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Main - ROM Hacking - Mega Man Powered Up to NES Project New thread | New reply

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koala_knight
Posted on 10-07-08 06:33 PM (rev. 9 of 01-03-10 02:40 AM) Link | Quote | ID: 91873


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Alright. Here's the project thread for my MM5 hack.
I'll be doing updates here as well as asking for opinions and feedback here.
I'll begin by listing the goals of the project.


This hack aims to take much of the content from Mega Man Powered Up and bring it to the NES in full 8-bit glory. This will be a long-term project as my ASM skills are still in development. I definitely won't be porting every aspect of the game. some things simply won't be possible for the NES and some things will be more trouble than their worth. Here is a list of my specific goals:


New title screen
New stage gfx based on MMPU
Upgraded Megaman / Robot Master gfx based on MMB&F
New story sequence
New script
Porting Enemies / Robot Masters / Weapons from other MM games
New Robot Masters, Timeman & Oilman
Disable slide, mega buster, & rush
Add power ups to re-enable slide & mega buster as special weapons
Port music from MM1
Add custom songs for Timeman, Oilman, title screen, etc...

I'll add more as I think of it.
Now I'd like to let everyone know that I'm thinking of doing a second version of the game with classic stage layouts instead of the new PU versions.

If you guys have any comments or ideas please go ahead and post them! =)

Title Screen:


Stage Select:


Files are available here:
http://www.ffhacktics.com/forum/viewtopic.php?p=18377#18377

Insectduel
Posted on 10-07-08 09:50 PM Link | Quote | ID: 91891


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I don't like the whole idea of disabling the Slide, M. Buster, or Rush in this one unless it's bonus feature. I know rush never used in Megaman Powered Up but using Rush might be good for custom MM1 levels.

Zycor
Posted on 10-07-08 10:30 PM Link | Quote | ID: 91894


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that was a concept sprite, I could do it over if you like it at all, this is the second sprite I did in the style:

I dunno if the NES could handle that exactly, but from what I could tell it could possibly the way Megaman works, maybe without the red it'd work.

But yeah I could possibly do the graphics if you'd like.

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kuja killer
Posted on 10-07-08 11:42 PM (rev. 2 of 10-07-08 11:46 PM) Link | Quote | ID: 91898


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For replacing mm's animations in the game?
Well the first image will not work because unless those red pixels are removed, but the 2nd image would be fine because of the black outlines being replaced with one of those reds, at least according to how i see it when i saved your image, and opened it in paint seeing no real black.

http://www.a3share.com/members/1119/mmpal.PNG

Because got the 2 blues, and black outline for the main, (fine) then the peach and white for the face/eyes, while the black outline on the face pallete is shared by the lifebar. And so you can't fit in those couple red pixels because the rest of the sprite pallete is for everything else non-mm related

koala_knight
Posted on 10-08-08 12:45 AM (rev. 2 of 10-08-08 05:08 AM) Link | Quote | ID: 91901


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Posted by Insectduel
I don't like the whole idea of disabling the Slide, M. Buster, or Rush in this one unless it's bonus feature. I know rush never used in Megaman Powered Up but using Rush might be good for custom MM1 levels.


I could always just make a special "for hackers" edition where everything is available.

Posted by ShadowTails
that was a concept sprite, I could do it over if you like it at all, this is the second sprite I did in the style:

I dunno if the NES could handle that exactly, but from what I could tell it could possibly the way Megaman works, maybe without the red it'd work.

But yeah I could possibly do the graphics if you'd like.


I wouldn't mind help with that. However, I wasn't going to go with the big head thing. I was thinking more along the lines of enhanced versions of the original gfx like this more or less:
http://www.sprites-inc.co.uk/forum/showthread.php?t=7269&goto=nextoldest


If anyone wants to contribute to this project let me know either by posting here or by sending me a PM. I've pretty much got graphics covered, but the whole thing would go faster if I got help. Also, I'm lacking in the ASM department as I'm still learning so help with that would be greatly appreciated. My weakest link is that I'm inept at music of any kind, thus, I will require help in porting and converting music.

I'd like to take this opportunity to thank every one for their support of the project thus far! =)

Jigglysaint
Posted on 10-08-08 05:24 AM Link | Quote | ID: 91913


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Well the good news is that making custom items to enable sliding, Mega Buster, etc, is quite easy to do. At the sacrifice of all 8 bits netting you Beat, you could make each item grant a special ability. I would suggest you use that possiblity to the limit, and don't just concentrate on doing things exactly from Powered up.

For example, besides sliding and mega buster, consider a speed boost, armour, energy reducer, and you can map the Rush Coil, Jet, and Super Arrow to the list. You can then use the Super Arrow and Rush Jet boss items for other upgrades, like say a Double Jump.

That's only a suggestion, but I like getting upgrades. No I won't suggest Heart Tanks.

koala_knight
Posted on 10-08-08 05:57 AM Link | Quote | ID: 91919


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That's a very good suggestion. I like getting upgrades, too.

And I never intended beat to be in the game. I know some people want the rush power ups, but it kills continuity for them to be in the game.

So my thought is to have the power ups in, but hack the gfx into something else. The Rush Jet in this game for example functions sort of like the Jet Board in MM2, right?

