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Main - ROM Hacking - Mega Man Powered Up to NES Project | New thread | New reply |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 270/384 EXP: 591252 Next: 20033 Since: 06-01-07 From: Miami Last post: 4126 days Last view: 4113 days |
New work on Cutman's stage (Still have to add the trees and scaffold-like stuff):
You guys will notice that I added a trans server pad to the first screen. I'm thinking of maybe adding in a way to exit the stage even before it has been cleared. |
Sukasa |
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Red Birdo Level: 92 Posts: 1552/2112 EXP: 7689530 Next: 67407 Since: 02-19-07 Last post: 4448 days Last view: 3220 days |
nice job, those graphics look quite professional. The fade effect with the mountains was especially well-done. |
Zycor |
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Ninji Level: 36 Posts: 200/237 EXP: 286814 Next: 21296 Since: 05-27-07 Last post: 4828 days Last view: 4773 days |
Just wanted to post another wip, this time Oilman's level... I'm still working on some polish.
If you can figure out the limits for the tile sets I'd appreciate it. ____________________ Why are you reading this? My post is up there^ |
CaptainEagle |
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Red Paragoomba Level: 18 Posts: 38/50 EXP: 26493 Next: 3404 Since: 12-11-08 From: None of your buisness Last post: 5554 days Last view: 5549 days |
Off topic but still funny: In the original MMPU when you fight oil man as roll Oilman is like "Hey Roll, want me to fill you up?"
On topic: Those tiles look very professional to me, one thing i am gonna say though: Keep the shading from being too dark. i noticed that on a few tiles. ____________________ |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 272/384 EXP: 591252 Next: 20033 Since: 06-01-07 From: Miami Last post: 4126 days Last view: 4113 days |
Posted by ShadowTails 256 8x8 tiles. These combine into 256 16x16 TSA blocks which have various properties including palettes. Yeah, that means colors are only applied to 16x16 areas. And, those combine into 256 32x32 structures which the actual bg data is built from. Note that I can ASM hack some of the effect sprites to swap out graphic banks mid-level. Also, rooms have palette swapping properties I can change around, too. Great job on the BG WIPs so far. |
infidelity |
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Fuzz Ball Level: 66 Posts: 98/968 EXP: 2368105 Next: 93746 Since: 05-24-07 Last post: 959 days Last view: 815 days |
GREAT WORK!!!!! |
Googie |
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Giant Red Paratroopa Level: 77 Posts: 420/1407 EXP: 4181187 Next: 9942 Since: 02-19-07 From: Brooklyn, NY Last post: 9 days Last view: 9 days |
Those pics are pimpin... ^^; ____________________ My Linktree |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 277/384 EXP: 591252 Next: 20033 Since: 06-01-07 From: Miami Last post: 4126 days Last view: 4113 days |
I wonder how difficult it would be to give Oilman's stage a raster effect for the animated BG bank? |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 280/384 EXP: 591252 Next: 20033 Since: 06-01-07 From: Miami Last post: 4126 days Last view: 4113 days |
Found this today while hacking the gravity switching objects:
0x03EC6D to 0x03EC85 (18 bytes) Play music or sound effect routine. Set the accumulator to the value of a song or sound effect you want to play, then JSR to this routine to play it. It may be useful for anyone hacking MM5. |
Insectduel |
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Hammer Brother Level: 68 Posts: 231/1069 EXP: 2687829 Next: 40971 Since: 02-16-08 From: Insectduel's office Last post: 1257 days Last view: 1256 days |
I've been messing around with the JSR Sound routine in MM5 a little while ago. Not if only that, but the boss theme music for Protoman castle 4 is really difficult to find unless I logged the code myself.
