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Running off of Custom Firmware
(12-10-2008,
12:21 AM)
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#301
Found two new (to me) Super Metroid hacks that play nice together, and don't add any new content at all!
Control Freak: http://www.romhacking.net/hacks/405/ One Missile Doors: http://www.romhacking.net/hacks/477/ Why then, are they worth mentioning? Because they basically adapt the streamlined GBA gameplay to Super Metroid. From the readmes and whatnot...
Originally Posted by Control Freak:
Originally Posted by One Missile Doors:
They're pretty damn awesome. I know that there are plenty of you out there that prefer SMet's controls over the GBA games, but I'm not one of them. So I thought that these two tweaks, which can both be applied to the same ROM without conflict, were welcome hacks. Too bad I just finished up a SMet playthrough a month or two ago. Really too bad that Control Freak doesn't work on SMet Redesign. :( Edit - I'll explain how Control Freak's Brandish mechanic works, since I found the default description rather unclear. Basically, you can still use Select (or whatever button you map it to) to toggle between Missiles, Super Missiles, and Power Bombs (X-Ray Vizor has now been removed from this listing and mapped to its own button, deleting the Missile/Bomb deselect mechanic). However, hitting the fire button will still only shoot your beams, regardless of what's selected. Brandish (comfortably mapped to the L or R shoulder button, for us GBA Metroid fans) "toggles" between beam and the currently selected power up (Missile, Super Missile, Power Bomb). It's slickly done. Last edited by Mejilan : 12-10-2008 at 12:25 AM. |
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#304
Sonic 2 Advanced Edit
Dark10x has already mentioned this impressive redesign, but I felt it warranted a bit more exposure. Boasting a wonderfully-realised clean art-style, a new and wholly appropriate soundtrack, stylised enemy sprites, some tremendous momentum/gravity physics work, and a fresh approach to level design; the result is a stand out production. The potential shown here will unfortunately never be realised, as production has been indefinitely suspended. The final beta released a number of months ago offers a solid number of trememndously playable, fully complete levels to traverse. Even incomplete, this is a superb effort. Images ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Videos Video 1 Video 2 Video 3 Goldeneye - Multiple integration projects A decade has passed and Goldeneye is still revered as a marvel of design and balance. A number of fans believe the gameplay, arsenal and mechanics the game offered, should not be limited to the same multiplayer maps. A number of projects have been completed which classic multiplayer maps from Counter-Strike and Perfect Dark, and newly designed arenas, and patch them into the code. An interesting idea also applied, is unlocking the single-player levels for use in deathmatches. Earlier in the thread I explained how new multiplayer arenas for Super Mario Kart gave new energy to a classic. I am sure these projects were undertaken with the same intent. Images ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Video Video 1 |
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#305
F-Zero Multiplayer Mode (Completed, v1.1 released)
An intriguing project. F-Zero notably lacked any form of multiplayer mode, so a two-player addition seems a perfect hack premise. The project has however gone the route of Sonic Mega Mix and transcended the boundaries of the host console. Using a custom-made, multi-screen emulator, the designer of this project has added four-player support to a classic. This is the first case I know where, to produce the redesign, the author needed to not only hack the game coding, but also that of the emulator too. Hopefully, it is not the last we will see of such a bold approach. ![]() Video 1 Legend of Zelda - The Seeds of Time - In development I know I keep bringing this project up, but it is by far my most eagerly-awaited redesign. The designer has an ongoing thread over at SMWCentral, in which he posts occasional updates. His most recent, after a substantial interval, is amazing. Video This is one of the best transformations I have ever seen. Nintendo developed an amazingly versitile engine for Super Mario World, it is nice to see it achieving further potential so many years later. The game looks, sounds and apparently plays as Zelda. Wonderful stuff. Last edited by Mama Robotnik : 02-27-2009 at 02:27 AM. |
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Member
(01-30-2009,
01:02 AM)
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#306
Am I allowed to bring up my dumb project?
I might have tried to sneak it in to this thread earlier, on-the-sly. I can't honestly remember! |
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178% of NeoGAF posters don't understand statistics
(01-30-2009,
01:24 AM)
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#308
Originally Posted by Sega1991:
Looks pretty cool. Have you added custom sprites or are they all re-used? |
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Member
(01-30-2009,
01:44 AM)
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#309
Originally Posted by Sword Familiar:
Half and half. Sonic is a (somewhat heavily) edited Sonic 2 sprite. The graphics in the christmas demo were borrowed from Ristar. The graphics in the more recent August/October demo were mostly done by me, by hand (minus things like enemies and items, obviously). |
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Member
(01-30-2009,
02:15 AM)
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#311
A remake of the original Golden Axe using the Beats of Rage engine.
![]() ![]() ![]() Without a doubt it lives up to the source material while offering some nifty upgrades: slightly redrawn graphics, an orchestrated soundtrack, 3-player support, widescreen, and additional maneuvers. Naturally it's available for play on any platform that supports the BoR engine (Xbox, Dreamcast, etc.). |
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makes good threads.
