ROMHacking Thread

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Garrett Gilchrist
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Re: ROMHacking Thread

Post: # 11748Post Garrett Gilchrist »

The Bugs Bunny Crazier Castle (hack by Garrett Gilchrist with Bavi_H, SpiderDave, Cyneprepou4uk). Available at Romhacking.

With Erin Plays and Mike Matei.

Mike has previously played Inspector Gadget (Gumshoe hack). Opening and closing cutscenes are not shown here.

Lola appears in the cutscenes of this version. There are also 28 enemies instead of four.

You can play this hack with the regular levels, or with previous hack level packs by Mallory Maggiore or Megafield64.

This appears to be the "Welcome to My Nightmare - Alice Cooper" level pack by Megafield64. I am not responsible for these levels -- and you have lots of options for level packs. I like that Mike spots and names the enemies like Mugsy, Count Bloodcount, Henery Hawk, Leprechaun, etc.

I balanced the enemy appearances for the base game ... in this hack, after the first hour, the Instant Martian shows up, then Godo Dodo and the Road Runner and later Ghost Kid. Merlin the Magic Mouse and Elmer Fudd have not shown up, and Beaky Buzzard only turned up briefly.

The original has green Sylvesters and green pipes, which are both purple here. The enemies are more commonly gold. Did you know you can skip to any level with the final password? You press up and down to select a level. I'm not sure why it glitched and sent them back at the end here.

Tweety is criticized as too obvious an enemy choice, while Count Bloodcount and Gogo Dodo are lauded as deeper cuts. Ghost Kid and Leprechaun cause confusion, although Mike recognizes the latter.

Regular levels:

Mallory Maggiore "Ultimate" levels:
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Garrett Gilchrist
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Posts: 7926
Joined: Tue Feb 12, 2013 1:23 am

Re: ROMHacking Thread

Post: # 11764Post Garrett Gilchrist »

Blue Frackle asks (about the Bugs Bunny Crazier Castle):
i've been playing this a lot today and yesterday... i wonder if the reason they had enemies repeating in the same level was hardware limitation, when even in the original they had a roster of 4 (up until this point i haven't seen more than 4 enemies in a level)

like they'd have black sylvester and green sylvester, and then brown wile e and purple wile e when they could've had sylvester, wile e, daffy, and sam in the same level
i guess it's pretty nerdy but i'm curious if you guys carried this trend just to be faithful to the original or if the game actually can't process 4 different enemies in the same level

This requires a bit of a long explanation
It sort of is hardware limitation, although they could have done things to make it work
The hack expands the number of enemies from 4 to 28 but still uses the same level and enemy layouts otherwise (unless you hack in the bonus level packs)
The original was a Disk System game called Roger Rabbit.
The first enemy type, which you'd know as Sylvester, was the weasels, which come in different colors and are the only ones who can go up and down, up pipes and through doors
the other enemies just walk back and forth, which limits how much you'd want to use them
there is limited space for character animations on the NES, and everything has to fit on one sheet (128x128) pixels) but you could have limited some animation elsewhere to allow for other enemies to travel up and down.
generally speaking, the weasels are overused in the levels, and the other enemies aren't used as much as they could have been
but the other enemies were Judge Doom, the Gorilla Bouncer, and a penguin waiter originally, and it made sense to not use them heavily
there's also the matter of color palette
the NES has four color palettes for sprites
which would include Bugs/Roger, items, bulges in the pipes, and .... one enemy palette
so it's actually a little awkward to use the other enemies, colorwise
which is why you see "Sylvesters" colored like the pipes (green in the original, purple here), or like the gold items, or grey like Bugs
then one special palette
so in this hack, level 30 has all the Martian enemies present, but they can't be green due to limited color palettes that have to be used all over
the "other" enemies do have their own palettes but they have to be shared with other enemies, so I made them all pretty similar, in an orange/gold style
and it varies because only one "extra" palette is ever called in

So we absolutely could have included four different enemy types in one level (and some levels in the original have more variety), but they would not have their correct palettes, and only "Sylvester/Weasels/etc" can go up pipes and into doors, so in the original game you'll get two or three different Weasels before you get the other enemies.

The bonus level packs generally have more enemy variety
But of course the point of this hack is to give more enemy variety overall, with the common "Weasel" enemy replaced by seven different possibilities.
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