Her From: Orange Star's Retirement Villa Since last post: 9 days Last activity: 18 hours |
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| Definitely amazing! Although I must say that the menu transitions are agonisingly slow.
(All the palette work is really pretty too) |
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Fuzzyfreak User Level: 12 ![]() Posts: 19/22 EXP: 7372 For next: 549 Since: 05-11-08 From: Overberg, Netherlands Since last post: 10.8 years Last activity: 10.8 years |
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Originally posted by Xenesis Ah, good point. Thanks for mentioning that, I'll double the speed. |
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Tauwasser "dumb piece of shit needs to learn some fucking ettiquette" - Anonymous Level: 21 ![]() Posts: 59/73 EXP: 43077 For next: 6866 Since: 04-10-09 Since last post: 11.1 years Last activity: 10.0 years |
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Originally posted by Fuzzyfreak I think having a starting speed and then accelerate from there would look much more natural. The same thing with negative acceleration while the text flies in will also look better. cYa, Tauwasser ____________________ |
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Xenesis Roy Koopa Actually a Doctor Level: 101 Posts: 961/2732 EXP: 10486562 For next: 231113 Since: 07-28-07 Pronouns: She/Her From: Orange Star's Retirement Villa Since last post: 9 days Last activity: 18 hours |
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| I'm working on a new War Room Hack for AW2. Features maps by me, a bunch of other people.
Will have some silliness when it is done
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Lunaria![]() Moon Bunny! :3 Level: 139 Posts: 3350/5754 EXP: 32051814 For next: 415631 Since: 07-28-07 Pronouns: she/her From: pile of fluff Since last post: 6 days Last activity: 5 days |
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Now that's a hack I can dig right into as soon as it's release, looking forward to it very so much Xenesis!
Any estimated release date yet? :3 ____________________ |
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Xenesis Roy Koopa Actually a Doctor Level: 101 Posts: 963/2732 EXP: 10486562 For next: 231113 Since: 07-28-07 Pronouns: She/Her From: Orange Star's Retirement Villa Since last post: 9 days Last activity: 18 hours |
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| Somewhere between this and next month is the plan.
Whether that works or not is another thing entirely. |
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xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 155/982 EXP: 2153576 For next: 60521 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 25 days Last activity: 2 sec. |
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Darkdata Ruins!? ♥ Level: 103 ![]() Posts: 2204/2892 EXP: 11445944 For next: 25462 Since: 07-04-07 Since last post: 202 days Last activity: 10 days |
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xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 157/982 EXP: 2153576 For next: 60521 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 25 days Last activity: 2 sec. |
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>>ESTABLISHING LINK...DONE. >>FETCHING POST DATA...DONE. >>EXECUTING POSTDISP.BIN...
Movement paths, yep - but no idea who or what the paths in the MM screenshot are related to, tho. There's, like... right now, I don't even know how many there are. Gotta fire up the program quickly and have a look... ...well, while there's "only" 8 paths, one of them has 74 waypoints, another one 47, another 24. The paths will be editable just like actors, in that you drag the waypoints around the map, which in turn changes the path the actors take. Funny thing is, btw, that while they do adhere to gravity and ground collision, they just walk straight through walls and into the abyss below - accidentally made one of the Kakariko carpenters in OoT do that while figuring out how the paths work
____________________ cu xdaniel |
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| Jul - General Game/ROM Hacking - The General Project Screenshot/Videos Thread... |
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Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.
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