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05-04-24 10:33 PM
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Acmlm's Board - I3 Archive - ROM Hacking - MegaMan in the Mushroom Kingdom New poll | |
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AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6287 days
Last view: 6285 days
Posted on 03-16-06 10:36 PM Link | Quote
Dr. Wily finally concedes that Mega Man may be too much for his evil robotic creations. Determined to get the best of the blue bomber, Dr. Wily contacts another famous villian, Bowser! Having combined their forces, Dr Wily and Bowser unleash their new destructive creations upon the Mushroom Kingdom. After hearing news of Wily's new plan, Mega Man decides to travel to the Mushroom Kingdom himself to stop Wily again. Mega Man now finds himself in a strange new world filled with obstacles and locales very foreign to him. Fearless, Mega Man presses on to Super Mario's old stomping grounds to defeat these new foes.

Mega Man in the MK is set in various classic Mario games. Including Super Mario Bros1, 2, 3 and World. Megaman faces off against Wily's Bosses as well as Bowser's minions. This being Super Mario's World, he gladly helps out Mega Man by increasing his jumping power as well as outfitting the Blue Bomber with some of his old garbs.

Features:

* The 6 main starting levels have had extensive level design and graphics modifications.

* Every single enemy graphic had been changed in to a Mario themed bad guy.

* Megaman can jump higher.

* Every boss has been made easier, their shots do less damage, Megaman's do
more.

* The first 2 of 4 Wily stages have had extensive graphic modifications but only minor
level design tweaks (Game engine Constraints)

* The last 2 of 4 Wily stages only undertook minor tweaks to make them less utterly
frustrating. (Made easier)

* Minor title screen edit, minor text edits here and there.

* Symbols representing their respective powers have been put in place of letters in the
pause/power menu. ( A bomb symbol instead of a "B", Fire ball instead of" F")




download this..it contains the ips, palette, and read me
http://www.freewebs.com/digitalspace/MMMK/MMintheMK.zip




Attachments

MegamanMushroomKingdom.ips (33200b) - views: 146



(edited by AlexAR on 03-16-06 09:37 PM)
(edited by AlexAR on 03-16-06 09:39 PM)
(edited by AlexAR on 03-16-06 09:42 PM)
Metal Knuckles

Tendoru








Since: 12-21-05
From: New Hampshire

Last post: 6285 days
Last view: 6285 days
Posted on 03-16-06 11:19 PM Link | Quote
Man, this sounds like something out of an episode of Captain N.

In other news, you're game had won my heart.

This is a kickass graphics edit. Everything based on the NES games looks exact, and the levels from SNES look convincingly based off of those levels. And that level with the pipes in the sky looks orgyasmic, kudos to you.

The only bad thing in my opinion is the changing of Megaman's power in his shots. The bosses being weaker, I can understand (they were a bitch to beat before, and are even now). But uping the ante in Megaman's arsenal just seems cheap somehow.

Oh, and I'm gonna have to try and remember not to jump on Goombas now. =P
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6304 days
Last view: 6290 days
Posted on 03-16-06 11:53 PM Link | Quote
That is pretty good, but why megaman 1? I would have picked 3 because there is more in the game. I guess I can understand, as 3 has more bosses, but it would have also had less engine constraints.

Let me guess, bombman's stage is now run by mouser?

Edit: I can't download. Can you upload it somewhere else? That site seems to block my browser.


(edited by Jigglysaint on 03-16-06 10:55 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6287 days
Last view: 6285 days
Posted on 03-17-06 12:36 AM Link | Quote
Thanks to everyone who has posted so far. I appreaciate all comments as well.

Metal Knuckles, I constantly read in many posts on many forums how too many hacks are too hard. And I completly agree with those posts. I made Megaman stronger and the bosses weaker so that the game would just flow better..as in beat one level in one try..next level boom done, next one.. And yeah, I love how the SKY level turned out. My fave is the Desert though.

Jigglysaint, try these http://romhacking.deadbeat-inc.com/hacks/nes/patches/MMintheMK.zip
http://romhacking.deadbeat-inc.com/?page=hacks&hackpage=110

As for doing this on Megaman1..I had no choice. I lack the skills to hack any game that doesent have an editor made for it. I have to run Dosbox to run the other Megaman editors, and Dosbox is just to damn slow for my taste. I downloaded a MM3 editor for windows, I think it was called Megaedit..it didnt work.

