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File: Hunky Kong.mp4 πŸ“₯︎ (14.66 MB, 1280x720) ImgOps

 β„–63360[View All][1][2][Quote]

Hello 'teens. I've been working on a ROMhack that's been progressing quite well, and I'd like your help. I can do every part of the modding, for me that's easy, but I am so damn bad at pixel art. I would also like gemmy suggestions and ideas for what to replace things with. For context, each sprite is limited to four colors, one of which is always black. That limits what's possible by quite a bit.
<
Here's what we have so far:
Donkey Kong is Hunky
Jumpman is Chudjak
>Doesn't even have the 'stika? Offsiter coal jannies JSID!
I tried to do Nate (I originally planned for Nate to be saving Soytan), but it wasn't possible with the limited color palette. Also not enough room for the 'stika, so I chose to just do a cross. I'm going to be posting all the sprites I've made here if any artistGODs want to improve them, especially Chudjak.
Pauline is Mymy
>automatic brimstone you 'ligger
Well do you have a better character in mind? Mymy even has a very close color palette, that makes it a lot easier for me. It also makes this a canon prequel in the MegaChud universe lore evendoe that guy has nothing to do with this project
<
I haven't decided anything else yet. Here's a full playthrough if you'd like to see everything we have to work with:
https://www.youtube.com/watch?v=G3By4OVaHIA
The most notable things are:
Thrown Barrels
Barrel Decoration (what Hunky grabs from)
Hammer
Bouncing Spring Enemy - maybe a laughing frog?
Oil Barrel
Fire Guys (Stage 1)
Fire Guys (Stage 3)
Blue Fire Guys (Stage 3)
Objects:
Purse
Umbrella
Heart
Pies
Conveyor Belts (and other platforms maybe)
<
I'm leaving music, sfx, and maybe even gameplay changes for the very end, if I choose to do those at all, as that's the most difficult and annoying thing to do. I will change the title screen to say "HUNKY KONG", but it's also a very tedious process, so I'll leave that for the end.
<
If any really talented artistGOD wants to make a parody of the NES cartridge/box/art, that would be great too.
<
Original thread on /soy/: https://soyjak.st/soy/thread/16587299.html
131 posts and 49 image replies omitted. Click reply to view.

 β„–63626[Quote]

Made the 'ki page, it's on anpoorvol now (and its media too)

 β„–63630[Quote]

File: 1780862533346j.mp4 πŸ“₯︎ (6.27 MB, 360x360) ImgOps

Here's the 'lig version if that matters

 β„–63631[Quote]

>>63630
Nice, why is video blurred doe? And who will be player 2?
'ki article looks decent now, I should add 'lig version and a download link to it
https://soyjakwiki.org/Hunky_Kong

 β„–63633[Quote]

File: 1781946817412y.mp4 πŸ“₯︎ (11.41 MB, 540x540) ImgOps

File: 1778057927217l.jpg πŸ“₯︎ (306.12 KB, 1375x1198) ImgOps

>>63631
That's my shitty chinkwei phone's screen record quality, here's another one.

 β„–63635[Quote]

Gemerald
Hunky Kong Country series when?

 β„–63639[Quote]

'emmy work

 β„–63643[Quote]

>>63631
The 'ki page looks amazing, thank you. Player 2 looks identical to Player 1, but in-game they're called "M" and "L" for Mario and Luigi (Chud and Nate in Hunky Kong), so evendoe Nate looks identical to Chud you can still use your imagination. In 'lig Edition I wanted to have it be "Z" and "L" (Zaryan/Zate and 'ligger), but since I replaced the Z with a / I couldn't do that and decided to be lazy and leave it.

 β„–63644[Quote]

>>63643
The "L" thing doesn't stand for Luigi, it stands for Level

 β„–63645[Quote]

>>63644
I might be retarded

 β„–63646[Quote]

File: brain injury feral.webp πŸ“₯︎ (29.49 KB, 853x480) ImgOps

Even worse than not checking that at any point while playing, I just remembered having this epiphany years ago as a kid. So I'd already realized that it didn't stand for Luigi before and just forgotten.

 β„–63647[Quote]

>>63646
>>63645
it's alright fella.

 β„–63648[Quote]

File: lost sharty media.jpeg πŸ“₯︎ (112.54 KB, 771x664) ImgOps

>>63624
If you mean the clip with music you replied to, if you really want to, go for it geg. I ended up deleting it from the game after some more failed efforts to improve how it sounds (besides removing the random sfx there) so it's basically lost media now

 β„–63649[Quote]

>>63647
I'm not actually too upset about it, I guess it's probably a funny mistake and kind of expected given it was a three-day project. I was pretty close to having completed this without any major mistakes though.

