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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - ROM Hacking - Mega Man Powered Up to NES Project New thread | New reply

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Zycor
Posted on 10-17-08 12:32 AM Link | Quote | ID: 92347


Ninji
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I guess I should get back to work on the sprites, I think I'll do Gutsman because that'd be a challenge.

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koala_knight
Posted on 10-17-08 05:16 AM Link | Quote | ID: 92409


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@NetSplit

Yes it does address my comment, thanks! =)
I was wondering though if both the title and stage select screen load tiles from the same table? Because I already altered the face on the boss screen to match the one on the title screen. (It fit perfectly.) If they do share the same table wouldn't I only need an instruction to display the face sprite on the title as well as the select screen?

@ShadowTails

Feel free to work on them as you see fit. I'll critique as you post stuff! Have fun with it and take as much time as you need. =)

NetSplit
Posted on 10-17-08 05:49 AM Link | Quote | ID: 92412


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The problem is that the table contains not only the tile IDs but also the coordinates and attributes. If the coordinates for his face were the same on both screens, then you could reuse the data. They're not, though, so you need to handle it differently.

koala_knight
Posted on 10-17-08 06:44 AM (rev. 2 of 10-17-08 06:49 AM) Link | Quote | ID: 92417


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What if I just rearraged things on the title screen? Make it look more like the original Rock Man version? Then it wouldn't be a problem, right? I'd only have to JSR to a simple subroutine that adds another face on the title screen.

NetSplit
Posted on 10-17-08 07:08 AM Link | Quote | ID: 92418


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If you rearranged it so that his face is in the same spot on both screens, then you can move his face at the start of the boss select screen data and make the title screen use those tiles, as well (you'd be shifting some data in that table and changing 1 byte in a routine). But why? Why would you rearrange the screen entirely in order to make a simple assembly hack a little easier?

Just do it whatever way looks best. Adding the face is a trivial change for anyone who knows 6502; regardless of how you decide to arrange the title screen, at least try to figure out how you'd do this hack so you learn something from it to apply to later, more difficult parts of the hack. Hacking the title screen is probably going to be the least of your worries in this project.

koala_knight
Posted on 10-17-08 07:29 AM Link | Quote | ID: 92419


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True. I might try the rearrange afterwords to see how I like it. I want to have elements of both MMPU and RM1 as much as possible. Thanks for the advise! =)

Zycor
Posted on 10-18-08 05:35 AM (rev. 2 of 10-18-08 05:35 AM) Link | Quote | ID: 92469


Ninji
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IT'S GUTSMAN! *DUN DUN*

Trying to stay within the limits of Stoneman's mappings and tile arrangements.

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koala_knight
Posted on 10-18-08 08:02 AM Link | Quote | ID: 92473


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That's a good start. =)
The standing pose has some things I'd change. First the head looks too big. I think it's the jaw making that effect, it's too wide. Second the left upper arm (the one closer to the viewer) looks like it's too far away from the body. And the right forearm and hand look way too small. I think I'd like it better if you used more of a Mega Man Battle & Fighters proportion than a Mega Man 1 proportion.

Like this:


The squatting frame looks pretty damn good! The only thing in it I would adjust is the width of the face again. I like it, though =)

Zycor
Posted on 10-18-08 05:29 PM Link | Quote | ID: 92489


Ninji
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I was going for the Megaman 1 effect where the face is 16x8 pixels and the body takes up the rest of the space. It's similar to how Stoneman is but his tiles are just arranged differently. I was trying to use as much space as I could. The only thing I don't like about those Battle and Fighters NGPC sprites is the fact that you can't see Gutsman's face hardly.

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koala_knight
Posted on 10-18-08 09:29 PM Link | Quote | ID: 92494


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That's understandable. The body proportion in them is more what I'm aiming for though.

Zycor
Posted on 10-18-08 10:05 PM Link | Quote | ID: 92496


Ninji
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Oh, my mistake. Gutsman is smaller than Stoneman, I guess I better make him less detailed.

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koala_knight
Posted on 10-19-08 01:20 AM (rev. 4 of 10-26-08 06:11 AM) Link | Quote | ID: 92506


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Isn't Gutsman about the same proportions, just slightly different size? I'm totally wrong about the jaw being more narrow though. =P

Zycor
Posted on 10-19-08 01:59 AM (rev. 2 of 10-19-08 02:33 AM) Link | Quote | ID: 92508


Ninji
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Well, I pasted Gutsman's standing pose on top of Stoneman's from Power Fighters, he came up to his eyes about. I don't think artwork generally is in proportion to all the other artwork, but art from the same game is. Barely any different from the NGPC sprites.



edit: Mock up time!


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Dr. Hell
Posted on 10-19-08 05:21 AM Link | Quote | ID: 92511


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You guys are making too much out of this Gutsman thing, just edit the Stone Man sprite, they're pretty much exactly the same guy.

koala_knight
Posted on 10-19-08 07:48 AM (rev. 2 of 10-19-08 07:50 AM) Link | Quote | ID: 92519


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That's what I'm talking about! I think that helps to set the tone for what I'm aiming for! =)

koala_knight
Posted on 10-23-08 05:28 AM (rev. 4 of 10-23-08 05:38 AM) Link | Quote | ID: 92699


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Posted by ShadowTails
Well, I pasted Gutsman's standing pose on top of Stoneman's from Power Fighters, he came up to his eyes about. I don't think artwork generally is in proportion to all the other artwork, but art from the same game is. Barely any different from the NGPC sprites.


I stand corrected. =)

Well after a week-long crash course in 6502 ASM, I think I finally got the title screen about done.
(Sorry if I was a difficult pupil, NetSplit!)
However, since I'm going to the Food & Wine festival at Epcot tomorrow through Sunday don't expect any new screens until some time next week.

Now I'd like to brainstorm some ideas for the Stage Select & Password screens.
I have 2 ideas. I'm thinking of modeling the stage select screen after the Wily Wars variant for the portrait frames and the background after those used in MMPU. You
know the one that has all the enemies with after images? =)

The password screen might be more of a problem for me since there aren't any password screens in any other versions of MM1 that I know of. The versions that I know of are MM1, MM1:WW, MM1:CW. I'll do it from scratch if there aren't any other suggestions. =)

What do you guys think?

NetSplit
Posted on 10-23-08 09:15 AM Link | Quote | ID: 92705


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No worries; I'm just thrilled that you've learned from it.

Zycor
Posted on 10-25-08 08:46 PM (rev. 2 of 10-25-08 10:17 PM) Link | Quote | ID: 92798


Ninji
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I personally prefer the first palette, I based it off from Chargeman's tiles because he has so many he can have some altered to work for the extra details these confabbed made for PSP robot masters have.



Also, speaking of Megaman ^

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koala_knight
Posted on 10-26-08 01:35 AM Link | Quote | ID: 92802


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That's a great Timeman, Dude! Excellent! =)

I love those videos! =3

koala_knight
Posted on 10-27-08 06:12 PM (rev. 6 of 10-29-08 02:31 PM) Link | Quote | ID: 92862


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Just wanted to let everyone know that the sprite data is actually arranged like this:

4 bytes

Y position on screen
Sprite number from PPU
Sprite attributes
X position on screen

No idea yet how to change what palette each sprite uses.



And here is the fruit of my week-long ASM crash course:

This should be the final version.
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