Mouser isint in the game but, for a while I had him as part of a cool background that included all the boses from all the Mario games.

kuja killer, did you read the read me? Guess not. I confess to many ..ahem.."un-intended cool features" in there. The mid-point respawn is one of many. Like I stated before..I lack the skills to do anything ROCK & ROLL cant do.

http://dan.panicus.org/index.php?title=Rock%20and%20Roll

Also some of the levels share " a symbiotic relationship", changing the path(which is very easily done with ROCK & ROLL) results in some nasty results..lol
I changed the level design enough that I thought it would be unrecognizable from the original..


(edited by AlexAR on 03-16-06 11:59 PM)
NetSplit

Paratroopa


 





Since: 11-18-05

Last post: 6447 days
Last view: 6447 days
Posted on 03-17-06 02:52 AM Link | Quote
I've not yet tried this hack, but from what I've read, it sounds like the checkpoints are all entirely messed up. I might look at this soon to see if I can repair that in your hack. Also, could you elaborate on this statement: " * The first 2 of 4 Wily stages have had extensive graphic modifications but only minor level design tweaks (Game engine Constraints)"? What are these game engine constraints of which you speak?
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6285 days
Posted on 03-17-06 05:55 AM Link | Quote
Im curious do you patch the megaman 1 rom for the nes to run this?
NetSplit

Paratroopa


 





Since: 11-18-05

Last post: 6447 days
Last view: 6447 days
Posted on 03-17-06 07:37 AM Link | Quote
Yes, you do.
infidelity

Paragoomba








Since: 11-19-05

Last post: 6286 days
Last view: 6285 days
Posted on 03-17-06 08:22 AM Link | Quote
AlexAR

I had to resort to dosbox myself, due to VISINE crashing my PC.

You can increase the speed of the program by holding "ctrl" while pressing "F12" You'll notice the framerate speed increase. The best speed to set it at is 20000. I believe the default value is 3000.

Good Luck, and I'll be checking your hack out. Great work!

EDIT - By the way, have you ever played my Megaman Ultra Hack? I replaced Woodman's level with SMB world 1-1. If you haven't, just wait a little longer for the final official release of Megaman Ultra. Great job once again with your graphics editing!


(edited by infidelity on 03-17-06 08:37 AM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6285 days
Posted on 03-17-06 08:33 AM Link | Quote
good but I find some bugs!
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6287 days
Last view: 6285 days
Posted on 03-17-06 01:29 PM Link | Quote
NetSplit, repair the checkpoints? Wow that would be nice. Just..you know..Id appreciate it if you let me know exactly what you plan to do. That way I can make a new download and news post and what not.

And maybe "Game Engine Constraints" was too harsh a phrase. I don't know a lot of "the lingo", suffice it to say, at least the first 2 Wily stages share tile data with the Cutman/Subcon level. When I started messing around with those Wilys stages, the tiles and palettes of the Subcon level went crazy. SO basically I harshly limited myself to just a couple edits on those stages, and eventually hardly any changes on the last 2 Wily stages.

infidelity, yeah I know you can increase the speed of Dosbox, I'm not 100% sure I had increased it to 20,000, but the way the screen was drawn was just ran my patience. Every time I wanted to edit something or move or anything, the screen would draw itself 1 "tile" at a time...it kinda drove me crazy...lol And ill be sure to play your hack when released.

legoman, read the read me.
insectduel

Lantern Ghost
Not welcome here anymore.








Since: 11-18-05
From: Bronx, New York

Last post: 6528 days
Last view: 6323 days
Posted on 03-17-06 03:39 PM Link | Quote
Shoot, I need to go the the Concourse to download it Tomorrow. I'm at Fordham right now. Meaningless that I cannot wait 1 more day to play.
Imajin

Bot
Local Moderator
Currently affected by 'No syndrome' ---!!!








