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Triple Trouble SMS The old topic was locked

#31 User is offline Glitch 

Posted 06 June 2012 - 03:05 PM

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This will probably be the last update for the week: http://www.mediafire...t2gav5ycwc4r3gd

- added MoDule's GTZ palette
- removed the corrupt sprites from the titlecards (I think there's still a problem with the TPZ titlecard)
- cleared VRAM corruption on emerald score card

#32 User is offline Cooljerk 

Posted 07 June 2012 - 12:46 AM

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View PostGlitch, on 06 June 2012 - 03:05 PM, said:

This will probably be the last update for the week: http://www.mediafire...t2gav5ycwc4r3gd

- added MoDule's GTZ palette
- removed the corrupt sprites from the titlecards (I think there's still a problem with the TPZ titlecard)
- cleared VRAM corruption on emerald score card


Using this version of the rom on the reproduction cart unless you get a new version out before construction begins.

Thanks a ton, and are you sure this will run on an SMS?

#33 User is offline Glitch 

Posted 07 June 2012 - 02:59 AM

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This is definitely the release to use if you're burning a cart. You might want to give it a quick test in an emulator to make sure you're happy with the changes.

It runs on my SMS (I was playing it last night) but no warranties neither expressed nor implied...blah blah blah.

The next issues I want to focus are the camera problems. I need to disassemble more of the object logic in order to do that though. Could take some time.

#34 User is online Black Squirrel 

Posted 07 June 2012 - 07:10 AM

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This new palette. It's better than before but
Posted Image Posted Image
the darkest rock tone is lighter than the second darkest tone. And the underwater pallette could do with some similar work

#35 User is offline Cooljerk 

Posted 07 June 2012 - 01:57 PM

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View PostGlitch, on 07 June 2012 - 02:59 AM, said:

This is definitely the release to use if you're burning a cart. You might want to give it a quick test in an emulator to make sure you're happy with the changes.

It runs on my SMS (I was playing it last night) but no warranties neither expressed nor implied...blah blah blah.

The next issues I want to focus are the camera problems. I need to disassemble more of the object logic in order to do that though. Could take some time.


I really appreciate it, and yeah I've given both this and the old copy a spin and prefer this version. If you do any changes, please post your updated rom ASAP because the guy will probably be burning the cart within the next week to week and a half. I'd love to have a super up-to-date version.

Oh, and thanks one more time for all the work you put into this conversion. Playing Sonic Triple Trouble on my real-deal Sega Master System will be a decades-long dream come true.

#36 User is offline MoDule 

Posted 08 June 2012 - 04:49 PM

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View PostBlack Squirrel, on 07 June 2012 - 07:10 AM, said:

This new palette. It's better than before but
Posted Image Posted Image
the darkest rock tone is lighter than the second darkest tone. And the underwater pallette could do with some similar work
On that note, it also looks like you missed the lighter gray. Should I just go ahead and send you the palettes I made? I've also been working on a water palette.

#37 User is offline Glitch 

Posted 09 June 2012 - 10:41 AM

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View PostMoDule, on 08 June 2012 - 04:49 PM, said:

Should I just go ahead and send you the palettes I made? I've also been working on a water palette.

That'd be great. I'll take any help I can get on the aesthetics.

#38 User is offline SpeedStarTMQ 

Posted 09 June 2012 - 02:23 PM

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This all looks awesome. I love what you're doing to Triple Trouble and hope you keep it up.

Personally though I'd have gone for the light green jungle, but eh, time's expired now!

I'm looking forward to seeing what you'll do with the wate palette. The current one looks a little flat.

#39 User is offline MoDule 

Posted 09 June 2012 - 04:11 PM

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Posted Image
PM sent. For everyone else a quick mockup of my attempt at the water palette. I know the grass should be yellowish instead of blueish, but the SMS palette really doesn't allow for such nuances.

#40 User is offline Knucklez 

Posted 09 June 2012 - 04:26 PM

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The ground blocks just don't look right being yellowish. The grass is fine like that, though.

#41 User is offline tokumaru 

Posted 09 June 2012 - 05:58 PM

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This underwater palette has too much contrast IMO (the yellow tint looks fine though). Instead of looking like water it just looks like differently colored ground/grass. Try not using black.
This post has been edited by tokumaru: 09 June 2012 - 05:59 PM

#42 User is offline muteKi 

Posted 09 June 2012 - 11:11 PM

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Oh, I've been a bit too lazy to either play it or try to unlock the level select -- was the palette cycling glitch from Atomic Destroyer ever fixed?

#43 User is offline Glitch 

Posted 10 June 2012 - 06:59 AM

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View PostMoDule, on 09 June 2012 - 04:11 PM, said:

PM sent. For everyone else a quick mockup of my attempt at the water palette. I know the grass should be yellowish instead of blueish, but the SMS palette really doesn't allow for such nuances.

Thanks for that. I've integrated it into the build.


View PostmuteKi, on 09 June 2012 - 11:11 PM, said:

Oh, I've been a bit too lazy to either play it or try to unlock the level select -- was the palette cycling glitch from Atomic Destroyer ever fixed?

I've fixed the code. The palettes are still up for debate though.

#44 User is offline MoDule 

Posted 10 June 2012 - 05:00 PM

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View Posttokumaru, on 09 June 2012 - 05:58 PM, said:

This underwater palette has too much contrast IMO (the yellow tint looks fine though). Instead of looking like water it just looks like differently colored ground/grass. Try not using black.
How's this?
Posted Image
Blue is the only color dark enough to not look wrong. Red or green are too bright. At least I've got the grass looking right, now. I actually think I like it like this.

#45 User is offline Aquaslash 

Posted 10 June 2012 - 05:01 PM

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For the record, if you have a locked hacked topic (and it's always an auto lock due to inactivity), you can just PM a mod (usually me) to have it re-opened :)

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