 β„–63651[Quote]

>>63620
I want to take a break after this one, maybe a week or so, but I'm interested in doing a ROMhack of the original non-super Mario Bros. This time, however, I'll make sure to check out both the original release and the better edition with more content to figure out which I should choose. Dev time should be a lot shorter now that I know how to do everything, and we could even re-use some of the Hunky Kong sprites.
<
I can already see a lot of geg-worthy opportunities in it. This version introduces the deleted ice guy that turns the platform below him to ice, something like it being a Jartycuck that turns the platform to shit could be great. The fireballs in different colors are probably the same sprite, I could make that the hanging troonjak and have the other palettes be hanging yotsoyba and pooner or something else.

 β„–63652[Quote]

>>63651
Forgot to link it. This is the improved Classics Series version that iirc never released in the US, but has more content and better controls.
https://www.youtube.com/watch?v=zll16wdrnsM

 β„–63655[Quote]

>>63651
Correction: the icicles were the deleted feature they reimplemented (og still had the ice guy). This would also be way easier and faster than a SMW or a DKC hack, so more likely to get completed.

 β„–63661[Quote]

>>63651
So this is kind of interesting. I opened up the Original Edition (2010 release of NES Donkey Kong with climbing and the deleted level) just expecting it to look too different and then close it, but the graphics are actually perfectly aligned with the original release, except that it seems like they pasted the graphics in here three times, the first being completely identical to the original, the second being mostly the same but has a bit more from the "new" content, and the last being complete. I assume this means they were just a bunch of lazy fucks and upgraded the cartridge to MMC5 or something and then pasted the contents in there multiple times while working on it and just left all that in there. I still have yet to look at the code - this is what will make or break if I port it or not - but hopefully they were lazy there as well, since this might actually be not that long or difficult of a job.

 β„–63664[Quote]

>>63661
Holy shit. Ok, so I was wrong about why they did that. I pasted in the graphics 1-1 for that "first set" that's identical to the original, and what they ACTUALLY did was they just put in the sprites for the whole game for each level. So each level has a completely new set of graphics, which makes a lot of opportunities. If the code isn't fucked compared to the og release, which I guess I'll check out now, there might be some gemmy opportunities here.

 β„–63674[Quote]

how do you edit both palettes and sprites?

 β„–63675[Quote]

File: Everything I know about ne….png πŸ“₯︎ (90.76 KB, 1806x415) ImgOps

>>63674
Palettes you have to edit through the code, but it's very easy, don't worry. Use a hex editor. This is the message I sent in about it the original Hunky Kong /soy/ thread.

 β„–63676[Quote]

>>63675
thx buddy

 β„–63677[Quote]

>>63676
Additionally, there's a lot of useful info in the Hunky Kong folder since I wrote down everything I knew and learned as I went. For a bit more info on changing color palettes, let's say you want to edit Pauline's color palette (which is shared with the heart item). Her palette is 0F 30 27 24. The first number is not changeable, it's the transparent pixel - the background of an NES game is a solid color, and in the case of Donkey Kong, since it's always solid black it's can therefore be used as a black pixel. The next three numbers are the corresponding NES colors which you can see here >>63362. You can then change those to any others on the NES palette that you want.

 β„–63679[Quote]

>>63651
You can make the hack based off the Classic Series version which is more accurate to the original Arcade version (it only released in Germoney doe)
https://www.mariowiki.com/Mario_Bros._(Classic_Serie)

 β„–63680[Quote]

Oh wait you were already going to base it off of it

 β„–63694[Quote]

>>63648
Ah alright! I was planning on making it another April Fools upload for next year like past rips featuring this joke, but due to how good this ROMhack is I'll just upload it as normal

 β„–63700[Quote]

File: hunky announcement.mp4 πŸ“₯︎ (4.36 MB, 1920x1080) ImgOps

Guess what chuds

 β„–63701[Quote]

>>63700
You should make the cement (or pies I don't fucking know) brimstone

 β„–63702[Quote]

>>63701
I was thinking that. There are quite a few things going on though that we can do stuff with:
- We can add more stuff now. Because Nintendo were a bunch of lazy fucks, the sprites for each level are completely new for literally everything, although they do share palettes sometimes? Regardless, I think we can have a new small item and big item (that we can give a unique palette on level 2 and maybe 3), a new hammer (if we wanted), new troon enemies, and more. And obviously there's the pie/cement level content.
- We can do more with stuff we already have. For example: we can give Soytan a unique animation each stage. Right now it's meant to be her shouting and waving her hand, but we could do more stuff. Although it's important to keep in mind that she shares the same head sprite for both frames, so only the bottom 2/3rds of her changes (this is why I didn't fully implement the animation somebaldi made).

