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| Jul - Posts by Mattrizzle |
| Pages: 1 2 3 4 5 6 7 |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 104/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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A look at everything completed thus far in Donkey Kong Country 2: Brigand Barrage, the next installment in the DKC boss endurance series:![]() ![]() ![]() ![]() ![]() Unlike DKC: Boss Blitz, records are saved for each individual boss, as well as the total time. New records are displayed in blue on the Results screen. You can also choose to play cooperatively with a second player, or fight a single boss. Edit: Here are all of the team colors, as they currently (as of June 11th, 2012) appear in the hack: ![]() I can't make up my mind if I want to keep the orange Dixie (in color scheme 2) or Diddy (in color scheme 7) the same, though. Dixie's pink ponytail just doesn't complement her clothes well enough. Orange Diddy is fine to me, but his colors are supposed to mimic orange Dixie's, just as his pink palette makes him resemble normal Dixie. ![]() -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 105/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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@ AlexAR: That screenshot is of the Kreepy Krow boss level from Gloomy Gulch, where the rematch with Krow (who is just a ghost at this point) takes place. Each time you hit him, he flies to a higher point in the level, and you have to follow him by climbing the rigging.
I'm glad you like the hack! Out of all of the things created for this, I've had the most fun with the team color palettes. My personal favorites are 2 (Yellow Diddy/Orange Dixie) and 5 (Purple Diddy/White Dixie). Diddy's palette in the latter is based on my favorite color scheme for him in Super Smash Bros. Brawl. I just finished the single-battle version of the Results screen: ![]() And about the palette questions I had earlier: I went with 2 and A. EDIT: Skreeny finished his post while I was still typing mine. -------------------- |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 Posts: 106/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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![]() EDIT: Released. Download it here: DKC2- Brigand Barrage.zip (apply to an unheadered DKC2 (U) v1.0 ROM) **Updated January 1, 2013** Since the General Project Screenshots/Videos thread is getting too saturated with my posts as of late, I decided to give my latest hack its own thread. The info and screenshots I've posted in the aforementioned thread can be found here and here. (a description of the hack can be found in the first link) Now, it's time for the new stuff: Previously mentioned was the feature of saving records. Here is what the screen for those looks like: ![]() The best times for each boss are displayed, as well as the best total time (this is not the sum of all times above it, but the end time when playing against all bosses in succession). The chosen Kongs, game play mode, and hits taken when each record was set are shown next to these. As with the results screen, new records are colored blue. One other thing that hasn't been shown is the ability to wipe out all of the saved records. This is currently accessed by pressing the Select button at the title screen, but I may change it to a button combination instead. ![]() Press L at this screen and... BOOM! ![]() The records are gone! Here is a video demonstrating a fight with a single boss, and the newly implemented Best Bouts (a.k.a. Records) screen: -------------------- |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 107/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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I don't know about this. TCRF has always been about the tangible content in games that have been released, or their prototypes. We do have some cancelled games on the wiki already, but only if ROMs are known to exist and are accessible to a large number of people (e.g. Star Fox 2).
Besides, what content do we have for some of these cancelled games? There's maybe one blurry screenshot of Dinosaur Planet, and none for Pocket Monsters RPG. Magazine articles aren't always trustworthy when it comes to information, either (e.g. If I remember correctly Super Mario 64 2 was listed as one of the upcoming games in Nintendo Power's Pak Watch, but did it ever truly exist beyond a concept? We have little evidence to answer this question.). (I started writing this before I saw Rahan's reply, so I apologize if part of it sounds like a broken record.) -------------------- |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 108/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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I saw when you posted this code at Unseen64 a few months back, and almost immediately started working on finding the remaining values.
Here are the results of that: Paper Mario Encounter Modifier Finding all of those digits would not have been possible if I didn't find this code first: Paper Mario Battle Background Modifier (partially incomplete; I got lazy when going through the backgrounds for Bowser's Castle) I didn't find any encounters with those unused enemies, but did find something else--a code which gives an enemy some of the attributes of another enemy. I have the list of values, but can't remember what I did with the code. -------------------- |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 109/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 110/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Yet another video:
Also, after nearly three consecutive months of working on this (and almost a year after releasing DKC: Boss Blitz), it's finally time to release the hack! DKC2- Brigand Barrage.zip (patch to an unheadered DKC2 (U) v1.0 ROM) -------------------- |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 111/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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To me, Krocodile Kore is easier than K. Rool Duel. After playing it several times, I memorized the pattern. For K. Rool Duel, the last attack phase always throws me for a loop, as I never know where he'll appear.
Before I can think about another sequel, I need to backport several of the features from this hack to DKC: Boss Blitz. It's hard for me to play or watch that game now without it feeling like something is missing. Edit: Long overdue mention, but the hack was updated on August 11th. The sequence at the end of K. Rool Duel now differs depending on whether you're playing it as a single battle, or as part of the All Bosses mode. For the former, I've restored the sequence to the way it was in the original game--the awkwardly-placed victory music cue heard in the latest video is now gone. The latter is more interesting: ![]() The active Kong's victory music and animation start just before Donkey Kong punches K. Rool. A few moments later, Donkey Kong turns to face his companions, using sprites and animations ported from DKC1. Finally, the camera's focus returns to Dixie and/or Diddy, allowing you to see the end of the victory animation. Download it from one of the previous links in the thread. -------------------- |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 112/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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All of those palettes but the brown-spiked variation of Thwomp are used in the game.
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 113/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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There are level editors for DKC2 and DKC3. Although they were originally in Japanese, kingizor translated them and posted them here. You may not be able to import a playable Donkey Kong into DKC3 using its editor (that would require buttloads of assembly hacking, animation script tweaking, and graphics importing), but at least it's a start.
