Guy Perfect wrote:
If you want to purchase a Faceball cartridge, that’s fine, but there’s more going on behind the scenes than just getting cash back into bigmak’s pocket.
Huh? If you just want to give him money you can do that.
I already told you that a arena mode is as good as impossible. Repetly requesting stuff like that is highly demotivating.
VBmills wrote:
I don’t understand these people, if your not a fan of something why try mess it up for others (Not that they could anyway)? I’m not a big fan of PlayStation but if someone wanted to release a prototype of resident evil 1.5 or whatever else I would fully support them.
Silly people, still its all publicist I guess.
Sorry rant over.
You can be pretty sure that none of those guys is older then 16 years (at least mentally).
Lester Knight wrote:
With 2 ROMs for release, will both be on their own physical cart or are you going to combine both the proto and the “remastered” hack onto one cart?Your plan is to eventually release both the original and remastered versions as downloadable ROMs?
Both ROMs are going to be released for free. I don’t see any way to fit both on one card. However, the remastered edition will still include the original levels (+ hopefully 42 new ones). One ROM will come with the ‘normal edition’ while the other comes with the ‘donators edition’. It is not decided yet which version of the ROM comes with which package.
Lester Knight wrote:
Interesting news. Keep us apprised of your efforts.Do you have any plans to release your tools for others who wish to hack the ROM when it gets released?
Sure, everything will eventually be released.
segagamer99 wrote:
Not to sound greedy, but anyway to make an arena mode? Just take existing maps in the game, and turn them in mazes for arena mode! Let the player pick any combination of 8 different smiloids that he wants to fight against. You vs the smiloids for whoever can reach 8 tags(kills) first wins!
heh, that would be great. I can’t tell if there is way to produce a arena mode. My best guess is “no” as there is simply nothing right now I could build up on. Modifying and slightly extending things is possible as I reuse the game mechanics and just change the the parameters used by those. It was already complicated enough to extend the number of levels as I had to extend the existing code.
DanB wrote:
Cool that you’ve made so much progress so fast! Did you find out if 10×10 squares is the maximum level size?
I didn’t tried to manipulated that yet, I know where it is stored though. But I removed a surrounding wall once and could leave the maze without breaking the game.
I could also produce walls with an other angle then 90° by manipulating the according values in the WRAM. However, this broke the collision detection. Also, the maze format in the ROM is different to what is used in the WRAM and doesn’t allow other angles then 90° as far as I can tell.
Just as a side note: After Mr. G posted his pictures I thought about reprogramming Faceball as well. The Fishbone Level-Menu looks allot like the Faceball level menu for that reason. Luckily I told Eric about my plans and he said something like: Ähhhhh geez… you might not want to do this.
segagamer99 wrote:
This is really exciting! Keep up the great work.Now, here are my questions.
Will some of the proceeds help Eric like the other versions?
Will you create whole new stages, or use influence from other versions?
Can there be more than 56 stages?
What is this new enemy?
Any idea on cost?
Thanks for helping Eric!
-Paul
I won’t earn any money on this. Eric gets the remastered ROM and sell it either as the ‘normal edition’ or the ‘donators edition’.
I want to keep the original 14 levels in the game and add new ones for the rest. I will have to write a level editor for this. I may look into the other Faceball games to get some ideas.
The new enemy is a plain Faceball. You can see him in the start sequence.
DrEvil wrote:
Sound amazing! Is it possible to code a 2 Player Mode, like it was originally planned? 🙂
heh, I wouldn’t even know where to start. Probably not.
segagamer99 wrote:
thunderstruck wrote:
DragonmasterDan wrote:
bigmak wrote:
I’ll post more details about faceball and our plans Sunday 🙂-Eric
It’s Sunday, and the wait begins.
He didn’t specify which Sunday.
Eric told me it was this Sunday, which is today. 🙂
🙂 I know. I was just kidding.
DragonmasterDan wrote:
bigmak wrote:
I’ll post more details about faceball and our plans Sunday 🙂-Eric
It’s Sunday, and the wait begins.
He didn’t specify which Sunday.
Protoman85 wrote:
I can kind of see DanB as our John Carmack, a programming genius but might need a true designer like John Romero to turn out the really awesome -games-. Can someone partner up with him, asap 😛
More people on a project doesn’t necessarily make it easier or more fun.
segagamer99 wrote:
Think somebody could make a Faceball level editor someday? The game has it’s own maps, the debug menu, and other versions to base levels off of. With the SNES, GB and PC Super CD versions, there are countless levels that people could build! Also, even though I haven’t played either, Faceball seems a lot better than Insmouse. Having a level editor would be pretty cool! 🙂
Indeed.
I just tried it and it looks great. One minor thing I noticed: When I do the rotation using the left d-pad (right and left) it looks like some lines are doubled (You can see it best on the tip of the Arwing). I though it was strange because it didn’t occur during the other rotations.
I know this is still in an early state but do you consider sharing the way you store the model coordinates? In that case I could look into blender again and try to convert some other models.
Great idea. The best way to get an overview of the Homebrews is this video from Protoman: http://www.youtube.com/watch?feature=player_embedded&v=-22X4BznNMs
It shows nearly every Homebrew game. I myself programmed GameHero and Fishbone. The later one is not in the video as it is to new. I will be happy to answer every question you have about these games.
Thanks for all the responses. I think it is a little to expensive for me right now then.
Yesterday I realized that I didn’t mentioned HorvatM for his SU Sound engine in the credits. I’m sorry for that, I simply forgot about putting it there. I changed it in this version.
Attachments:
I just realized there are not allot of screenshots of the game so here are some:





