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Messages - optomon

#136
Quote from: tummai on March 11, 2010, 11:06:50 PM
http://www.romhacking.net/forum/index.php/topic,10474.0.html

Looks like optomon already found it.  Anyway, don't want to threadjack, so I'll be back with comments on optomon's hack later.

LOL yes I did. My commentary was in response to the fact that I had showed this hack here moments before discovering your hack on RHDN, and I didn't realise that you frequented the site.

Yeah the game is significantly more challenging than the original, perhaps even too cruel for some. I was hoping the more hardcore players would enjoy it.

Quote from: tummai on March 11, 2010, 11:06:50 PM
Was it pretty straightforward to switch out the bosses?  That's on my list of things to figure out how to do.  We should do some information exchange.  I bet if we combined our notes we'd know this game backwards and forwards.

Switching the bosses took a while to figure out and is not very straightfoward. I discovered how to do it over 5 years ago and it was one of the first things I tried to do in the game. It requires editing a single attribute from a table and changing a pointer that is embedded in the corridor level data. It's complicated so I'll have to talk about it elsewhere.

If you want to have information exchanges, we should just document it in threads in this part of the forum.
#137
A little bit of talk has gone around about the reverse engineering of Guardian Legend. In light of it, I'll introduce this.  It is a hacked version of the game. This is pretty much the embodiment of what I've modified in the game. Every now and then, I change some things around in it. The map is different, the corridors are mostly similar with some different bosses, and maybe a couple of other minor things. You should play it if interested in a somewhat different TGL.

TGL-Secret.nes

Version 3.2
#138
Wonderland / Re: Weaponism
March 11, 2010, 01:15:26 PM
Someone else who is reverse engineering Guardian Legend...

I know too much. There's a page ($500s, $600s maybe) in ram that holds tons of attributes for the sprites that are on currently screen (what palette they are assigned, how many hits they take, vertical/horizontal positions on screen, what sprite graphics they are etc.) and if you understand the 6502 and indexing you could do a lot with them... except, of course, because of the limited free space in the rom, you'd have to overwrite much existing data in the game if you wanted to modify them.
#139
Wonderland / Re: Weaponism
February 11, 2010, 10:09:45 PM
$ just means address. And when I say for example, $3C I mean $003C. So $4AC would be $04AC etc. Should work in VirtuaNES.
#140
Shoot Em Ups! / Re: Gun Nac
February 11, 2010, 08:31:14 PM
Gun Nac was a nice challenge in the spirit of Compile. I was never able to legitimately get passed the Area 5 boss on the hardest difficulty. Definitely a fun, quaint game.

I always thought this character looked familiar:

#141
Donations / Re: Would you donate?
February 11, 2010, 07:57:15 PM
I'd donate.

I'm not in a financial hole of any sort... yet. However, I'm out of work and my career is kind of in the toilet, and I need to learn high level programming languages if I want to get anywhere (and be interested). I have had game making experience, but I've never made a penny off of it. It would be kind of nice for those who make the sequel to not have that experience.
#142
The Guardian Legend / Re: Guardian Legend "fan" art
February 11, 2010, 07:17:48 PM
Good find, love the drawings, esp. the enemies and the overhead level mock ups. Interesting that he'd categorize the enemies into phylums, using such as insight to their weaknesses.



Very nice.
#143
Wonderland / Re: Weaponism
February 11, 2010, 06:58:29 PM
Cheat menus in emulators can be fun, and are often instrumental in finding game data. Also, I like the weapon name "whole screen destroyer".

Other RAM addresses I know off the top of my head:

$30: Mode of gameplay; #50 for shooter sequence, #52 for "TGL" mode,
$4A: number of gun firepower
$4B: number of shield
$50: The area the player is in
$51: The corridor the player is in; or, the room type the player is in on the overworld.
$4AC-E: How much special weaponry player has
$4AF: Number of "EE"
$4B0: The keys the player has
#144
Shoot Em Ups! / Re: Gradius
February 10, 2010, 02:11:55 PM
As much as I love TGL, I'd say Gradius II was the pinnacle of shooters for the NES and one of the most complete games made for the platform. The graphics, especially the animations and enormous bosses, are ridiculously good. The soundtrack is easily among the best on the NES. The game also contains a wide assortment of colorful and detailed themed levels that contain distinct well balanced challenges to adapt to and keep the player on edge; although it's a long game it is not boring or redundant. The game is a completely epic follow up from the original, and is an impressive technical feat.

Gradius III is also a really solid follow up in the series.
#145
Wonderland / Possible Hidden Menu?
February 10, 2010, 01:29:53 PM
http://www.gamefaqs.com/boards/genmessage.php?board=587320&topic=53225223

A strange account of a glitchy menu supposedly accessed from the password screen lead me on something of a wild goose chase. I spent a long time trying to find what the user described in the game's rom for countless hours and came up empty. My null hypothesis is that he typed in a password that landed him in an off map glitch area of the game (which are well known for their extreme random glitchiness) and produced the glitch menu. However, I haven't been able to conclude that it' s a glitch. Certainly perplexing.