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11-22-24 01:36 AM
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Main - General ROM Hacking and Emulation - KKE (New Demo 12/27/2014) (4)
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Tyrannosaur
Posted on 09-05-12 01:45 AM, in Link | ID: 25551
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I'm sorry, but you had me at "Ninja Mushroom", and it made this sound more epic.

DahrkDaiz
Posted on 09-05-12 02:14 AM, in (rev. 2 of 09-05-12 02:15 AM by DahrkDaiz) Link | ID: 25552
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Alright guys, I have most of the old Reuben concept implemented in MA3 now. This is 1-1 reimplemented through Reuben. A lot more detail is possible.



Brand new map system, brand new pointer system, brand new level system, brand new level pointer system, brand new palette system, brand new tile map (TSA) system, bra.... fuggit, I kick ass >_<

Oh and once MA3 is finished Reuben will be available for anyone to use for their own hack. Unfortunately, it only works on MA3, so you're forced to inherit all the cool features that come with my hack.

gridatttack
Posted on 09-05-12 03:45 AM, in Link | ID: 25554
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I knew Reuben will had to be released sometime. :)
Awesome news.

Posted by DahrkDaiz
Oh and once MA3 is finished Reuben will be available for anyone to use for their own hack. Unfortunately, it only works on MA3, so you're forced to inherit all the cool features that come with my hack.

That isn't a bad thing at all, sounds nice, but I fear copycat hacks :(

DahrkDaiz
Posted on 09-07-12 02:05 AM, in (rev. 2 of 09-07-12 02:06 AM by DahrkDaiz) Link | ID: 25669
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One of my most favorite features in Reuben is the ability to export levels to PNG, allow for very quick guides to be created:

The NEW 1-2


The NEW 1-3


The NEW 1-Dungeon


3 Levels in one day. In the past it took me a day and a half to make one level. I think I may get this hack done even faster than before!

gridatttack
Posted on 09-07-12 05:27 AM, in Link | ID: 25677
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Awesome.
The second screenshot looks interesting. The level designs seems intriguing and the palette for it its nice.

Googie
Posted on 09-10-12 12:25 AM, in Link | ID: 25927
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Smooth screens DD, I like the new 1-2, I can hear the hilly music right now. :D

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Gohan
Posted on 09-10-12 11:23 AM, in Link | ID: 25962
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I like it all as well, personally the grey from 1-2 stands out, but I'm sure it'll still be wicked. I might try it out sometime, I've already attempted it before but failed so, maybe with your kickass features I could make one small thing, huh? =p


DahrkDaiz
Posted on 01-12-13 03:29 AM, in Link | ID: 30034
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The hack is still going strong...









A few of the changes so far:

New enemy types:
-Beached Cheep Cheep
-Koopa Kids will attack with powers related to Mario's own power ups (see Ice fired by Larry)

I said fuck it and ramped up the difficulty. The game was getting boring to create for so I decided to hell with people who will whine, I want this game to be harder than typical Nintendo fare.

The game now revolves around open hubs: Worlds are completely open, play any level at any time. Howver, worlds are initially inaccessible. There is a "hub" stage that has 8 pipes, but in order to reach each pipe, you must use a power up that gives you the ability to reach it, such as flying, swimming for long periods or building ice bridges.

You must play levels in your initial World (World 0) and collect stars. World 0 lacks all power ups. Once you collect enough Stars you can access the boss hub. Defeat a boss here and you'll immediately unlock a new power up. Go to the world transition level and use the new power up to gain access to a new world. The new world will test your skill to use whatever power up you used to access it. Once you collect enough stars in that world and defeat its boss, you'll get to go back to the Boss hub and defeat another boss.

Once you gain all 8 power ups, you can use them in conjunction to fully get out of World 0 and go to the next part of the game...

gridatttack
Posted on 01-12-13 08:31 PM, in Link | ID: 30036
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Looks interesting. I just hope that the game isn't that hard in the beginning. Hoping for a nice difficult curve.

Also the monochromatic level looks nice.

DahrkDaiz
Posted on 01-13-13 02:19 AM, in Link | ID: 30040
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Posted by gridatttack
Looks interesting. I just hope that the game isn't that hard in the beginning. Hoping for a nice difficult curve.

Also the monochromatic level looks nice.


