Scraps69 wrote:At the best point in mid air (the furthest you can go and still have the height to land on the down platform)
Kong-Fu, I just played your lives in the mines! very funny level =D. I just had a look at youtube in re your videos: What program do you use to record videos of gameplay? They look awesome!!!! *shrugs* I don't mind if you want to upload videos of gameplay onto your youtube account otherwise I'll just do it sometime in the near/far future
Jomingo wrote:Hello all, I've been following along with your project and I'm glad to see that this is actually progressing steadily unlike a lot of fan projects that pop up. It's interesting reading about your progress and all, but could somebody explain to me how I actually play these new levels? Also, be specific and take it slow because I probably will get confused.
I use the same thing Simion said, and I use Windows Movie Maker to put them together. Maybe I can make some kind of trailer for the project.
Kong-Fu wrote:1) Download an emulator, if you don't already have one. (I recommend ZSNES)
2) Download a DKC ROM. If you don't know where to find one, I'll PM you one (I'm pretty sure the rules allow you to PM a ROM).
3) Download 'Lunar IPS', which is used to apply a 'patch' (a file that puts a hack on a ROM).
4) Download and open a patch from this thread.
5) It will tell you to select the ROM you want to patch.
Actually as far as I know this was never defined. So I'd say no - do not attach ROMs to PMs here, otherwise they are embedded into the forum files and Qyzbud would have to delete them. If you simply must do such things, keep it off of this site.Kong-Fu wrote:I'm pretty sure the rules allow you to PM a ROM
You hit the nail on the head, Scraps. Actually I'm very eager to work on NitroGUI (the interface for DKCRE and DKCLB) but I have not had time. All this hacking has me extra-motivated to get back into development!Scraps69 wrote:I'm sure Simion32 is getting motivated to work on DKCLB
This, I'm afraid, is still an issue.Scraps69 wrote:by the way Simion32. I'm very VERY happy with the DKCReloaded image and it does not need to be a draft (and it still looks awesome at 256kb). Maybe when Kong-Fu finishes his level and before the youtube video we can already add that to the game? EDIT: although, after implementing that, we are still able to create levels right?
Likewise. Just a few more weeks and I should have more time to do stuff, but right now I'm swamped with final assignments and studying for my exams.Scraps69 wrote:Anyways, but college is hitting me in the face atm.
I don't think we'll really need it to begin with. But I mentioned it just to be sure.Scraps69 wrote:When we are finished with the project we won't need to use the zero-speed patch space anymore right?
That's 128 different colors (Not 128 KB, as kilobyte is a measurement of memory size), in 15-bits-per-pixel.Scraps69 wrote:I'm just curious what it would look like if we reduced it to 128 kb colour .
Yes, although what I'm being taught there (Visual Basic) is ironically not being used for the Delta Project due to compatibility and speed issues.Scraps69 wrote:Good luck with your assignments and exams! Is this for a computer programming course?
No, as long as you have the empty space at that offset I mentioned (which is always there in the original ROM obviously) and it's US v1.0 of DKC, you can just patch it to the game and it will work without any extra tools or cheat codes (although when using the patch for messing with the original game, I do recommend having a complete game save, as some levels become completely impassable).Scraps69 wrote:Though from what I understand you need to start another program to get the zero patch running anyway.
I've been doing some research and what rare used seems to be some complex form of image quantization in which it (1) compares all 8x8 tiles to find which ones fit one of 8 particular 16-color pallets, (2) finds the appropriate pallet colors for each pallet, and (3) revises this until the image looks decent.Scraps69 wrote:Hmmm, so it makes you wonder how Rare got the original Image in.
Scraps69 wrote:EDIT: We have 8 people that have downloaded the latest DKC Reloaded patch which surpasses our previous record of 5.
EDI2: Though it would be nice to get feedback from those people too!
Scraps69 wrote:Did you manage to find the shortcut to the Industry level? (no need to explain how).
Kong-Fu wrote:So you found the shortcut I put in? Did you get into it by jumping through the wall while holding a barrel?
These 16 pallets are a builtin feature of the SNES, and were added by Nintendo in the hardware design. Rareware was only able to use 128 of the colors because the game doesn't switch to a graphics mode that supports it (kinda like how PC graphics cards support different things, only on a very small scale).aperson98 wrote:Interesting Mattrizzle, Why did Rare make so many palettes when they only used half of them for the screeen.
Kong-Fu wrote:@Simion: do you know why it doesn't show all the golden letters in the bonus games when I put them in a bonus?
Scraps69 wrote:If not, maybe we can put names and versions into the '(C) 1994 Nintendo screen?' after the title page.
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