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General Projects Screenshots/Vids Thread

Started by Zhs2, May 15, 2009, 10:44:44 PM

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Cpt.Glitch


Quietus

I hereby demand that every hack that is ever released should now have an alternate edition with rainbow haze (HazebowTM) in every room. :^_^:

Zero One

Now a sprite edit to turn Samus into Nyan Cat. And yes, I hate myself for suggesting such an atrocity.

biospark

Quote from: Quietus on April 14, 2016, 04:49:04 AM
I hereby demand that every hack that is ever released should now have an alternate edition with rainbow haze (HazebowTM) in every room. :^_^:
In that case, those hacks wouldn't have any water, lava, heated/cold rooms, etc.

Quietus

Quote from: biospark on April 14, 2016, 05:19:05 AM
In that case, those hacks wouldn't have any water, lava, heated/cold rooms, etc.
I think the masses would accept the sacrifice for the HazebowTM. :oh:

Quote from: Zero One on April 14, 2016, 05:08:52 AM
Now a sprite edit to turn Samus into Nyan Cat.
Or the metroids (assuming they do something in the hacks). :^_^:

passarbye

Quote from: biospark on April 14, 2016, 05:19:05 AM
In that case, those hacks wouldn't have any water, lava, heated/cold rooms, etc.
still waiting on the editor so I can FUCK SHIT UP make my own stuffs  :<_<:

biospark

Sooo, I finally realized that not every scroll ends with four bytes set to 0xFF. Those four bytes can be used to set a breakable block that extends the scroll's boundaries. I'm mostly finished adding this new functionality to my editor. There's no restriction on where the breakable block has to be, so this could allow for some creative puzzle rooms.

http://i.imgur.com/jtFzhbp.png

FPzero

The image is broken because of imgur's blacklisting of this site.

And maybe I'm missing something but I don't see what's different in the image. That or I'm not thinking creatively enough. Do you have an example of what sort of puzzles could be made?

personitis

What he's talking about is the single shot block below the two rios. With the proper data appending the room's scrolls, upon touching/breaking that block, the scroll extends farther downward than it initially was.

FPzero

Oh so it's like Red Scrolls and Scroll PLMs in Super Metroid? That's neat to know.



passarbye

Quote from: biospark on April 17, 2016, 07:17:33 PM

:whoa: custom palette and all? any limitations on palette/image sizes? you're fucking killing me here

biospark

Quote from: passarbye on April 17, 2016, 07:59:57 PM
any limitations on palette/image sizes?
Yes. My ending image importer uses color quantization (color reduction), so you can use basically any image you want. However, I haven't implemented any sort of color reduction for BG3 importing yet. Also, there is limited space for BG3 graphics, since the space for the graphics is shared with the other background graphics. If you use an image where every 8x8 tile in it is unique, the image can only be 256 x 256, and in most cases it with overlap with other graphics and cause problems. If it's 512 x 256 or 256 x 512, there simply isn't enough space, so it won't work.

Therefore, I'd prefer that people draw their BG3 by hand, reusing as many tiles and colors as possible. I guarantee you people will try importing photos, but the editor will just give an error saying "too many unique colors" or "too many unique tiles" and they'll be upset that it doesn't work.

passarbye

Quote from: biospark on April 17, 2016, 08:20:22 PM
Quote from: passarbye on April 17, 2016, 07:59:57 PM
any limitations on palette/image sizes?
Yes. My ending image importer uses color quantization (color reduction), so you can use basically any image you want. However, I haven't implemented any sort of color reduction for BG3 importing yet. Also, there is limited space for BG3 graphics, since the space for the graphics is shared with the other background graphics. If you use an image where every 8x8 tile in it is unique, the image can only be 256 x 256, and in most cases it with overlap with other graphics and cause problems. If it's 512 x 256 or 256 x 512, there simply isn't enough space, so it won't work.

Therefore, I'd prefer that people draw their BG3 by hand, reusing as many tiles and colors as possible. I guarantee you people will try importing photos, but the editor will just give an error saying "too many unique colors" or "too many unique tiles" and they'll be upset that it doesn't work.
that makes sense. There are similar limitations with other GBA games, like pokemon and the size/pallet :heheh:/number of unique tiles possible for new map images. Are the BG images constructed of tiles (as in SM), or are they purely static images?

Quietus

Quote from: passarbye on April 17, 2016, 11:58:24 PMAre the BG images constructed of tiles (as in SM), or are they purely static images?
Quote from: passarbye on April 17, 2016, 11:58:24 PMIf you use an image where every 8x8 tile in it is unique
Tiles, methinks. :^_^:

biospark

BG3 (and sometimes BG0) is made of 8x8 tiles. Other backgrounds use 16x16 tiles.


Physix

A massive wall of bomb explosions. Open at your own peril.

[spoiler]









[/spoiler]

Jordan5

This project is really blowing my mind :whoa: :heheh:

FelixWright

https://www.youtube.com/watch?v=uMeehKE62Wk

More zoomer-watching (thanks biospark D:)

This..."effect" happens on both left and right of those slopes

biospark

Well yeah, they do that on every slope.

Also, all slopes need to have at least one block on both sides of it that lines up with the edge. The platform you stand on should be lowered one.

