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

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Mineyl
Posted on 01-03-10 04:01 AM Link | Quote | ID: 124899


Ninji
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On the gameplay side, Mega Man 6 had a couple of unfortunate nuances that should not have even existed in it, honestly.

Nuance one is the slow screen transitions. They had this fixed in 3, slowed it down in 4, sped it back up in 5, and slowed it down again in 6. I'll never understand what was up with this inexplicable weirdness.

Nuance two is the fact that Mega Man cannot jump out of slides in 6. It might be water under the bridge to the everyday passerby, but to a seasoned veteran, it is extremely debilitating and can cause needless death.

I'm sure both of these problems are easily fixed by someone familiar with the games' coding, though. :3

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kuja killer
Posted on 01-03-10 04:43 AM Link | Quote | ID: 124902


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Yeah i hate that. It actually happens in mm4, 5 and 6. About how you can't ever slide-jump .. jump out of a slide. Only mm3 allows it. It's very useful for crossing 2-block wide gaps that are difficult to jump over normally .. slide-jumping makes it a little easier.

Trelior
Posted on 01-03-10 04:54 AM Link | Quote | ID: 124903


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I like to consider myself a master of Mega Man 4-6, and I've never had problems with falling into pits because of sliding, granted the only time I ever used the slide in any of those three games was when it was absolutely necessary. I've never played any Mega Man hacks before, and honestly, I don't have much of a want or need to. :|

Mineyl
Posted on 01-03-10 05:06 AM Link | Quote | ID: 124906


Ninji
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Posted by kuja killer
Yeah i hate that. It actually happens in mm4, 5 and 6. About how you can't ever slide-jump .. jump out of a slide. Only mm3 allows it. It's very useful for crossing 2-block wide gaps that are difficult to jump over normally .. slide-jumping makes it a little easier.
Actually Kuja, you can still jump out of slides in MM4 and MM5; you simply have to let go of the down button, as well (MM3 allows you to jump out of a slide while still pressing down, though). MM6 does not do either of these things, however.

Trelior: it's not really something I noticed until someone pointed it out to me one day. Nowadays, I tend to try to speed through levels as fast as I can and I heavily abuse sliding since it's faster, so if you slide everywhere you go...it'll eventually make itself apparent.

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koala_knight
Posted on 01-03-10 05:42 PM Link | Quote | ID: 124935


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I'm not too concerned with the slide thing, which honestly I never noticed, because the slide is only going to be present as a hidden upgrade and only as a prototype at that. I think, then, that it would make sense that it not allow slide-jumps in this case.

However, I will have a look at the screen transition speed. If possible, I'll try to modify the code.

Are there any other short comings I should be aware of?

Mineyl
Posted on 01-03-10 06:15 PM (rev. 2 of 01-04-10 12:39 AM) Link | Quote | ID: 124937


Ninji
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Nah, that's all I can think of...unless you count the grievous lack of sound effects for Mega's weaponry. I don't know anything about music/SFX hacking, though, so I'm not sure if that's easily remedied.

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koala_knight
Posted on 01-03-10 08:31 PM Link | Quote | ID: 124952


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Indeed, I believe it'll be fairly easy to fix.

hackfanatic
Posted on 01-03-10 08:56 PM Link | Quote | ID: 124953

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Rock5easily made a patch which fixes the slide-jump issue in Rockman 6:
http://www.geocities.jp/rock5easily/archive/rock6_slidingjump.zip

Puresabe also released some patches to enhance RM6:
http://sldnoonmoon.hp.infoseek.co.jp/cgi-bin/dcnt/dcnt.cgi?down=neo/rockman6/090627_rock6kibikibi.zip&id=ROCKMAN6_KIBIKIBI

The zip from Puresabe contains the following:
- r6kk_fade.ips - Increases the speed of the fade which occurs when opening/closing the weapon menu, selecting a robot master etc.
- r6kk_rush.ips - Removes the animation which plays when you select the Jet or Power adaptor.
- r6kk_scroll.ips - Increases the speed of the scroll transition between screens.
- rock6kibikibi.ips - Applies all of the above.

koala_knight
Posted on 01-03-10 11:45 PM Link | Quote | ID: 124967


Buzzy Beetle
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Sweet! I should be able to use those to accomplish the same thing in the US version.
Thanks for posting those!

koala_knight
Posted on 03-11-10 09:17 AM (rev. 2 of 03-11-10 12:53 PM) Link | Quote | ID: 128283


Buzzy Beetle
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Megaman Powered Down the ROM hack is officially canceled.

I no longer have the time needed to reverse engineer the ROM, so I'm moving the project to GameMaker8.

The bad news is that it will be impossible to play this on a real NES cart.
The good news is that anyone will be able to enjoy the game much sooner since I can code much faster in C-type languages than in ASM. Also, there will now be much more content from the PSP version and some new game modes modeled after the recent MM9 & 10 content.

So I will leave you all now with a tidbit from the new project...

New Title Screen!


New Stage Select!

RetroRain
Posted on 03-11-10 04:43 PM (rev. 3 of 03-11-10 04:46 PM) Link | Quote | ID: 128287


Fuzz Ball
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It looks good. Good luck with it.

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Insectduel
Posted on 03-11-10 08:51 PM Link | Quote | ID: 128292


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Same reasons with my MegaGirl. I had to move it to MultiMediaFusion2 and N64 Mario's Megaman Engine. The sprites are too impossible for me to create in a NES cart and is too much time to waste.

Sorry that your hack is over but wish you a best of luck.

mickevincent
Posted on 03-11-10 08:53 PM Link | Quote | ID: 128293


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i suppose there would have been alot of work to make it by romhack, sadly its over though .. but yet, good luck with the gm mega man instead!

koala_knight
Posted on 03-12-10 10:33 PM Link | Quote | ID: 128340


Buzzy Beetle
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Thanks. I'm almost done re-implementing all the stuff I it took me weeks to do in the ROM hack and I've even made significant improvements.
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