Since: 12-05-05
From: Camineet, Palm

Last post: 6285 days
Last view: 6285 days
Posted on 03-17-06 05:57 PM Link | Quote
Well, my NES emulators and ROMs are all on another computer, so I won't get to play this for awhile, but the concept sounds good, and the screens look very nice.
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6287 days
Last view: 6287 days
Posted on 03-17-06 11:37 PM Link | Quote
Sorry if I took a while to reply (I just beat Splinter Cell: Pandora Tomorrow, and I'm working on Chaos Theory atm) The hack is pretty good, I enjoyed the levels you made and the Mario graphics add to the fun. Muy Bueno.

edit - fixed some spelling.


(edited by Googie on 03-17-06 10:44 PM)
Yoshi Dude

TO HELL WITH THIS








Since: 11-17-05
From: Fleepa

Last post: 6285 days
Last view: 6284 days
Posted on 03-18-06 12:28 AM Link | Quote
Oh man, this hack..
I love how each of the bosses feature different Mario games and such.
Originally posted by Meta Knuckles
Oh, and I'm gonna have to try and remember not to jump on Goombas now. =P
Aha, I already tried doing that. Whoops. 8D


(edited by Yoshi Dude on 03-17-06 11:36 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6287 days
Last view: 6285 days
Posted on 03-18-06 12:49 AM Link | Quote
Muchas Gracias Googie, thank you as well Yoshi Dude. I tried to make the boss rooms look like iconic rooms from Mario's past. Mouser's Boos Room, SMB3's intro room,
SMB1 Castle to Pipe Transition Room. I wanted to include that tilting/floating Island you fight Iggy on in SMW, but I ran out of tiles.

Im really happy you all are liking the graphics cause my next project is along the same lines.

Heres a teaser....this is the Metroid Engine for those wondering.





My site has more shots http://www.freewebs.com/digitalspace/


(edited by AlexAR on 03-17-06 11:50 PM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6285 days
Posted on 03-18-06 06:17 AM Link | Quote
too many bug's!




(edited by legoman on 03-18-06 05:18 AM)
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6329 days
Last view: 6285 days
Posted on 03-18-06 06:46 AM Link | Quote
same as i thought ...i didn't stand to play more than 3 stages fully because of the random glitches.

Sorry, im not trying to be mean or something.

but the hack in general is cool though ...with the whole mario themes and stuff.
it's not bad ...just ...i don't know.

it is a fact though that mm1 and mm2 are the only 2 games in the NES series that have ALOT of glitches and bugs. But usually only if a player attempts to actually figure out how to activate them.

3-6 have very little to none. well 3 may have alot but almost all of them require the use of a 2nd controller ...i know where exactly in the ROM, the joypad 2 register is to disable it killing off access to controller 2 glitches/secrets entirly though ....


(edited by kuja killer on 03-18-06 05:49 AM)
(edited by kuja killer on 03-18-06 05:51 AM)
NetSplit

Paratroopa


 





Since: 11-18-05

Last post: 6447 days
Last view: 6447 days
Posted on 03-18-06 09:48 AM Link | Quote
Those second player controller things in MM3 are debug-related; they aren't buggy at all. They just allow you to do things you normally can't do, and this can in some situations cause a few oddities, but since they're not part of the normal game but rather optional *debug* functions, they shouldn't be considered at all. Hell, the only oddities I've noticed that I can recall at the moment are that you can make yourself invulnerable at the cost of your standard weapon, which may not even be a bug, and that you can actually get stuck in pits sometimes if you're using the high-jump feature (well, and you can bypass the Protoman scene in Gemini Man's stage, but that's barely worth mentioning). That's it. Definitely not enough to call MM3 a bug-ridden game.

Regarding bugs in MM1 and 2, I can't think of that many. MM1 has control problems mostly related to the energy items, terrible sprite-sprite collision when one sprite is treated as a solid (ie the moving platforms and flying head platform things), and that whole select-glitch thing. Ignoring a few minute things like getting sprites to momentarily glitch up graphically when you beat Fire Man (due to pattern table switching) and the absolutely ridiculous glitches I've seen done in tool-assisted speed runs that I have absolutely no idea how to execute (like jumping through walls), the game isn't really that buggy. The problems for these games only really occur when you try to edit them, and most of the issues are also fixable.

