Teenage Mutant Ninja Turtles - Rescue Palooza

Complete TMNT: Rescue-Palooza! 1.1.5

No permission to download
Project is completed.
If I were to change the music though, I would use an SNES soundfont instead of the Genesis one.
:-\ I've already spent ages trying this for White Dragon's mod, it's seriously not that simple.  There is no TMNT soundfont that I know of.  I even started making one.  From what I read in his youtube comments, coatlesscarl made his remixes from scratch.  He used the SNES samples, but he tracked them himself. 

I tried with midi's on vgmusic, I even ripped some midi's myself from the NES games, but I could never get the SNES instruments sounding perfect.

Anyway, I can rip all the NES music for and send it if you need.
 
Well, as suggestion, to make the game less repetitive and relying only in the attack+jump move, why not make it a special (that consumes bar) or that it's not an auto-kill either? This way, players can use other maneuvers and attacks to defeat the enemies too. Just sayin'. :)
 
Ohhh this project looks amazing!!!

What about those airborne vehicles that the foot clan uses? It would be cool to pilot those for a pseudo travel stage!!

Beastie, how do you rip the midis? I would like to have midis from many nes and snes games, midis that aren't anywhere!
 
Die_In_Fire said:
Beastie, how do you rip the midis? I would like to have midis from many nes and snes games, midis that aren't anywhere!

There is this program, NSF2MIDI
http://www.zophar.net/utilities/converters/nsf2midi.html

It's fairly simple, a bit of  work is required, you have to find the loop points and try to rip them to suit, or you can just choose to fade out the track.  The problem is loop points, you have to specify a length to rip, so it becomes tricky to rip a perfect loop, some midi editing is usually required afterwards.

Depends what you want to do with the midis.  If you want to use them just like the original NES tunes not so hard.  If you want to make SNES versions of them, than that takes A LOT of work. 

There is also MIDIOX and MIDIYoke that can capture midi data.  http://www.midiox.com/
I have a proper soundcard with MIDI In/Out - so I can just patch a midi cable and send it's output back to the input to capture midi data.
If you don't have this kind of soundcard available, you can use MIDI YOKE to send midi output to MIDIOX.  I use this for capturing midi's from old DOS games etc.

I can't explain about SNES sorry, it's better to rip them as .IT files if you want to edit them. But this is pretty advanced and complicated trying to make SNES into NES style..  You will have to do your own research for this.  You should check out famitracker and open modplug tracker if you're interested.

BTW I was also going to rip every Double Dragon II track as Audio for myself anyway, so if you want a complete soundtrack of the games I can send you in .OGG.  There is 83 tracks just for DD2.  I kinda forgot about doing this with all my PC drama lately.

Again getting perfect loops is the hard part, it's easy to rip tracks that just fade out thou. Simply ripping them to listen to easy, but takes more work to optimize them for an actual mod.  You can set loop points using openbor feature.  BUT I've never really been bothered to work that out properly.  After a lot of tracks all those fadeouts start to addd up in filesize.  You can be lazy and rip everything into 3-5min blocks.  But this isn't very good idea for mods.
 
Thanks a lot for that info beastie, I don't have a good sound card so at the moment I will try with the nsftomidi method.
Yeah I was thinking using synthfont for a little remix or adapt some style to a different styles. I have some combatribes midis but would love to have all midis from that game. (And also return of dd)

You can set loop points using openbor feature.  BUT I've never really been bothered to work that out properly.
I got loops working a few times, but with some songs it just ignore the loop point.
Would be great to have those dd2 files!

@Mersox: will you have both shredder and super shredder? Which krang will you use? From nes tmnt2 or from tmnt3 manhattan project?
 
Lichtbringer: thank you for bringing that website up. I have visited it before but forgot about it and stupidly used the glitches sprite for Michaelangelo. I tried to fix it manually but it still looks weird.

Die_In_Fire: Super Shredder is a must. Haven't thought about with version of Krang to use yet. If I use the version from tmnt3 I'll probably ignore that thing where he splits into two, I guess.

BeasTie: Thatnk you for the offer on the NES rips and for the tutorial. I already have all the songs ripped but if I need anything else I'll let you know. Regarding MIDIs, well I was thinking that there's not a strong enough reason to use video game sound fonts after all. What about using just nice sounding MIDIs, with like realistic sounding instruments? As I said before, I'm leaning towards using NES music but I guess if it sounds weird (the mix of recovered graphics vs older sounding music) as the game progresses, I might consider switching to MIDIs, we'll see. My brother might lend me a hand with that, he's the audio expert.

If I switch styles it would give me an excuse to include this MASTERPIECE:

https://www.youtube.com/watch?v=matO_6Df8m4

Again getting perfect loops is the hard part, it's easy to rip tracks that just fade out thou. Simply ripping them to listen to easy, but takes more work to optimize them for an actual mod.  You can set loop points using openbor feature.  BUT I've never really been bothered to work that out properly.  After a lot of tracks all those fadeouts start to addd up in filesize.  You can be lazy and rip everything into 3-5min blocks.  But this isn't very good idea for mods.

I still haven't experimented with this part.
 
mersox the rips you have already don't sound very good quality,  judging by audio in your video.  That's why I offered ;)

What about using just nice sounding MIDIs, with like realistic sounding instruments?
Yeah that would work.  But I think O Illusionista's idea is the best.  Don't be deterred because he said genesis style.  Sega used FM sound chip,  like PC's - so it would have that DOS/SoundBlaster feel to it.  I think this would feel more authentic than anything else.
 
BeasTie said:
mersox the rips you have already don't sound very good quality,  judging by audio in your video.  That's why I offered ;)

Alright, In that case I will gladly accept your offer :)

Yeah that would work.  But I think O Illusionista's idea is the best.  Don't be deterred because he said genesis style.  Sega used FM sound chip,  like PC's - so it would have that DOS/SoundBlaster feel to it.  I think this would feel more authentic than anything else.