I could add to the story that Wily stole Dr. Light's robots AND several of his inventions. that would give them a reason to be in the game in this fashion. =)



On another not. I'm having trouble finding the tile arrangement data for the title screen. Anyone have any info on this? I posted a topic at ROMhacking.net about thisbut with no response yet. I'm going to need to rearrange the tiles in order to use the new logo and pic of Megaman. Thanks! =)

NetSplit
Posted on 10-08-08 09:26 AM (rev. 3 of 10-08-08 09:28 AM) Link | Quote | ID: 91933


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While the title screen does need to be changed eventually, it's not at all the most vital part of this hack. I recommend starting on the hard and important stuff early on when you're motivated and working on trivial matters later on. Furthermore, if you find that you can't do the hard stuff, then you didn't waste your time on the easy stuff before abandoning the project.


Edit: Lock blocks.

koala_knight
Posted on 10-08-08 03:48 PM (rev. 6 of 10-09-08 08:36 PM) Link | Quote | ID: 91943


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Lock Blocks?


Even if I only ever get the graphics conversion done I'm going as far as I can no matter what. Even if I can't finish the hard stuff; someone else might. =)

Edit:I just got confirmation that the title screen data is not stored in any standard way. Fortunately, much of the ROM map is available. Also, I can probably just edit Rock Man 5. I was thinking of doing a Re-translation of RM5, anyway. =)



koala_knight
Posted on 10-09-08 08:37 PM (rev. 2 of 11-10-08 07:09 AM) Link | Quote | ID: 92030


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Mock up of the new title screen:

[IMG]

Thoughts, opinions?

RT-55J
Posted on 10-09-08 09:42 PM Link | Quote | ID: 92034

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You're practically wasting a color with that white. Replace it with dark blue and add some actual shading to that Mega Man!

koala_knight
Posted on 10-10-08 01:10 AM (rev. 2 of 10-10-08 01:13 AM) Link | Quote | ID: 92044


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Which white? And i don't think that the limited # of palettes will allow me to o any shading on Megaman. I might be able to add some highlights.
But, more importantly, what about the lay out & logo design? Will it suffice or should I go for something more a long the lines the PSP version?

NetSplit
Posted on 10-10-08 02:25 AM Link | Quote | ID: 92047


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I'd leave it as-is except for the Powered Down text. If possible, it'd be neat to see that as something other than normal text. Do you have enough tiles leftover and do a small custom design for it?

RT-55J
Posted on 10-10-08 02:30 AM Link | Quote | ID: 92048

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I meant the white on MeggerMan himself. Removing it would allow you to have something that looks like this:



Even with shaded Mega Man, I only count three bg palettes and two sprite palettes in use. If you want to add in some extra details such as highlights you could somehow use sprites.

As far as the general layout is concerned, I think it looks fine. The font for the "Powered Down" text fits the theme of the hack, but a down arrow of sorts (sorta like the PSP game) would be a nice touch.

koala_knight
Posted on 10-10-08 03:19 AM Link | Quote | ID: 92052


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OK. I like the idea about the arrows.

The thing about the palettes is that the title logo uses 3 palettes, plus the 2 for Megaman. That's 5, but as far as I know the title screen only uses 3 palettes. I guess it'll all depend n what I can do with the title data once I find it.

Anyway, thanks for the feedback! =)

Mike Fireball
Posted on 10-10-08 04:50 PM Link | Quote | ID: 92070

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I think the shadow in the middle of the second "A" could use a few more black pixels. Right now it looks like the "MAN" is separate from the "MEGA"

Kawa
Posted on 10-10-08 04:56 PM Link | Quote | ID: 92071


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But considering it's "Mega Man", what's wrong with it?

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Mike Fireball
Posted on 10-10-08 05:52 PM Link | Quote | ID: 92077

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It's clearly one word in the graphic. The shadow just looks like it's missing behind the second "A."

koala_knight
Posted on 10-10-08 06:32 PM (rev. 2 of 10-10-08 06:45 PM) Link | Quote | ID: 92078


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That's actually consistent with the entire design.
If you look closely any line that has a similar angle only has a very thin shadow.
I actually used the "Mega Man: the Wilt Wars" version of the MM1 logo as a base for the MEGA part.
I'll go back and port the whole thing to see if it looks a little better.
And, Kawa is right the proper title is "Mega Man" with 2 words.


BTW, just to let you guys know, I'm currently searching for the title screen data in the ROM.
I'll be posting notes about what I find at Data Crystal in the MM5 ROM Map.
I've already found some palette and sprite data pertaining to the Intro sequence.
I found the palette for the fake Protoman's scarf on the title screen which is set duing the lat screen of the intro. =)

Zycor
Posted on 10-10-08 09:56 PM Link | Quote | ID: 92086


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Hmm... updated sprites... I could see what I can do, those sprites you linked to on Sprites-inc look awesome.

As far as the title screen, why not use new art? I mean yeah that pose from Wily Wars is cool and all, but can we try all new graphics? It could be like Megaman redrawn.

Also I'm gonna have to know if I'm going to be restricted to the original game's mappings for Megaman and the like.

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