As for the screenshots, most of them are very simple to fix. I've still not gotten around to playing the hack, but I know that the vast majority of these are related to background updating when doors or guts-blocks are used. The door animations can be easily fixed using visine (I don't know if Rock 'n Roll can edit them or not). In visine, load up the stage for which you would like to edit the doors, and then press S. The currently highlighted block will change to the first door animation, and pressing S or Shift+S will cycle forward or backward through all of the door animations for that stage. You can then edit these blocks by pasting new TSA blocks onto them and right clicking to change attributes. visine does not support all of the door animation data; it will only let you edit the appearance of the animation, not the size or location of the animation, but that should be enough to fix these issues.

For the guts blocks, if you're comfortable with a hex editor, I can give you some information to change what appears behind guts blocks, or I could also just change this stuff for you myself later on. It's simple enough.

Regarding the first screenshot, that's not a problem with this hack at all. As far as all sprites are concerned, spikes are identical to air. The only difference between spikes and air is that Mega Man will die if he collides with a spike block. Thus, an item will see the spikes as air and fall right through them.

In the third screenshot, the block that Guts Man is holding is using the wrong graphics. This is fixable; in Rock 'n Roll, load up Guts' stage and go to the Sprite Change editor. Sprite Change Set 3 (by default, so this will be it for you unless you changed it) should display Guts Man. The last row of graphics there is the row used for the block he throws. Find a row of graphics somewhere in the ROM, stick the block you want him to hold into that row, and then put that row of graphics into the Guts Man sprite change set in place of the old row. That'll fix it.

The ninth screenshot shows what looks to be an item stuck in a wall. When an enemy is blown up such that it spawns an item inside a wall, the item is pushed rightward in an attempt to free it from the wall. This doesn't always work, however, and sometimes it'll get stuck somewhere in the wall. Assuming that's what happened there, that's the fault of the game, not the hacker, and was present in the original.

I think that's it for now. This should fix pretty much all the issues beside the obvious ones that I assume don't need explaining. Good luck.
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6329 days
Last view: 6285 days
Posted on 03-18-06 10:18 AM Link | Quote
Originally posted by NetSplit
Those second player controller things in MM3 are debug-related; they aren't buggy at all. They just allow you to do things you normally can't do, and this can in some situations cause a few oddities, but since they're not part of the normal game but rather optional *debug* functions, they shouldn't be considered at all. Hell, the only oddities I've noticed that I can recall at the moment are that you can make yourself invulnerable at the cost of your standard weapon, which may not even be a bug, and that you can actually get stuck in pits sometimes if you're using the high-jump feature (well, and you can bypass the Protoman scene in Gemini Man's stage, but that's barely worth mentioning). That's it. Definitely not enough to call MM3 a bug-ridden game.





That controler 2 stuff is debugging stuff? serious??
Sheesh I almost thought they were just plain glitches. I already "NOP'ed" the thing out for my hack though so that none of it can be done...especially the whole super jumping thing screwing up graphics in gemini man stage....well ....i've moved that whole event to a different stage for mine ...not saying which but it's meant to be a surprise which I hope will make sense when you'd see. ...but i did make sure that no one will be able to bypass it without seeing protoman or else the rest of my ENTIRE stage will be fucked up since i have the pattern tables switching about 3 times throughout the stage for different reasons.

oh and one thing i noticed about mm1 that's just plain what the hell .....is if you actually try to jump as high as you can off the magnet beam at the top of the screen ...you'll automatically die....wtf ... (not talking about this persons's hack ...but just the game period)

http://geocities.com/garnet86404/screwed.zip
take a look at this. I can't remember where i found this off of but someone compiled a ton of screenshots off megaman 2 doing more glitches and stuff with most of the stages. Crazy.
I took out most of the files from the original zip file because a majority of them was nesticle stuff ...and i don't want to get that emulator since it doesn't run well on my comp ...so it only has the screenshots of stuff being showed off.


(edited by kuja killer on 03-18-06 09:23 AM)
(edited by kuja killer on 03-18-06 09:24 AM)
(edited by kuja killer on 03-18-06 10:14 AM)
insectduel

Lantern Ghost
Not welcome here anymore.








Since: 11-18-05
From: Bronx, New York

Last post: 6528 days
Last view: 6323 days
Posted on 03-18-06 02:00 PM Link | Quote
Oh, man I'm gonna try this right now. I'm gonna reply what I think soon.
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