The problem is that with the open world style, I can't predict how someone will play the game. Should World 2 be harder than 4? What if someone jumps straight to World 7? I plan to make each world have easy to moderately difficult levels with a few levels that are really hard. You can get on through the game by completing the easy to moderately difficult levels, but in order to collect all 100 stars, you'll have to play the really difficult levels. Obviously you get something for that... But each level will be more of a test of skill with each power up rather than being a hoard of enemies and impossible jumps ;)

Arisotura
Posted on 01-13-13 11:58 AM, in Link | ID: 30042
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Sounds like a nice idea. That reminds me a bit of Rayman 2, actually; you need a certain minimum amount of lums to complete all the levels, but if you really want to complete the game, you need all 999 (or 1000) lums.

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DahrkDaiz
Posted on 01-13-13 09:54 PM, in (rev. 2 of 01-13-13 09:54 PM by DahrkDaiz) Link | ID: 30056
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Pirate Boo. A cousin of regular Boo, but he won't shy away when you face him. Also, he's not interested in your life, but instead, your coins! One touch from him and he'll steal your cash and FAST! Also welcome to deep sea/pirate theme ;)

Googie
Posted on 01-17-13 03:19 AM, in Link | ID: 30077
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I dig the progress, this is coming along real smooth... :D

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Arisotura
Posted on 01-17-13 12:03 PM, in Link | ID: 30079
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That's an interesting idea you've got there. But wait, what are coins useful for already?

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gridatttack
Posted on 01-18-13 01:00 AM, in Link | ID: 30086
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Posted by Mega-Mario
That's an interesting idea you've got there. But wait, what are coins useful for already?


You can buy powerups/items in the shop AFAIK.

Ailure
Posted on 01-18-13 01:08 AM, in Link | ID: 30087
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I love how you're balancing a potentially unfair enemy by just making it steal coins. Certainly makes the encounter with said boo less frustrating, but still discourages you from letting him touch you.
Posted by DahrkDaiz
I said fuck it and ramped up the difficulty. The game was getting boring to create for so I decided to hell with people who will whine, I want this game to be harder than typical Nintendo fare.
As long it's stays fair I don't mind. When a game is hard for the wrong reasons it just turns dumb and frustrating (like having to make blind jumps).

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Emuz
Posted on 01-18-13 01:16 AM, in Link | ID: 30088
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Posted by Ailure
I love how you're balancing a potentially unfair enemy by just making it steal coins. Certainly makes the encounter with said boo less frustrating, but still discourages you from letting him touch you.
Posted by DahrkDaiz
I said fuck it and ramped up the difficulty. The game was getting boring to create for so I decided to hell with people who will whine, I want this game to be harder than typical Nintendo fare.
As long it's stays fair I don't mind. When a game is hard for the wrong reasons it just turns dumb and frustrating (like having to make blind jumps).


Agreed @Ailure. Looks as if there are a fair number of easy ones too. The element of the open world means one could run into a much more difficult one early on, but that's part of the fun.

@DahrkDaiz: I don't think anyone would mind since you balance everything very well.

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DahrkDaiz
Posted on 05-09-13 01:27 AM, in Link | ID: 33463
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IPS Patch for PRG0 SMB3

IPS Patch for PRG1 SMB3

Googie
Posted on 06-02-13 12:46 AM, in Link | ID: 33916
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This demo is really badass DD, you did a great job! Can't wait for future demos... ^_^

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DahrkDaiz
Posted on 11-21-13 02:10 PM, in Link | ID: 37097
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Just an update for people who don't follow my progress on Facebook:

The project is still going strong, albeit, delayed. The initial January 2014 release won't happen due to the amount of time I actually get to work on the project. However, I'm still making progress:

Recent changes and features include -

-Fire Snakes leave a trail of fire on the ground as they hop around
-Ninja Bros. enemy coded in - throws stars in 8 directions and will attempt to dodge you
-Giant Chomps that eat through the ground
-Red and green springs
-Keys that can be carried and used to unlock doors
-Ice blocks now float in water and can be stood on top of
-Levels that dim to all black until you use a fireball to light a candle temporarily, making the room visible until the flame goes out
-Trip wires that, when touched, can activate Bullet Bill turrets, cannons, explosions
-Sparks from SMB2 coded in
-New type of Bullet Bill generator that fires at you from 8 directions
-SMW style spinner blocks
-New Mushroom Bank that allows you to deposit coins, these coins will earn interest as you play through. This is good to do since some enemies in the game can quickly steal your coins (Pirate Boos).
-Rotating Fire Bars from SMB1 and new Ice Bars that will freeze and toss Mario around
-New level theme "Sky Castle"
-Reverse water falls that move up
-Frog Mario is now "Poison Frog" Mario. This allows him to temporarily coat himself in a poisonous film that makes him invincible. However, this uses your air supply very quickly and takes time to regain.
-Probably a lot more changes that I've forgotten

And now, images!










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