Descargar Twin Hawk / Daisenpuu arcade style tiles/sprites/colors ROM Hack

Twin Hawk / Daisenpuu arcade style tiles/sprites/colors Juego
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Parámetro Info
Consola: GEN
Juego Original: Twin Hawk
Tipo: Improvement
Género: Action > Shooter
Modificaciones: G
Creador: fusaru
Fecha de creación: 02/11/2017
Última modificación: 02/12/2017
Parámetro Info
Nombre del archivo: Twin Hawk - Daisenpuu arcade style gfx.7z
Téléchargements: 29
Requisitos: BIN Format (GEN)
Versión: 1.0
Clasificación:

Descripción de Twin Hawk / Daisenpuu arcade style tiles/sprites/colors

Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)

Note that the hack is incomplete but feel free to enjoy the hack as-is.

Información de Twin Hawk / Daisenpuu arcade style tiles/sprites/colors

Twin Hawk - Daisenpuu arcade style gfx version 1.00
11th February 2017
by fusaru
made with HivePAL, Tile Layer Pro, GIMP, Bless Hex Editor

==Purpose of the patch==
Modifies palettes, sprites and tiles so the game looks closer to the arcade version.
Adds extra tiles not present in the base version.
The amount of palettes has been double and the stage loading table inside the ROM has been rewritten.
Duplicate graphics have been deleted and the ROM content has been consolidated to make space for extra contet. The patched ROM is identical in size to the base version without compression

==Usage==
Apply the included IPS file to the ROM (e.g. via Retron 5, Cybergadet Retrofreak, dedicated program such as "StealthPatch IPS Patcher").
If you get a red screen, the checksum needs to be fixed. Programs such as ESE FixCheckSum can do this for you.

==Notes==
*the game uses a very similar engine to Truxton and Fire Shark, stage layout starts here: C000
*there is an unused animation at the end of the ROM, showing a tank driving towards the viewer. It has the same size and framing as most opening graphics. Why this was not used in the final game is unknown
*this is a multi region game. The title screen changes depending on the console region
*there is still unused space for one full backgrund graphics set (marked by a big "placeholder" text), for later modification or people that want to further modify this game
*invincibility AR code (for debugging) 064A:4E75
*the game's original palette space is here: 7D16 
*new palettes have been placed here: 019600
*tiles and palette table has been placed here: 022840 

==Legal stuff==
Aside from making repros and/or money out of this do whatever you want with these files.
This was made for personal use only. Feel free to further edit and resubmit.