 . How's it rollin?
. How's it rollin?
Scraps69 wrote:Hey Kong-Fu, we havn't heard from you for a few days. How's it rollin?
Kong Fu, you havn't edited any of those levels in the current edit have you?
Simion32 wrote:Err..... too many sprites onscreen, thus causing some to disappear? I can't think of any other reason.
 
 
 . Hell, this game could be a good springboard for both programs to give awareness to it when we start using it! Especially for the terrain fixing heh. Oooh! oh and maybe you could program an automatic #obj number resorter thing. I'm especially keen about it because of that ice cave level... and how it's a 'vertical' stage (though I havnt looked at it yet).
 . Hell, this game could be a good springboard for both programs to give awareness to it when we start using it! Especially for the terrain fixing heh. Oooh! oh and maybe you could program an automatic #obj number resorter thing. I'm especially keen about it because of that ice cave level... and how it's a 'vertical' stage (though I havnt looked at it yet). .
. 
 dkc_reloaded_title_and_credits.ips
 dkc_reloaded_title_and_credits.ips you even read my mind re the length of the credits screen. I didn't think it was possible so I just left that unaired ha. But that looks fantastic! Can't wait until we have everything 'combined' and released
 you even read my mind re the length of the credits screen. I didn't think it was possible so I just left that unaired ha. But that looks fantastic! Can't wait until we have everything 'combined' and released 





 . But I'm not really sure if we need DKC2 or DKC3 sprites in the DKC1. The enemies seem to be quite good as they are. Though moving/stationary invulnerable red zingers brings plenty of ideas to the table and ninetails would be a cool random addition. But, respectfully speaking, I doubt we'll need those.
. But I'm not really sure if we need DKC2 or DKC3 sprites in the DKC1. The enemies seem to be quite good as they are. Though moving/stationary invulnerable red zingers brings plenty of ideas to the table and ninetails would be a cool random addition. But, respectfully speaking, I doubt we'll need those. ? Maybe a custom wooden DK ferrari? I think when we reach 0.70 we'll go back and edit the levels we havn't edited. I realise now that the water stages are actually possible with later versions of DKedit (though untranslated but I realise that it doesn't matter so much considering I have that list of DKC obj codes)  but I'll be focusing on those water stages at the end. Hmm... though I think changing the mine cart will affect all the other mine carts wouldn't it?
? Maybe a custom wooden DK ferrari? I think when we reach 0.70 we'll go back and edit the levels we havn't edited. I realise now that the water stages are actually possible with later versions of DKedit (though untranslated but I realise that it doesn't matter so much considering I have that list of DKC obj codes)  but I'll be focusing on those water stages at the end. Hmm... though I think changing the mine cart will affect all the other mine carts wouldn't it?Simion32 wrote:@KongFu, aperson98... Custom sprite insertion would require overwriting some other sprite to make room. Also, You'd have to make sure the replaced pallet works by also hacking an object so that its pallet and animation pointers point to the new data. And lots of other stuff.
So you would need to do:
(1) Insert/overwrite all the new sprites into the sprite table
(2) Make an animation script for the object you're wanting to use, moderately difficult
(3) Replace/create a pallet for the new sprite animation
(4) Create the collision box(es) for the objects
(5) Write up the object code and setup its pointers and other data (I have no clue exactly what all is REQUIRED in this part)
(6) Replace some object in the game with the new object code
(7) Test the object in-game and hope it doesn't blow up
Of course that's only a general list of the things you'd need to accomplish, there's much more detail involved.
 
 



I do believe that when I get DKCRE v0.0.6.0 out, this kind of repetitive testing will become MUCH easier, since there is a "launch level" option which uses a hacked savestate to automatically start ZSNES running your hack at the beginning of whatever level you just launched. This could probably be expanded to modify the entrance co-ordinates temporarily so that DK is placed right where you want him to go as soon as the emulator loads.Kong-Fu wrote: I have to test, then fix each section about 5 times before getting it right.
 
 
 
 
 , how is stop and go ?
 , how is stop and go ?
 I knew
 I knew  . Actually, the platforms and sprites issue etc is covered in Vulture Culture.
. Actually, the platforms and sprites issue etc is covered in Vulture Culture. thanks lots
 thanks lots 
 )
 ) . Post here (Simion32 has already finished it so I don't think you need to worry heh) if you've completed the level or need advice to get past a particular section. This level is alot more harder then I thought by the way (compared to when I was making it) so stock up on lots of lives!. Might edit it to make it easier later depending on the feedback.
. Post here (Simion32 has already finished it so I don't think you need to worry heh) if you've completed the level or need advice to get past a particular section. This level is alot more harder then I thought by the way (compared to when I was making it) so stock up on lots of lives!. Might edit it to make it easier later depending on the feedback. (no puzzles).''
 (no puzzles).''
 )... and for some reason some Kremlings can now defeat physics temporarily heh. Breaking out of the mid barrel after you break it and then die is a pretty cool effect ... as is dissappearing barrells.
 )... and for some reason some Kremlings can now defeat physics temporarily heh. Breaking out of the mid barrel after you break it and then die is a pretty cool effect ... as is dissappearing barrells. 

 
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