I don't know man. Do you have some examples? I personally feel that the Castlevanias, TMNTs and Contras all sound better on the NES than Bloodlines, Hyperstone Heist and Hard Corps, by far. But maybe I'm being too close-minded.

------- IN OTHER NEWS ---------

I'm having some trouble with script. I have this attack that I want one particular enemy (foot soldier) to get more damage from, compared to other enemies. So instead of increasing the power of the attack, I'm trying to use script to have to foot soldier hurt himself, so to speak. The issue is that OpenBOR is ignoring this particular script. Any ideas of what might be going on? Here's the script:

anim pain3 ** thrown
loop 0
offset 29 65

@script
    void self = getlocalvar("self");
    int Life = getentityproperty(self, "health");

if (frame == 1){
changeentityproperty(self, "health", (Life-3));
}
@end_script



bbox 25 21 19 44
jumpframe 1 4 1
landframe 3

delay 12
frame data/chars/foot/thrown01.gif
sound    data/sounds/(tmnt2/random_sound01.wav
frame data/chars/foot/thrown01.gif
delay 200
frame data/chars/foot/thrown02.gi
delay 1
movea 1
frame data/chars/foot/thrown02.gif
frame data/chars/foot/thrown02.gif
move 2
frame data/chars/foot/thrown02.gif
frame data/chars/foot/thrown02.gif
movea 0
frame data/chars/foot/thrown02.gif
frame data/chars/foot/thrown02.gif
movea -1
frame data/chars/foot/thrown02.gif
frame data/chars/foot/thrown02.gif
move 0
frame data/chars/foot/thrown02.gif
frame data/chars/foot/thrown02.gif
delay 15
frame data/chars/foot/empty.gif
 
maybe if you use that script as takedamagescript (wich an animation check), it might work.

Also, I suggest you to no use movea. I remember someone saying that its broken and it has some issues when you are in platforms.
 
O Ilusionista said:
maybe if you use that script as takedamagescript (wich an animation check), it might work.

Also, I suggest you to no use movea. I remember someone saying that its broken and it has some issues when you are in platforms.

Thank you. I'll look into it.

EDIT: Tried and didn't work either :/
 
That is weird. I tried here and it is working

anim pain
loop 0
offset 240 146
bbox 216 95 44 52
delay 4
@script
    void self = getlocalvar("self");
    int Life = getentityproperty(self, "health");

  if (frame == 1){
  changeentityproperty(self, "health", (Life-20));
}
@end_script
frame data/chars/enemies/flame/fall01b.png
offset 242 146
frame data/chars/enemies/flame/fall01b.png
delay 30
offset 240 146
frame data/chars/enemies/flame/fall01.png
 
mersox said:
This one is based on the TMNT games for the NES, mainly TMNT2.
It allows for 4 players, has recolored graphics, and a stage selection screen. After all stages are completed, players will have to go inside Krang's Body, and then into the Technodrome.

The game is called Rescue-Palooza because players will rescue (at least) one character per stage. After that char is rescued, it becomes selectable. Additionally, Donatello is carrying his newest invention, the duplicator (name is a placeholder). With it, he'll be able to create robot duplicate of the bosses. In other words, after each stage, both the rescued characters and the bosses become selectable.

Yep, this one will take a looong time to complete :P

TMNT 2 The Arcade Game, 16-bit style

Perfect flashing when the enemy is dying ... How did you do? With script?
 
kmilloz said:
Perfect flashing when the enemy is dying ... How did you do? With script?

probabily, is this:

dying {remap} {health1} {health2}

~If this entity's health drops to or below {health1}, they will flash between their normal pallete and the {remap} pallete.
~If their health drops to or below {health2}, they flash even faster.
 
O Ilusionista said:
kmilloz said:
Perfect flashing when the enemy is dying ... How did you do? With script?

probabily, is this:

dying {remap} {health1} {health2}

~If this entity's health drops to or below {health1}, they will flash between their normal pallete and the {remap} pallete.
~If their health drops to or below {health2}, they flash even faster.

Very interesting! I'll take a look! Thank you! You the man!
Muito interessante! Vou dar uma olhada! Obrigado! Você é o cara!
 
I have this attack that I want one particular enemy (foot soldier) to get more damage from, compared to other enemies...

I don't understand why the script isn't working but alternatively why don't you use defense command?
Set something like defense normal 1.2 to foot soldiers to make them receive 120% damage
 
O Ilusionista you are correct, I used "dying {remap} {health1} {health2}"

Bloodbane said:
I have this attack that I want one particular enemy (foot soldier) to get more damage from, compared to other enemies...

I don't understand why the script isn't working but alternatively why don't you use defense command?
Set something like defense normal 1.2 to foot soldiers to make them receive 120% damage

Thanks Bloodbane. I'm not using that as the Foot Soldiers are intended to be extra vulnerable to only one type of attack (attack3), not all of them.

I solved the issue. Turns out that the script was working, sort of. After fiddling with the values, I tested it so that the pain animation would grant the foot soldier energy instead of taking it. It worked perfectly. I guess the issue was that I was basically telling the char to die instantly when receiving that particular attack, and maybe the engine didn't know how to "kill" the entity when it was in the middle of a different animation.

So because I just want the foot soldier to die I decided to use killentity instead. It works great, but now I just have to add script to add scores to the players upon killing the foot soldier with that attack.

I'll take this opportunity to share a picture of the character selection screen. I'm quite proud of how it turned out:

select_casey.gif


I will modify's Casey's arms/bat position as they look awkward at the moment.
 
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