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Topic: Which is the best base for Lolo (Read 1 times)
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andrewclunn
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« on: August 08, 2010, 06:50:31 pm » |
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One of my favorite games for the original NES was the Adventures of Lolo series. I thought the other day about how simple the game really was, and so how easy it would be to remake it for the SNES using ROM hacking. But I'm stuck at the thought of which ROM to use as a base. The legend of Zelda seems like a natural choice with editors available and some similar puzzle mechanics in place, but Super Mario World has a lot of tools out there that would make adding music, cut scenes and the like easy, so that if I overcame the initial hurdles of ASM coding all the objects, the final result could be much more polished, plus it also would allow for world maps, which would make replacing Lolo3's map fairly easy.
So what do you guys think? Am I missing another base ROM that would be much better? Or which of those two seems like it would better fit Lolo?
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Gideon Zhi
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« Reply #1 on: August 08, 2010, 07:12:11 pm » |
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Honestly, the actual gameplay in Lolo is so drastically different from either of the games you mention that you're probably better off just coding it from scratch. I can't imagine trying to shoehorn something like Lolo into something like SMW.
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Next gen Cowboy
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« Reply #2 on: August 08, 2010, 09:21:50 pm » |
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This idea has crossed my mind (not Lolo in particular) as I'm sure it has with nearly everyone who hangs out here. Sometimes I get the crazy idea to come up with something new; at other moments it's simply a remake of a personal favorite. After about ten minutes of fantasy, I snap back into reality and realize just how much of a pain in the ass it would actually be. More times than not building from scratch would be quicker, prettier, and allow for less headaches (assuming I had the skill for such things, which I don't nor do I have the desire to learn).
Of course if you do go for it, go for the gusto!
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kingofcrusher
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« Reply #3 on: August 09, 2010, 01:48:56 am » |
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Coding it from scratch would be infinitely less of a headache than trying to figure out how you can make heavy game-mechanic modifications to a game without any source code. What you want to do would involve studying the dis-assembly of whatever base game you want to use and figuring out how everything works which is extremely hard even for someone who knows ASM for the machine very well.
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