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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 02-03-09 09:16 PM Link | Quote | ID: 100025


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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
Posted on 02-03-09 09:53 PM Link | Quote | ID: 100027


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nice job, those graphics look quite professional. The fade effect with the mountains was especially well-done.

Zycor
Posted on 02-04-09 05:13 AM Link | Quote | ID: 100063


Ninji
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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.

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CaptainEagle
Posted on 02-04-09 06:48 AM Link | Quote | ID: 100065


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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.

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koala_knight
Posted on 02-04-09 04:38 PM Link | Quote | ID: 100081


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Posted by ShadowTails

If you can figure out the limits for the tile sets I'd appreciate it.


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
Posted on 02-04-09 10:53 PM Link | Quote | ID: 100102


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GREAT WORK!!!!!

Googie
Posted on 02-04-09 11:52 PM Link | Quote | ID: 100107


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Those pics are pimpin... ^^;

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koala_knight
Posted on 02-04-09 11:58 PM Link | Quote | ID: 100110


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I wonder how difficult it would be to give Oilman's stage a raster effect for the animated BG bank?

koala_knight
Posted on 02-07-09 05:49 AM Link | Quote | ID: 100231


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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
Posted on 02-07-09 07:58 PM Link | Quote | ID: 100250


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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
Posted on 02-08-09 03:41 AM Link | Quote | ID: 100269


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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
Posted on 02-08-09 08:59 PM (rev. 2 of 02-08-09 09:00 PM) Link | Quote | ID: 100328


Ninji
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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.

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koala_knight
Posted on 02-08-09 09:57 PM (rev. 3 of 02-08-09 09:59 PM) Link | Quote | ID: 100336


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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
Posted on 07-03-09 04:54 PM (rev. 2 of 07-03-09 04:54 PM) Link | Quote | ID: 109786


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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
Posted on 07-03-09 11:29 PM Link | Quote | ID: 109850


Ninji
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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.

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koala_knight
Posted on 07-04-09 04:32 PM Link | Quote | ID: 109913


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No worries, dude.

RetroRain
Posted on 07-04-09 08:58 PM Link | Quote | ID: 109924


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Posted by koala_knight
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.
Do 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.

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Kawa
Posted on 07-04-09 09:09 PM Link | Quote | ID: 109927


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This cannot end well.

And yes, I am aware of the hypocrisy in that statement

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koala_knight
Posted on 01-02-10 10:20 PM Link | Quote | ID: 124859


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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
Posted on 01-03-10 12:17 AM Link | Quote | ID: 124872

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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.
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