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Author Topic: Screenshots  (Read 67903 times)
CalvinHart
Guest
« Reply #1725 on: April 08, 2010, 01:18:20 am »

is that a retro game? looking good :thumbsup:
Dragonsbrethren
Guest
« Reply #1726 on: April 08, 2010, 10:38:25 am »

messiaen
Guest
« Reply #1727 on: April 09, 2010, 12:36:12 pm »

Music stuff for the N64 Smiley. Once it works reasonably for Mario 64 I might include support for other games that use variants of this proprietary Nintendo music format (Zelda 64, Mario Kart 64, StarFox 64, etc).



Celice
Guest
« Reply #1728 on: April 09, 2010, 02:05:26 pm »

Rai and Dragonsbrethren--I can't wait for more from you ^_^
xdaniel
Guest
« Reply #1729 on: April 10, 2010, 08:00:15 am »

Ages since I've been here... Anyway:

http://www.youtube.com/watch?v=Wd7OYfBgNlg - Mario 64 in Zelda OoT, not via .obj model importing but direct conversion of SM64's level data

http://www.youtube.com/watch?v=YSiBNhXaZz8 - Project OZMAV2, the new and cross-platform version of my old Zelda OoT/MM map viewer

http://img686.imageshack.us/img686/4923/snap0001m.jpg - The Leaning Tower of Lylat? (aka first steps in hacking Star Fox 64's levels)

http://www.youtube.com/watch?v=YTqQueGfEh4 - A demonstration of the Star Fox 64 Toolkit, a soon-to-be Swiss Army knife-ish tool for the game

Edit: ...didn't notice the video thread below this one... At least there's one screenshot in here, right? ^^"
Dragonsbrethren
Guest
« Reply #1730 on: April 13, 2010, 01:32:09 pm »

The original Complex has now been ported in all of its glory: The hidden rooms are still hidden, the duct is still cramped, and it comes complete with the blood red sky that the Perfect Dark variant was sorely missing.



Is it just me, or does the original look a lot better? I never really liked the beige/purple color scheme they went with for the remake. If anyone's curious, you can drop off of any platforms without a guard rail, except for the ones over water. I briefly considered letting you fall to your death there, but that's not really in the spirit of GoldenEye, and it would've required background modifications anyway.

I'll be working on the setup for this shortly, and hopefully it'll make it into the next GE:X patch complete with a path network, so that it can be played with sims.
Zeemis
Guest
« Reply #1731 on: April 18, 2010, 09:34:54 pm »

New Super Mario Bros. DS graphical hack.

Rai
Guest
« Reply #1732 on: April 20, 2010, 06:13:09 am »

Still working on Kawa no Nushi Tsuri, but this is a side project I've been interested in.

I've basically been interested in trying to translate one of the prestigious Doki Doki Majo Shinpan games for the DS. I tried once but experienced problems when trying to add more text. Without adding text, a whole bunch of stuff would be lost in translation.



This screenshot basically shows an "idea" I have for adding in more text. It's basically a psuedo-DTE. Basically, I use the 1 byte Katakana tiles and replace those with a bunch of tiles with two letters in there. While difficult on other systems, the NFTR format makes it really easy to change the size of tiles. So basically I make a certain tile the size of two normal letters, then draw in the "DTE" bytes if you will.

This is probably the method I'll keep for adding in more text. It seems like the best way to go about adding in more text into the limited space, without doing some major hacking. I have just a little knowledge of DS hacking myself.

Excuse the spelling error.
Grond
Guest
« Reply #1733 on: April 29, 2010, 08:42:04 pm »

A quick preview of a major update/revision to Final Fantasy ++ (FF1 hack) that I've been working on:


**Click on the image for the animated version. (2.3 MB ani-GIF)

You can see several different effects here:
1. The water flows to the right (this effect was created by Disch some years ago, for the overworld ocean--I just tweaked it a tiny bit so that it also works in standard maps.)
2. The waterfalls, accomplished through palette cycling.
3. The 'walk behind' effect, where the player sprite is hidden behind the waterfall.
4. The flicker effect on the player sprite when standing in a pool.



**Click on the image for the animated version. (2 MB ani-GIF)

Here in the magic menu I've added the ability to sort and discard your spells.
Also, if you look carefully at the end of the animation you'll see that Dark and Mute statuses now persist after battle.
Zeemis
Guest
« Reply #1734 on: April 29, 2010, 10:12:40 pm »

Holy shit, that looks absolutely amazing!
Even reminds me of FFIV or FFV.
DarknessSavior
Guest
« Reply #1735 on: April 29, 2010, 10:28:36 pm »

I'm very impressed by this.

You should do a re-translation of sorts with the original game itself, using your hacks. Get all of the longer spell names and whatnot in.

I think I'd actually play FF on the NES then. >_>

~DS
Zeemis
Guest
« Reply #1736 on: April 30, 2010, 12:14:29 pm »

Grond, do you have a project page, or a website with details on your hack, and screenshots?
Grond
Guest
« Reply #1737 on: April 30, 2010, 07:25:09 pm »

Thanks, guys Smiley

And no, I don't have any kind of project page set up--not yet, anyway. Maybe I will though; it might be fun and provide extra incentive to finish the hack.
Moulinoski
Guest
« Reply #1738 on: April 30, 2010, 08:19:09 pm »

Quote from: Grond on April 29, 2010, 08:42:04 pm
A quick preview of a major update/revision to Final Fantasy ++ (FF1 hack) that I've been working on:

[imghttp://img97.imageshack.us/img97/5531/h20l.png[/img]
**Click on the image for the animated version. (2.3 MB ani-GIF)

I honestly thought this was a screenshot from FFIV. Good job!
Lin
Guest
« Reply #1739 on: May 01, 2010, 02:33:23 am »



Best thing I've ever done... Cracking the Zelda Oracle of Ages/Seasons graphics decompression method.
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