I think another LDA that jumps onto another address is used but don't remember. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 281/384 EXP: 591252 Next: 20033 Since: 06-01-07 From: Miami Last post: 4126 days Last view: 4113 days |
Interesting. I'll take that into consideration while I explaore more of the game's ASM. If you have any notes on routines and what not I eagerly invite you any anyone else tht might have some to post these locations at the Data Crystal ROM map. I'm sure everyone would benefit from additions to that site. |
Zycor |
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Ninji Level: 36 Posts: 201/237 EXP: 286814 Next: 21296 Since: 05-27-07 Last post: 4828 days Last view: 4773 days |
About Timeman's level... we're going to have to dumb down the graphics from what I can tell because the background in his stage has all this huge stuff moving around, I don't know if the NES can handle that with so few tiles available.
I started some tiles, but they're not done enough yet for me to post anything... If you don't mind I'll probably want to do Iceman's level then the rest are up for grabs. I just need some practice with snowy/icy levels. ____________________ Why are you reading this? My post is up there^ |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 282/384 EXP: 591252 Next: 20033 Since: 06-01-07 From: Miami Last post: 4126 days Last view: 4113 days |
That's cool. You will definitely have to limit the variety of tiles you make.
Some extra info for you: MM5 uses bank swapping for BG animations and it usually uses the upper bank. Gravityman's stage used to use 3 extra banks for it's CHR anims (for 4 frmes) so those are up for grabs since Cutman's stage doesn't have any animations at all. Plus I'm not using all the available stages so that will make room for more backgrounds to have animations if needed. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 304/384 EXP: 591252 Next: 20033 Since: 06-01-07 From: Miami Last post: 4126 days Last view: 4113 days |
I just wanted to let everyone know that I'm considering programming this from scratch using the new NESicide IDE. I figure that it would probably be faster to program the thing my way instead of reverse engineering Capcom's code.
For more info on NESicide click here. |
Zycor |
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Ninji Level: 36 Posts: 206/237 EXP: 286814 Next: 21296 Since: 05-27-07 Last post: 4828 days Last view: 4773 days |
To be honest I nearly forgot about this... I can't really find any good pictures of the textures used in the levels, and I don't own Powered Up so It's a challenge to make tiles... on top of that youtube doesn't always have the best videos to look at either. ____________________ Why are you reading this? My post is up there^ |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 305/384 EXP: 591252 Next: 20033 Since: 06-01-07 From: Miami Last post: 4126 days Last view: 4113 days |
No worries, dude. |
RetroRain |
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Fuzz Ball Level: 66 Posts: 424/994 EXP: 2438243 Next: 23608 Since: 09-30-07 Last post: 1935 days Last view: 957 days |
Posted by koala_knightDo you think you can pull it off? Not that I doubt you, but making a NES game from scratch is a lot of work. I wish you luck with it. ____________________ My YouTube Channel |
Kawa |
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CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 138 Posts: 2049/5344 EXP: 30945534 Next: 717447 Since: 02-20-07 From: The Netherlands Last post: 4498 days Last view: 2633 days |
This cannot end well.
And yes, I am aware of the hypocrisy in that statement ____________________ Wife make lunch - Shampoo Opera - give it a spin Spare some of your free time? <GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered Kawa rocks — byuu |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 332/384 EXP: 591252 Next: 20033 Since: 06-01-07 From: Miami Last post: 4126 days Last view: 4113 days |
I've been considering the possibility of porting my current work to Megaman 6.
What do you guys think? Maybe there are some pros and cons that I'm not seeing, any insight from the community? At any rate, my initial motivation for making the move to MM6 is the ability to use the Rush Adapters to create playable versions of Roll and Protoman. The only con I can see to using MM6 as a base is the lack of a ROM map and only a very slim RAM map available as opposed to MM5. |
Shades of Green |
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Newcomer Level: 6 Posts: 4/4 EXP: 597 Next: 310 Since: 01-19-09 Last post: 5227 days Last view: 5214 days |
I think Mega Man 6 has a great underlying engine, I wish more Hacks were done using it as a base. I think it would be a good idea. |
Main - ROM Hacking - Mega Man Powered Up to NES Project | New thread | New reply |
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