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05-10-24 01:28 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Megaman Ultra - Screenshots Only
  
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Heian-794
Posts: 48/160
Originally posted by Disch
Originally posted by Hyperganon
You can also use use use the same technique with Word. You can type up a logo with a desired font, and paste it into a bitmap. I've made some good logos that way.


Notepad (or any other text editor) + Paint + Printscreen will work equally well (for those of us who don't have MS Word or don't want to use boot up a bloated word processor just to take a screenshot of a font)


Can't you just type in Paint directly? I did that when making the Baseball Stars Alternative title screen and it worked nicely. You could further use your graphics editor to reshape your lettering before pasting it into the graphics editor.
Dragonsbrethren
Posts: 277/442
You can get similar results using "WordArt", it's not perfect but it's similar.
NetSplit
Posts: 105/144
There is no such font. No font can take into account the depth aspect of the logo; the fact that it's angled and gets bigger at the bottom (as a result of being angled) makes this not work.
infidelity
Posts: 39/66
where can i find the font that lets me type MEGA MAN exactly like you see in the Mega Man games? I tried googling, and only found the font for the credits text. Thank You.
Disch
Posts: 129/202
Originally posted by Hyperganon
You can also use use use the same technique with Word. You can type up a logo with a desired font, and paste it into a bitmap. I've made some good logos that way.


Notepad (or any other text editor) + Paint + Printscreen will work equally well (for those of us who don't have MS Word or don't want to use boot up a bloated word processor just to take a screenshot of a font)
infidelity
Posts: 38/66
Just to let everyone know, about half of the Beta Testers have received the hack.

I need to work on one more song, and put in the storyline.

Once I've received information that the Beta Testers give me, I'll post the hack up asap.

Thank You.
Hyperganon
Posts: 36/57
Actually I meant Microsoft Word. I didn't mean the MegaMan font exactly, just whatever fonts you can use in Word.
infidelity
Posts: 35/66
word? never heard of it. are you saying i can type Mega Man, just like the logo???
Hyperganon
Posts: 35/57
You can also use use use the same technique with Word. You can type up a logo with a desired font, and paste it into a bitmap. I've made some good logos that way.
Dragonsbrethren
Posts: 274/442
Should work, that's how I did my titlescreen for Castlevania Retold.
infidelity
Posts: 34/66
so how would i go about this? taking a snapshot of my existing title screen, open it in paint, somehow shrink it, *not sure on what setting to use to keep everything safe* opent tlp or yy-chr, import it, and boom, create??
Dragonsbrethren
Posts: 272/442
YY-CHR and TLP both support importing bitmaps, YY-CHR is the better of the two because it actually pays attention to the colors used and can do automatic color reduction if needed (Not recommended, of course).
GeckoYamori
Posts: 38/114
I could probably do something in Photoshop, using the text tool with anti-aliasing turned off. I can't turn an image into ROM tiles however.
infidelity
Posts: 33/66
well, i'm not that great at drawing, if there was a tool to just resize the present logo, and insert it back into the rom, without degradation, and organize it from there, then I would definitly redo the logo.
GeckoYamori
Posts: 37/114
How about redoing the entire logo, making Mega Man smaller so you can fit in Ultra beneath it?
infidelity
Posts: 32/66
Tweaker - Yeah I can understand the beef with the title screenshot, but I have limitations. First, there are not enough tiles spaces for me, to fit a bigger Ultra logo on the screen. Second, I was going to put that same size logo, on top of the Mega logo, but then game would be called, Ultra Mega Man. I don't want people to think of the game that way.

The logo is slightly tilted, in a star wars type fashion, I just don't have the shadow effects underneath the letters, to give it that appearance. But there is a tilt to it. Thank you for your reply!
Tweaker
Posts: 58/131
Nice, VERY nice. My only beef is with this:





IMO, the "Ultra" should fit the perspective of the "Mega Man" logo more -- a star wars effect, if you will. as more words come on screen, they get bigger, since the perspective intends for them to be closer to the player. If you could try that sort of effect, I believe it'll look much better in the end.

Good luck with the rest - can't wait to hear the sound edits in particular.
kuja killer
Posts: 68/104
Originally posted by AlexAR
What programs did you use to make this hack? Obviously a hex editor, but how did you change the level design?


Visine.
It's a DOS program.
AlexAR
Posts: 22/226
What programs did you use to make this hack? Obviously a hex editor, but how did you change the level design?
infidelity
Posts: 31/66
insectduel - First, thank you for your comment! Second, the obvious reason as to why I redid this hack, was due to the major glitch at the end of the game. I'm not asm savy like many of the hackers here, and I was unable to fix it on my own. So I wanted to redo my hack, because I felt that my vision, my creation was still incomplete.

Another reason why, is due to the music. At the time I released Megaman Ultra, Matrixz had offered me help, in understanding a translated doc that's floating out in internet land, that has detailed info on music editing for Megaman 2. To the people here, that have played the first version, you may remember some classic NES title levels in Ultra. I, and many others, invisioned how the level would sound with modified music. Bbitmaster and Matrixz are the only 2 I can remember, that have heard 1 particular tune I coded into Megaman 2, and they were amazed! After their reactions, and of course the major glitch, I decided to redo the game.

Another reason, I sucked balls with pallettes. I know people who saw my levels were like, ewww, the colors suck. Throughout time, I figured out how pallettes worked, and screwed around with it so much, that I now got every level looking like their original beginnings.

Level design is another reason. The only level that is "dead on" the same from the original release is Quickman's Level, everything else in this game is changed from the original release.

And last but not least. It had no story. My original idea, was to create a storyline between the classic Megaman Series, and the X series. Capcom never gave us a storyline linking the two together. So, to bring something fresh, I wanted to create a storyline that everybody can follow. Originaly, I wanted to do a trilogy. But I just don't have the time for that, so I knocked it down to a 2 part series. The 2nd part of the Ultra series, will be done in Megaman 4, mainly do to it's massive text readings, and the charged mega buster & slide that are included in the game.

Well, the game is literaly almost finished. I just need to get the story straight, and get my credits edited.

Once again, I'd just like to thank everybody here, for their huge support in this hack. Thank You!
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Acmlm's Board - I3 Archive - ROM Hacking - Megaman Ultra - Screenshots Only


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