Steven Trevathen
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kopper0625.bsky.social
Steven Trevathen
@kopper0625.bsky.social
I make things in YY-CHR and otherwise, mainly hacks of various old and new games. My largest projects include making 300 Twitter users’ PFPs in Mario Paint and editing every Wario Land game to make Wario into a cat
Hmm, so far, that game's pretty hard to mod. There's a randomizer, but the usual sprite ROMHacking methods are a bust. So far, your best bet is Spritoglobin (github.com/MnL-Modding/...), which is only a sprite viewer right now, but it's open-source, so there might be a chance to get editing working
GitHub - MnL-Modding/Spritoglobin: Sprite viewer for Bowser's Inside Story.
Sprite viewer for Bowser's Inside Story. Contribute to MnL-Modding/Spritoglobin development by creating an account on GitHub.
github.com
February 4, 2026 at 8:51 AM
I really can't overstate just how helpful making these Wario Land hacks and the Mario Paint PFPs were for my future endeavors. For that, they'll always be special to me
February 4, 2026 at 7:55 AM
Thank you! Although, I have to admit that most of the sprites in this particular ROMHack are edits of Wario's sprites, i.e. not fully original. The most original sprites in here are on the map screen, but they also happen to look the best, IMO.
February 4, 2026 at 7:55 AM
Typo in the first post...
February 4, 2026 at 7:15 AM
Also, I want to point out this video tutorial I made a while ago on how to make GBAVideo files. I think it should be better-known that you don't need to rely on a conversion website to make them
bsky.app/profile/kopp...
February 4, 2026 at 7:10 AM
Of course, there are also the infinite games that come standard with owning an EverDrive. I ended up getting the Mini over the Pro since most of the outlier gimmick games, such as Boktai, have patches to use regular controls
February 4, 2026 at 7:10 AM
It really is weird to have these awful sprites I made showing on a real, AGS-101 screen. It's surprising how good they can look just by being on a real LCD on a real GBA. There's an odd depth to the visual that's hard to describe
February 4, 2026 at 7:10 AM
Lastly, there are GBAVideo files. As long as you use the "gbafix.exe" file included with many versions of METEO, you can do almost anything. I would put in a Mike Oldfield music video or something, but I think my followers would prefer this small teaser
February 4, 2026 at 7:10 AM
Then, I have a couple games that are multiplayer, but with only one real cartridge. Now, I can demo the two-player multiplayer. Obviously, this is probably not a primary reason to get an Everdrive, but it's still cool
February 4, 2026 at 7:10 AM
Can't describe how amazing it was to finally fix the bug where the wrong materials were selected and removed, then seeing all the models shift into existence with my placeholder hands attached to them. Now, I just need to get the index info for Young Link's DLs
January 23, 2026 at 8:05 AM
Reposted by Steven Trevathen
#SMB #Mockup : Castlevania Reference

Sprites From SMB1 of Super Mario Maker 1~2

RePost from My Prev Account.

Music : Opening - Castlevania

#SuperMarioBros by #Nintendo
#Castlevania By #Konami
#pixelart / #ドット絵 by Hansungkee
January 21, 2026 at 3:58 AM
Reposted by Steven Trevathen
#SMB #Mockup : Metroid Reference

Sprites From SMB1 of Super Mario Maker 1~2

RePost from My Prev Account.

Music : Metroid Battle - Metroid 2

#SuperMarioBros , #Metroid by #Nintendo
#pixelart / #ドット絵 by Hansungkee
January 21, 2026 at 4:03 AM
It's still really lame that SoH modding requires manually replacing every hand for each item, but I also appreciate how customizable that makes everything. That said, even just the option to insta-replace the fist models for every item would save a whole lot of time
January 20, 2026 at 10:32 AM
What's funny is that part of the reason I ended up pursuing Wind Waker (and thus, Twilight princess) modding was because SoH flipbook issues made my Link replacements too stiff. Now, with the texture animations working, I can get a competent SoH mod functional with only a modicum of pain
January 20, 2026 at 10:32 AM
My issue was that my flipbook was not set up as individual, which allows for texture names to be assigned to individual textures. Though that worked, the textures ended up being voided entirely. Another trip to the SoH discord later, and I foundthat I had my texture format setup incorrectly
January 20, 2026 at 10:32 AM
Alright; I've learned a lot in the past few days. Unfortunately, there's no luck on getting the real N64 OOT to work, but I have figured out SoH's rules for flipbook textures. This means that face animation is finally possible and I pretty much have no model limitations when it comes to the PC Port
January 20, 2026 at 10:32 AM
Interesting tangent on that tutorial: it seems that it was designed for people who were either new to Blender or were used to a different 3D program. Funnily enough, it uses the exact same version (2.79) as the Wind Waker modelling tool, which also assumed you were new to it
January 14, 2026 at 11:07 PM
It's just as I thought: the hands holding the items are all their own unique models, though luckily I don't have to manually import them from the decomp for SoH this time. Bad news is that there are now two separate workflows for the same game
January 14, 2026 at 11:07 PM