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NGB Dino Torch ![]() Posts: 21/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
I would like to Beta Test your hack.
If you want me just pm me ![]() -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 24/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
This music is very nice for a desert level. Good Job!
Also I like the stuff you have redrawn, but I think the outline of the fruit is a littlebit to thick and a black one would be better. But overall pretty stuff you made. (Is it just me or is there a black dot in the animation of the midway point?) -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 25/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
You could do two things: The first, as you already stated, is to redraw it.
The second: (If you want to keep the old one) you can copy this in your GFX Files This also fixes a mistake in the original one. But if you have a nice idea for a new one just go ahead ;) Want to see more of your redrawn stuff You can change the colors? ![]() or is this a problem with another thing in your hack? -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 26/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
About the first thing:
In the current form, it's impossible to not create cutoff, because of the allways turning turnblock idea. But you could put the exits to the side of the tank, which could be reached by a vine (so they're also the entrance). Also you have to create "new" earth blocks with the map16pages (if you want to stay vanilla), which are only one tile thick. These would be a replacement for the unbreakable turnblocks. Hope this works (and you understand my english ![]() About the second thing: Just make some slopes and watch out for recuring terrain (which doesn't look good). This helps almost everytime Besides: If you want, create a custom palett for the level. This creates a more unique feeling -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 27/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
While testing my hack on a more accurate emulator (Snes9x newest version), I recognized that some music I used caused the hack to crash (custom music from this site)
Now my questions: 1. Is there already a thread with helps with all sorts of compatibility problems? 2. If not, is it possible to change this music so that I can use it or do I have to use completly different music? I would rather fix the music than use different music, because it fits very well (btw i use addmusic 4.05) -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 28/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
Thanks, that was what I was looking for.
Unfortunaly I don't understand everything of HuFlungDu's post Do I only have to apply music.asm as a patch (at freespace of course) and change the header of the song? -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 29/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
Ups...I looked through my files and the first thing i saw with the letter m was music.asm in the folder srm -.-
I will look at the tutorial again (but i found more.bin) Edit: Ok, now I did all of the steps (apply more.bin, change the header of the Music, reinsert the music), but when testing the hack still doesn't work properly It doesn't crash when entering a level, but the music almost completly disappeard, only a few sounds (which are garbled) are left (even in other levels whicht have working music) Are there any other possibilities I have left? -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 30/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
if this is the case, this sprite has no grafics made by the author (you can check this in the sprite section. If it say GFX no then you have to make your own grafics)
If you have no .bin file, you have to create one or take a already existing and edit it -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 31/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
oh you're right
totally forgot he was talking about a generator -.- so do what he says -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 33/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
I think the idea of the lava blocking your path is not bad, but it kind of looks weird, having a floating sea of lava in the room.
I know Nintendo does it in recent games but it still bothers me. Any kind of barrier would fix the problem for me (but I don't really know which barrier is a realistic one, while keeping your idea with the lava) Also the colors of the rocks in the background and the lava look a bit off. But nothing too bad (besides the purple outline of the lava ![]() But all in all it looks like you put thoughts in your work. Very nice! -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 38/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
Looks much better
Also nice overworld. Unfortunally there are some perspective errors but I would say this is cause by WIP ;) Just pay attention to those before releasing a final version. keep up the good work! ![]() -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 39/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
Hi, I am working on a vertical level for my hack and want to have HDMA in it. The code itself is fine, it works on horizontal levels, but when I use it on a vertical one, I end up with strange results.
After going up a few screens (I think 3), all sprite gfx changes to object gfx, even after you exit the level So my question is (because I am kind of new to this stuff): Is it impossible to use HDMA on a vertical level? Does this error occure because of the HDMA 3.5 Patch? Or is there something, you have to change in the HDMA code, if you use it on a vertical level? (Sorry, if this is the wrong forum or if this question is kind of ridiculous) -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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NGB Dino Torch ![]() Posts: 40/801 Since: Location: Germany Last seen: 3 hours, 16 minutes and 5 seconds ago |
Oh sorry forgot to mention -.-
it's a color gradient hdma Code ;note: level number can be anything from 000-1FF of course. {InitCodeLabel}: RTL {MainCodeLabel}: ;level101: LDA #$00 STA $4330 LDA #$02 STA $4340 LDA #$32 STA $4331 STA $4341 REP #$20 LDA.w #.Table2 STA $4332 LDA.w #.Table1 STA $4342 SEP #$20 LDA.b #.Table2>>16 STA $4334 LDA.b #.Table1>>16 STA $4344 LDA #$18 TSB $0D9F RTL .Table1 db $10,$29,$4B db $0A,$29,$4C db $12,$2A,$4C db $1B,$2A,$4D db $0A,$2A,$4E db $01,$2B,$4E db $01,$2A,$4E db $0F,$2B,$4E db $28,$2B,$4F db $0F,$2C,$50 db $1A,$2C,$51 db $0C,$2C,$52 db $02,$2D,$52 db $01,$2C,$52 db $0E,$2D,$52 db $10,$2D,$53 db $00 .Table2 db $41,$9D db $63,$9E db $01,$9F db $01,$9E db $01,$9F db $03,$9E db $36,$9F db $00 maybe not the best way, but as already stated, i don't know much asm (almost nothing ![]() -------------------- My Youtube channel Currently working on: Project C Finished project: ![]() |
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