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 114/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Here's some more text related to six unused mini-games from Mario Party 2. I know the mini-game names have already been translated, but perhaps the newly-discovered descriptions can be used to get a better idea of their true meanings.0x0A (Battle)![]() Game Rules ![]() Controls ![]() Advice ![]() 0x19 (1 vs. 3)![]() Game Rules ![]() Controls (1) <Lone Player> ![]() Controls (2) <Team of 3> ![]() Advice ![]() 0x1D (2 vs. 2)![]() Game Rules ![]() Controls ![]() Advice ![]() 0x22 (4-Player)![]() Game Rules ![]() Controls ![]() Advice ![]() 0x2F (4-Player)![]() Game Rules ![]() Controls ![]() Advice ![]() 0x38 (4-Player)![]() Game Rules ![]() Controls ![]() Advice
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 115/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Thanks! From the what these say, it sounds like more Mario Party 1 mini-games were intended to make a comeback.
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 116/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Originally posted by PeardianThat was my first issue of Nintendo Power! Unfortunately, the cover on my copy became detached over time, and is now lost. I guess years and years of being moved on and off of a cramped bookshelf took its toll... -------------------- |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 117/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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I recently fixed two more bugs in this hack:
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 118/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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As mentioned here, I've planned on releasing a large revision of this hack with features currently found only in Donkey Kong Country 2: Brigand Barrage. Although it isn't ready yet, a substantial amount of progress has been made:
At the same time, I've been making cosmetic changes, as seen in... ![]() ...the updated title screen. The "Boss Blitz" text is rendered in Neale Davidson's Jumpman font. In order to make it resemble the "Donkey Kong text," I applied layer styles and other stuff to it using Photoshop. All menu screens have been coded, and function identically to their DKC2: Brigand Barrage counterparts: ![]() ![]() ![]() You may have noticed in the first screenshot that Diddy has a new light blue color palette. If you don't remember, he used his standard palette in two color schemes in the original release--with Normal D.K. and Red D.K.. To remedy this, I paired Red D.K. with pink Diddy, referencing the two playable Kongs in DKC2, and gave Pink D.K. a new Kiddy-colored Diddy as a nod to DKC3. A few sprites and animations have also been altered: 1, 2. Diddy's odd stances when jumping and standing while holding an object have been fixed. 3. His turning sprites have been ported from DKC2. 4, 5. Both Kongs' mouths in all of their sprites have been altered to use shades of their fur instead of their clothing colors. With the palettes selected in these images, Diddy originally would have a light blue mouth and D.K. would have a white mouth. 6. Slippa's defeated animation is different; it now uses the unused sprites found by Simion32. The animation used when they are launched by the Mini Drums (or whatever the basic enemy versions of Dumb Drum are called) hasn't changed, but you won't see it in this hack. In addition to what is seen in these screen captures, missing frames have been added to a few of the animations (e.g. D.K. walking holding an object and DIddy's victory animation). (The sprite and animation changes are already part of a stand-alone hack started years ago. However, several of the animations aren't finished--Diddy's animation while riding animal buddies and Krusha's laugh are two examples--so it isn't ready to be released yet.) This is probably the last news you'll hear about this hack for a while, as my Spring semester in college has started. -------------------- |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 119/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 120/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Originally posted by Peardian Some additions (and corrections) to that list: kmr = Goomba Village/Goomba Road/Mario's House mac = Toad Town nok = Pleasant Path/Koopa Village trd = Koopa Bros. Fortress iwa = Mt. Rugged sbk = Dry Dry Desert mim = Forever Forest arn = Gusty Gulch dgb = Tubba Blubba's Castle kgr = Inside the Whale kzn = Mt. Lavalava tik = Toad Town Tunnels pra = Crystal Palace kpa = Bowser's Castle/Peach's Castle kkj = Peach's Castle/Final Battle dig = Demo Sequences end = Ending (big surprise there) From my experiences with the ROM, the long list that HH posted is a file name list.
At 4A0FDC in the North American version, you will see a small list of file references. Changing the text here will actually affect what is loaded for the battlefields in Pleasant Path. Try replacing all of the occurrences of "nok" in this list with "kpa," and you should be see Bowser's Castle backgrounds when you do battle there instead: ![]() -------------------- |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 121/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Here's a new discovery I've made in the arcade version of NBA Jam Tournament Edition.
This was found in the U13 ROM at 34F4C-3711D. Unlike the expletive-filled SNES NBA Jam prototype, this version is censored. It may not have always been that way though. The sound is stored in three pieces, the first being "Get that sh," the second being the beep, and the third being "out of here!" This allows the middle part to be swapped out easily. The uncensored middle part hasn't been found yet, if it even exists. Makes me wonder if Tim Kitzrow was lying about that prototype being fake... For anyone who wants to rip the audio from T.E. or the original NBA Jam, the U12 and U13 ROMs contain all of the announcer's speech. You can rip from these files using the following steps in Audacity*:
* Audacity version 2.0.1 was used in the creation of this tutorial. -------------------- |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 122/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Should stuff like this even be allowed? I feel like if we allow stuff like Newer Super Mario Bros. Wii, we're opening the door for anyone to create an article about every single ROM/ISO hack in existence, including the poorly made ones. We have to draw the line somewhere...
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 123/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Originally posted by RickTimmy and Tommy's store in El Mateo (my town) isn't selling one either, otherwise I'd let you come over and buy it. EDIT: Oh. It is a different day now. Have you found one yet? -------------------- |
| Pages: 1 2 3 4 5 6 7 |
| Jul - Posts by Mattrizzle |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.097290 seconds |
| Script execution time: | 0.094382 seconds |
| Total render time: | 0.191671 seconds |