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Author Topic: Screenshots  (Read 67884 times)
justin3009
Guest
« Reply #150 on: December 07, 2007, 12:46:30 pm »

- Apparently, since there's alot of unused menu space, you can make new icons for each item.  Here's a little image of it!
- Animation for the blind. - New menu stuff ;] (NOTE!: That is not Crono's sprite, it's the main character's sprite of our game)

Just a few images from Ct hack me and a few others are working on.  Note, the animation is from a week or two ago.  I've updated the look of the menu a bit more.
Spikeman
Guest
« Reply #151 on: December 07, 2007, 04:53:59 pm »

Nice, justin3009! I like the font you're using.
MathOnNapkins
Guest
« Reply #152 on: December 12, 2007, 12:03:20 am »



Developing at the speed of a slow crawl! Note gratuitous alpha blending of sprite and sprite overlord markers. No I did not invent a new enemy called "meh" it's just a placeholder.
Lenophis
Guest
« Reply #153 on: December 12, 2007, 01:01:36 pm »

In the words of a great thinker, "meh." Shocked Just kidding. You need to show more screenshots of this project! *hides*
Dr. Mario
Guest
« Reply #154 on: December 14, 2007, 01:32:24 pm »

So I'm stepping up to flavor and trying to edit Castlevania 3. I'm just hoping the new version of reVamp fixed the bug that glitched up the game. Here's some shots of the cast so far:

Armund DeNasty makes his return


Maria Renard replaced Sypha


And we also got Richter (there's three shots to how off the little mug shots)


KingMike
Guest
« Reply #155 on: December 14, 2007, 02:41:09 pm »


I've more or less redone the entire hacking work this week.
I've recycled the DTE+substring code, but redid the window expansion work.
That is:
Fixes jumpy screen when drawing a text box bigger than the original. (had to make the game do one line of 8x8 tiles per VBlank instead of 2. It was a pain in the ass finding where to put the NMI check.)
Fixes jumpy screen when clearing a text box bigger than the original. (easier. Just fixing some time/space inefficency in the original code.)
Refixed the bug with having more than 16 characters on a line that spans both nametables.
As a side effect, this seems to have also fixed a minor glitch in my earlier code. When you get this item that serves as a minimap, my earlier code would glitch up the colors in some parts of the screen, if you used the item in certan spots. Smiley

I think I'm almost ready to actually play-test the translation.
Dr. Mario
Guest
« Reply #156 on: December 14, 2007, 03:40:47 pm »


Alucard. Great Success. This might just turn into a real hack yet.
« Last Edit: December 14, 2007, 04:48:45 pm by Dr. Mario »
optomon
Guest
« Reply #157 on: December 14, 2007, 09:12:57 pm »

Quit tempting me. I dreamed this the other night.
Dr. Mario
Guest
« Reply #158 on: December 14, 2007, 09:25:16 pm »

Oh I have every intention to... I mean how else is Alucard not going to suck?

**EDIT**

Haven't actually changed the story yet, and Richter still needs a little cleaning up.

I'm also sprucing up the HUD
« Last Edit: December 17, 2007, 09:47:47 pm by Dr. Mario »
DarknessSavior
Guest
« Reply #159 on: December 18, 2007, 12:06:58 pm »

That HUD looks great, Dr. Mario. I look forward to your CV3 hack. If you want, I'll donate the DarknessFont to your CV project. It's a CV3 font, but with a few characters edited (such as the "z") to look more readable. ^_^

~DS
MathOnNapkins
Guest
« Reply #160 on: December 19, 2007, 12:30:42 am »



Starting today you can have 16 sprites in any room in A Link to the Past. (Users of Hyrule Magic rejoice)

edit:
<Lenophis> I only see 8 in that screenshot.
<MathOnNapkins> Just b/c i don't show it doesn't mean you can't do it.

Also I might mention that you can place 8 additional sprites of a different type, called "overlords" into each room as well. Hyrule Magic originally lumped "overlords" and sprites together, but they are functionally very different. So you could look at it as 24 sprites per room, plus up to 2 droppable keys/big keys per room. More flexibility on the way.
« Last Edit: December 19, 2007, 12:36:26 am by MathOnNapkins »
Moulinoski
Guest
« Reply #161 on: December 19, 2007, 10:35:56 am »

Quote from: MathOnNapkins on December 19, 2007, 12:30:42 am


Starting today you can have 16 sprites in any room in A Link to the Past. (Users of Hyrule Magic rejoice)

edit:
<Lenophis> I only see 8 in that screenshot.
<MathOnNapkins> Just b/c i don't show it doesn't mean you can't do it.

Also I might mention that you can place 8 additional sprites of a different type, called "overlords" into each room as well. Hyrule Magic originally lumped "overlords" and sprites together, but they are functionally very different. So you could look at it as 24 sprites per room, plus up to 2 droppable keys/big keys per room. More flexibility on the way.

Zelda: A Link to the Past Master Quest Ver 2 coming right up as soon as you're done, mate! May your code never be too long!
ghettoyouth
Guest
« Reply #162 on: December 20, 2007, 10:46:26 am »



new underground graphics
Googie
Guest
« Reply #163 on: December 20, 2007, 02:07:17 pm »

The new graphics look sweet man, looks 16bitish to me.  :thumbsup:
CaseCrash
Guest
« Reply #164 on: December 20, 2007, 03:47:00 pm »

ghettoyouth, you are the master of pixel art, cheers mate  :beer:
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