 β„–63706[Quote]

>>63702
Here is what you can do for replacements of the things in the games in different levels
Level 2 Troons: Pooners
Level 3 Troons: Neutralpliers
Level 4 Troons: Jartycucks
and make it where Hunky starts looking more angry throughout the levels

 β„–63707[Quote]

File: Thrembo.png πŸ“₯︎ (198 B, 16x16) ImgOps

File: gem sprite.jpg πŸ“₯︎ (149 B, 8x16) ImgOps

File: soytan.png πŸ“₯︎ (862 B, 64x64) ImgOps

File: troon sprite.png πŸ“₯︎ (258 B, 32x32) ImgOps

>>63702
Here are the sprites if anyone's interested in making new or altered content for Hunky Kong Ultimate Edition.
>Marge why are the colors like that
Colors are set for sprites in the code. So basically the colors in this you have to map to the colors in the clip (every sprite here is in the clip above), how dark or light the colors are is irrelevant. Easy to do though since there are only three colors and black. Ignore the other stuff on the zoomed out sprite sheets, it just makes it easier for me if I can paste it back in like that. For thrembo and gem-replacing items we get an extra palette (that they share), so you can use any three colors here >>63362 for that rather than just the blue, although you could still use it if you want.
>Why is Soytan like that
There are two frames, and they both share the top 8 pixels (her head).
>Can I change colors on anything else besides items
Only the hammer if you wanted to make a hammer-replacing weapon, which I actually did include the sprite for in the soytan sheet. Fire guys, besides the blue one, share the same palette every stage, so we can only have troon variants.

 β„–63708[Quote]

>>63706
Sorry, I should've worded that differently. We can have more troon enemies as in more enemies with that color palette. The items actually do have a separate palette per stage though

 β„–63709[Quote]

File: the brimstone.png πŸ“₯︎ (162 B, 16x16) ImgOps

>>63707
Oh, and the cement or pie or whatever. I like the idea of making it brimstone. It's a 16x16 sprite, but try to keep it around this height since its hitbox is only 8 pixels tall.

 β„–63710[Quote]

>>63707
And incase you want more help with the Soytan sprites, there's >>63384 and >>63403 (Pauline's sprites in the bottom right of the sheet).

 β„–63712[Quote]

Mostly bad but some good news:
So I did some testing, specifically I tried to implement the 'teen's idea of having Hunky get progressively more angry, and it turns out that Fraudtendo, despite making each stage have a whole set of the game's sprites, still has the Stage 1 sprites apply to stages 3 (laughing frog) and 4 (pegs), and only Stage 2 (cement/pie factory) has a fully unique set of sprites.
<
The good news, however, is that this still allows us to do some cool stuff. We can still have a new big item, little item, hammer/weapon (or two if we really wanted since the original wasn't changed), and troon enemy. It's a shame though, I was going to make Hunky get progressively more angry/unhappy and Soytan get progressively less sperging and actually smiling the last stage and it was going to be kino. For that I'm actually gonna downgrade the name since it's no longer deserving of the title "Ultimate", it's Hunky Kong Upgraded Edition now.

 β„–63713[Quote]

awsome i hope we do get to gamplay stuff i havent doen z80 prog in a while!

>>63360 (OP)
>A24

 β„–63892[Quote]

>>63713
I wasn't planning on doing on gameplay stuff since the ROMhack was finished and this is just a port to a superior version of the game, but I suppose we could. Or you could, because I'm not nearly skilled or knowledgeable enough to do anything more than very minute changes. It'd probably be better to wait until the Mario Bros ROMhack for that though.