FelixWright

#2648
Modified Double Helix's ZM clipdata.txt to make lives easier for those using the clipdata hack (See: Clipdata 98 to 9C)
00 - No Block
01 - Platform
02 - Non-power grip
03 - ????????
04 - ????????
05 - ????????
06 - ????????
07 - Samus only block
08 - ????????
09 - Zipline/searchlight/eye Block
0A - ????????
0B - ????????
0C - ????????
0D - ????????
0E - ????????
0F - ????????
10 - Block
11 - High slant R
12 - High slant L
13 - Slight slant R
14 - Moderate slant R
15 - Moderate slant L
16 - Slight slant L
17 - Enemy only block
18 - Space pirate zoneline
19 - Space pirate wall jump point
1A - ????????
1B - Water
1C - Wet ground
1D - Dusty ground
1E - ???
1F - ???
20 - Zoneline
21 - High roof slant R
22 - High roof slant L
23 - Slight roof slant R
24 - Moderate roof slant R
25 - Moderate roof slant L
26 - Slight roof slant L
27 - Elevator zoneline up
28 - Elevator zoneline down
29 - Elevator up
2A - Elevator down
2B - ????????
2C - Underwater ground
2D - Very dusty ground
2E - ????????
2F - ????????
30 - Gray door
31 - ????????
32 - ????????
33 - ????????
34 - ????????
35 - ????????
36 - Regular door
37 - ????????
38 - ????????
39 - ????????
3A - ????????
3B - ????????
3C - ????????
3D - ????????
3E - ????????
3F - ????????
40 - Missle door
41 - ????????
42 - ????????
43 - ????????
44 - ????????
45 - ????????
46 - Super missle door
47 - ????????
48 - ????????
49 - ????????
4A - ????????
4B - ????????
4C - Power bomb door
4d - ????????
4E - ????????
4F - ????????
50 - 2x2 Block TL X
51 - 2x2 Block TR X
52 - Shootable X
53 - 2x2 Block TL
54 - 2x2 Block TR
55 - Shootable
56 - Fall through
57 - Bomb\screw\speed block X
58 - Missle block X
59 - Super missle block X
5A - Speed block
5B - Power bomb block X
5C - Energy tank
5D - Missle tank
5E - Super missle tank
5F - Power bomb upgrade
60 - 2x2 Block BL X
61 - 2x2 Block BR X
62 - Shootable reforms
63 - 2x2 Block BL
64 - 2x2 Block BR
65 - ????????
66 - Slow fall through block
67 - Bomb\screw\speed block reforms
68 - Missle block
69 - Super missle block
6A - Speed block reforms
6B - Screw attack block
6C - Hidden energy tank
6D - Hidden missle tank
6E - Hidden super missle tank
6F - Hidden power bomb upgrade
70 - Bomb chain up/down 1
71 - Bomb chain up/down 2
72 - Bomb chain up/down 3
73 - Bomb chain up/down 4
74 - Bomb chain left/right 1
75 - Bomb chain left/right 2
76 - Bomb chain left/right 3
77 - Bomb chain left/right 4
78 - ????????
79 - ????????
7A - ????????
7B - ????????
7C - Energy tank(under water)
7D - Missle tank(under water)
7E - Super missle tank(under water)
7F - Power bomb upgrade(under water)
80 - FG trigger solid
81 - FG trigger transparent lvl1
82 - FG trigger transparent lvl2
83 - FG trigger transparent lvl3
84 - FG trigger transparent lvl4
85 - FG trigger transparent lvl5
86 - FG trigger completely transparent
87 - FG trigger brighterlvl1
88 - FG trigger brighterlvl2
89 - FG trigger brighterlvl3
8A - FG trigger brighterlvl4
8B - FG trigger room default
8C - ????????
8D - ????????
8E - ????????
8F - ????????
90 - ????????
91 - ????????
92 - ????????
93 - ????????
94 - ????????
95 - ????????
96 - ????????
97 - ????????
98 - Low Gravity (ClipDataHack)
99 - High Gravity (ClipDataHack)
9A - Slide Right (ClipDataHack)
9B - Slide Left (ClipDataHack)
9C - Quicksand (ClipDataHack)
9D - ????????
9E - ????????
9F - ????????
A0 - Weak lava
A1 - Strong lava
A2 - Acid






EDIT: Yo dawg I heard you like sprites
https://youtu.be/5WgGp_URAoc

EDIT EDIT: I've modified biospark's ASM that changed how unknown items worked to be compatible with trunaur's debug menu patch.

Originally, the ASM hardcoded enabling the item. This meant that attempting to disable the item would crash the game. I used semicolons to make armips ignore that hardcode enable so that it can be disabled with the debug menu.

Included is the ASM file, and an IPS patch which contains the following hacks put together:
- Debug Menu
- FIXED fullsuit patch
- Missile Door Hack
- New Clipdata Hack
- The modified ASM
- Unknown Item GFX Replacements

Physix



I took a hit of this joint and I started testing my missiles underwater and I was just so feeling it and I felt like I had to post this cuz it was so beautiful in my mind or at least I thought it was cuz damn I was so high this looked better than it does now daaaaaaaamnnn hmmhmmmmm