(01-30-2009,
02:47 AM)
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#312
Originally Posted by CO_Andy:
:-O First time I've heard of this. I've probably played Golden Axe more than any other beat'em up in the arcades when I was young (cue typical Bell joke). If there was an arcade, there was likely a Golden Axe machine somewhere in it. I'll check this out soonish. |
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Member
(01-30-2009,
04:34 AM)
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#315
Originally Posted by Sega1991:
Oh shit you're BlazeHedgehog? The more you know... |
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#317
Mario 64: The Missing Stars
The Mario games have always been a popular series in the hacking communities. Their worlds of abstract design, with remarkably balanced rules on everything from enemies to physics, make them ripe for redesigns. As the series has increased in complexity, hacks of later games are more sparse, Yoshi's Island for example, has notably few hacks. This is, as far as I am aware, one of the earliest attempts to create a whole new game out of the world of Mario 64. As a huge fan of the original, I am very curious to see how this project develops, and whether it will spawn a similarly-talented community of hackers as its predecessors. The redesign (still in the works) includes options such as multiple playable characers, a day/night cycle, new levels, graphcs and music. Images ![]() ![]() ![]() ![]() ![]() ![]() ![]() Video Video 1 |
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#322
Sonic 2 Unimpossible
![]() A good hack can have the same effect as well-designed Achievements or Trophies; in that they can take a game you are familiar with, redefine your goal(s) and thus redefine the game experience. This project is one of the best examples of taking a game, a world, a control scheme we have all experienced, and making a subtle change that makes even the Emerald Hill Zone a tense nightmare. Rather than try to explain what its creator has done, I'll just quote him directly
Originally Posted by ShadowsofYesterday:
This hack contains NO new levels, art, or music. It is the Sonic 2 we know and love, with a slight change. When the extra-life counter hits 256, the game-over text hits without warning. And every single ring you pick up will earn you one of these toxic extra-lives. Playing Sonic 2 with the goal of avoiding as many rings as possible is a tense, challenging, patient test of endurance. It is still unknown if it is even possible (over at Sonic Retro they are obsessing over the challenge, trying different runs, seeing who can get a Game Over further and further into the game). Myself, I can only make it to Casino Night 2, and this was by far the hardest level so far. Those jolly fruit machines? Death-traps from hell. If you would like to try a simple twist on a classic, or would like to see how a trip through a 16-bit wonderland can become an excercise in tension, then I'd recommend you give Sonic 2 Unimpossible a look. Expect to swear. |
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(04-06-2009,
07:19 AM)
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#325
great thread i had forgotten about, which makes me wonder...
is there any coder gaffer out there who'd like to work on a remake ? i'll be glad to provide updated graphics. Back in the 16-bit days of Amiga i've worked on graphics for several games that never actually came out, or were never finished in fact, but got nice previews on several magazines (TGM actually said our SF2 clone had some of the best graphics they had seen on amiga). I wish i could extract all those .IFF files from those amiga floppies but it's just too much hassle i believe (assuming they still work, which i doubt). I kind of miss pixel art. |
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#326
Originally Posted by Date of Lies:
There are a few I check regularly: http://www.s2beta.com/forums/index.php?showforum=13 - Sonic-Retro's forums. Some amazing Sonic-related projects here. Most recent news is that the amazing "Sonic Megamix" is no longer cancelled. Be sure to look at Sonic 2 HD too! http://www.smwcentral.net/?p=hacks&level=1 - Super Mario World Central, a site and forum dedicated to the hacking of SMW. Some very impressive works-in-progress in their forums, in particular Legend of Zelda - The Seeds of Time which I've mentioned a few times. http://www.romhacking.net/ - Romhacking dot net, a repository of hacks for a wide-selection of games. Be sure to check out their message board's "Personal Projects" section for an amazing, varied selection. |
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Redesigned 8-bit, 16-bit, 32-bit and 64-bit games (Still unbelievable!)
#328
Super Mario 64 Classic NES Edition
Though the redesigning of Nintendo-64 games is still in relative infancy, a number of Mario 64 texture hacks exist. Of those available, I find this project was the most eye-catching. Its a simple idea done well, a re-texturing of Mario 64 with NES artwork. The result? A bit mixed on some levels (though the project is very incomplete) but many look suprisingly good. In particular, the field and external castle are very well realised, as are the ice levels. Some other touches deserve credit: replacing the castle artwork with sprites; having the bob-omb explode Super Mario Bros. 2 style, and dozens of other small touches. Its not an improvement, nor does it intend to be. Its more of a glimpse into an alternate reality, and an interesting reality at that. (Note - the screenshots are not the highest quality, I'd suggest watching the video to see how fluid it looks in motion) Images ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Video Video 1 |
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Member
(05-06-2009,
08:47 PM)
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#329
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Member
(07-15-2009,
08:34 PM)
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#331
Well, it seems like the Mario 64 posts open up the door for more than just 8-bit and 16-bit games in this topic. Rather than create a new thread, this one seems appropriate to ask this in.
Anyone have any good suggestions of other Nintendo 64 game mods/redesigns? Or even just high-res texture packs for certain games? |