 β„–63895[Quote]

Sorry for no update the past few days, I've been busy. I should actually just make a consolidated post of what I'm doing here since I only half-explained what I'm doing in the last few messages.
<
I have successfully ported Hunky Kong to the version of the game where Donkey Kong climbs the ladder, and it also has the pie/cementy level (you can see both here >>63700). It was actually really easy, I didn't expect that at all. Not only is there the new content in that level available to us to gem up, but because of how Nintendo added those features, we can add totally new content and actually have more than the game itself does. The new content we are able to add is:
- 1 new big item (sharing a palette with the new small item)
- 1 new small item (sharing a palette with the new big item)
- 1 new troon enemy (using the troon palette)
- 2 new hammers/weapons (we never changed the og hammer)
- 1 8x16 object to replace the cement/pie, although it can technically be taller since it's a 16x16 sprite
<
The sprites to change, the colors available to us, and other information is above. I'm not going to make a thread on /soy/ until I have a day where I can actually bump it every hour or so and keep it alive, since I'm busy rn. In my opinion, the order of priority for if/what to change is the cement/pie, troon enemy, big item, small item, and hammers. I can always just use the thrembo and gem, and it seems kind of hard to make anything gemmy in the place of the hammer.
<
I'm still going to be busy for a while, so I'm going to wait to make a thread on /soy/ (if nophono cares or sees this in /v/) until I can at least reppy it for a couple hours.

 β„–63896[Quote]

File: Scrapped Feraljaks.png πŸ“₯︎ (347 B, 16x33) ImgOps

And if nobaldi can think of anything gemmy to replace the pie/cement with (I like the brimstone idea but idk how easy it'd be to sprite), I could try making this scrapped feraljak head a little thinner and turned sideways to be used for it.

 β„–63902[Quote]

>>63896
Nice work so far man

 β„–63913[Quote]

>>63895
Brimstone can be recolored as is, I posted it before
Small item can be a key or soylent bottle from here >>63392
With big item we can make 'za, bigger gem or soylent XL

 β„–63914[Quote]

File: 1780267336411j.png πŸ“₯︎ (277 B, 16x16) ImgOps

for small item

 β„–63916[Quote]

File: 1781272376381s.png πŸ“₯︎ (483 B, 48x16) ImgOps

Pick which one is better. Soylent has same pallette btw

 β„–63947[Quote]

>>63916
The 'za is the best

 β„–64136[Quote]

Up

 β„–64442[Quote]

someone should make a Hunky kong jr o algo

 β„–64553[Quote]

File: Hunky Kong Upgraded Editio….mp4 πŸ“₯︎ (20.32 MB, 1920x1080) ImgOps

Was finally able to sit down and finish Hunky Kong Upgraded Edition. It took longer than I'd expected it to since I ran into a few problems, but I managed to implement everything I wanted to. I even sprited another troon enemy (Alicia) for the brimstone factory and I think it turned out quite good. I'm going to make a post to /soy/ right after this. I think I'll be able to just put the folder with Upgraded Edition in the same MEGA folder as the one that has Hunky Kong so we don't need a new download link, but we'll see.
<imagine this is trailer text o algo below
Hunky Kong Upgraded Edition has officially released. The new content includes:
<
- A whole new level: the Brimstone Factory, where conveyor belts fling brimstone in your way
- 2 new items: 'za and soylent
- 2 new enemies: Alicia, a fat blob of a troon who guards the Brimstone Factory (as you can probably tell, he eats the brimstone), and brimstone, which kills you
- 2 new weapons: Ruby and gem battleaxes (it's not that sharty related, but I thought it would be kind of aryan and what soyteens would want to wield against troons)
- Hunky Kong is now able to climb
- Improved color palettes and small bug fixes/changes

 β„–64558[Quote]

>>64553
Just added an updated Thanks and Credits .txt. Besides that, if a 'kiGOD can add some of this to the Hunky Kong article I'd greatly appreciate it. I think that's the last thing that needs to be done for Hunky Kong to be completely finished.

 β„–64602[Quote]

>>64553
GEG Alicia really looks like this, nice work
I'll update the 'ki article tomorrow. I've sent new media to anporval, once it's there I'll add it to page and also link the article from other pages.
There are mistakes in credits, I'm the 'teen who made Hunky in /soy/ (that's why I'm "Hunky artist"). Also some other stuff is not mine. That's how it was:

Hunky artist 'teen - made Hunky himself, some Chud sprites, kidnapped Soytan sprite, troon flag, thrembo and various scrapped items like a giant gem, tall gem, big soylent bottle, and key. Also helped a lot with the 'ki article. Thank you!

Artist 'teen 2 (Spade barrel/troonjak guy) - made Troon, Soytan, Mymy, spade barrel, and various items like mein kampf (scrapped), soylent bottle and pepe. Thank you!

Soyteen "Bob" - Helped with ideas and suggestions throughout the whole process.

 β„–64612[Quote]

>>64602
Fixed it, thanks.

 β„–64650[Quote]

page is ready but not approved yet



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