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PostPosted: Sun Jun 29, 2014 8:38 pm 
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I'll make a video and post it on youtube soon. For the time being, have a look at my personal long term project:
http://youtu.be/uC73qM8YPPE

This is a big game and I'm adding some functions to HDNes to make it easier to work with.


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PostPosted: Mon Jun 30, 2014 5:59 am 
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Interesting!


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PostPosted: Tue Jul 01, 2014 12:59 am 
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I uploaded a video of a quick run of Kung Fu:

http://youtu.be/yySSNxkQ4Q8


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PostPosted: Sun Jul 06, 2014 6:38 am 
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6-7-2014
1. Fixed a few bug that may cause Batch mapping dialog to crash.
2. Improved speed by copying a pointer instead of copying a large object.
3. Added the ability to select multiple tiles using shift key and ctrl key.
4. Added the ability to specify the brightness when displaying a replacement tile.
5. Added the ability to automatically detect and add mappings with a lowered brightness to darker palettes.
6. Added the ability to customize the palette manually or by importing the colours from a file.
7. Added a panel next to the screen shot for displaying the selected tile enlarged.


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PostPosted: Wed Jul 09, 2014 1:07 pm 
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Thanks for the update! Great to see Kung Fu --


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PostPosted: Wed Jul 09, 2014 1:19 pm 
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A rough attempt at Mario in HDNes using some of João Victor G. Costa's sprites (by Alex Douglas).

https://www.dropbox.com/s/wqql5xqr6lw5x9d/Mario.zip

And some Super Mario Bros 2 background art, and other stuff, from my comic.
https://www.dropbox.com/s/qxfjksaqouxbw ... mario2.zip


Last edited by Tygerbug on Sat Jul 12, 2014 10:48 am, edited 1 time in total.

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PostPosted: Wed Jul 09, 2014 1:39 pm 
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João Victor G. Costa writes:

I had some problems figuring out the best way to approach it, since the mario sprite uses just half of the body and flips it to make it whole. Also, my sprite is a bit taller than 2x the original...

https://www.dropbox.com/s/xwi0bqe02c8jwhm/Clip0001b.png

It also lags a lot on my computer.. The music becomes awful slow ;/

Do you think there's a way to make a full mapping of the sprites and tiles with the flipped parts?

A full Mario body instead of a half!


Last edited by Tygerbug on Sat Jul 12, 2014 10:47 am, edited 1 time in total.

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PostPosted: Wed Jul 09, 2014 1:45 pm 
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Still keeping an eye on the Game Boy project --
https://forums.dolphin-emu.org/Thread-p ... #pid328735


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PostPosted: Wed Jul 09, 2014 3:50 pm 
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Via Alex Douglas:
https://www.dropbox.com/s/ndpx75lxxpduc ... otest2.jpg
https://www.dropbox.com/s/couv9uusr0p62k0/birdotest.jpg


Last edited by Tygerbug on Sat Jul 12, 2014 10:48 am, edited 1 time in total.

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PostPosted: Thu Jul 10, 2014 11:18 am 
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Tygerbug wrote:
João Victor G. Costa writes:

I had some problems figuring out the best way to approach it, since the mario sprite uses just half of the body and flips it to make it whole. Also, my sprite is a bit taller than 2x the original...

https://www.dropbox.com/s/nnnyamqdap1huz4/Clip0001b.png

It also lags a lot on my computer.. The music becomes awful slow ;/

Do you think there's a way to make a full mapping of the sprites and tiles with the flipped parts?

A full Mario body instead of a half!


To do that, the emulator must allow the user to use RAM values and tile orientation to choose a replacement tile. In this case, we need to check which direction is Mario facing as well as whether the tiles are flipped or not. If he is facing right then the normal tiles is his back side and the flipped tiles is his front side. If he is facing left then the normal tiles is his front side and the flipped files is his back side.

This is a powerful feature and tepples suggested it too. In fact that problem is also one of the biggest difficulty I found so far when making HD pack. It is that when some tiles are used in 2 or more different situations with the same palette, it greatly restricts what we can put into those shared tiles. But with this feature, the user can identify the different situations and provide different replacement tiles. But it will take a long time to implement and I'm not ready to do it yet.


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PostPosted: Fri Jul 11, 2014 8:23 pm 
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Hi there! I am Alex Douglas, as tygerbug mentioned above, I have been using João Victor G. Costa's artwork alongside HDNes and provided the previous screenshots.
I have made some more progress, so here are some screenshots to showcase exactly what this emulator can do. Enjoy!

Image
Image
Image

As a side note: Although not pictured here, the reskinned fireball graphics apply as well to the Fire Bars in Bowser's castle, of course.


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PostPosted: Sat Jul 12, 2014 10:46 am 
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João Victor G. Costa sent me some stuff and I've added it here --
https://www.dropbox.com/sh/j6xpmtd2j883 ... YLy9fDxE7a


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PostPosted: Fri Jul 18, 2014 5:00 pm 
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Hi guys! GreenGuy here. I'm glad you like my projects (Zelda 2 & Metroid revamps). Figuring out how the music worked was a bit tricky at first but now I'm a pro. If anyone needs help with this program just let me know. I'll be happy to help you out as best as I can.


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PostPosted: Fri Jul 18, 2014 6:00 pm 
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@mkWong: newest build has serious trouble loading savestates for me. 99% of the time crashes.


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PostPosted: Fri Jul 18, 2014 8:29 pm 
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asshat818 wrote:
@mkWong: newest build has serious trouble loading savestates for me. 99% of the time crashes.


Thanks for telling me, I'll take a look at it.


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