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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 11-06-08 11:26 PM Link | Quote | ID: 93701


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I personally like the second one.

Sorry about the delay on these guys, school is starting to catch up.

That Oilman doesn't look bad, I might use that and touch up on it since I'm betting I wont be able to make a good one, but I don't know.

I think it's kind of sad, Timeman uses up the entire 12 colors in the palette I made XD... I'm also trying to avoid dithering, but if I have to I will. I don't think that the 12 colors on one sprite is going to work out too well, but all together all the faces use 12 colors total in MM5.

I think I'll try and at least finish the mugshots this week, but I'm curious, am I going to have to make a Wily castle? and there are two castles in 5, so what're we going to do with the extra space?

I'm personally looking forward to doing Yellow Devil XD

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RT-55J
Posted on 11-07-08 12:30 AM Link | Quote | ID: 93703

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Have you considered removing the boss names from the screen and just have the name of the selected boss displayed at the bottom? I know that it probably would be more work, but it would look much better without the text cluttering everything.

PSlugworth
Posted on 11-07-08 02:28 AM Link | Quote | ID: 93714


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Of the two, version A is definitely better.

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koala_knight
Posted on 11-07-08 03:25 AM Link | Quote | ID: 93718


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OK. Lots to respond to.

@ShadowTails:

That Bombman looks really pissed. You're deviating a bit from the Series style there. The pose is good, but he should look more cocky, maybe?

OK, the portraits in all the games use 4 background palettes and 4 object palettes. The colors I'm using in the temp portrait graphics are the bg colors that will be available. The rest of the detail stuff can be added with object tiles.

Bombman, for example, would use the red/orange/grey for the shading, shoulders and ear-thingies. Then I'd have object tiles placed over that with the yellow and white parts Ok? =)

As for the castle, I'm going to design one. It'll then be your job to turn my sketches into tiles. As for how I'll be using the stages. I'm going to cannibalize one ProtoFake stage for the intro stage. One will be added to Wily's castle. The two remaining stages... I don't know. I might try to somehow turn them into a pair of challenge stages.

@RT-55J:

I did think of removing the names in passing. I don't know ho complicated it would be to do that though. I could, however, make it display the name of the Robot Master in a specific place on the stage select screen when you have the cursor on their mug. In fact, I don't think it would be very difficult to do it like this. Thanks for the spark of inspiration!

@Everyone:

As for the frames... Right now it is in almost a dead heat. there seem to be an equal number of responses for each around the net. I'm still not sure which I'd like to keep.

Zycor
Posted on 11-07-08 05:39 AM (rev. 2 of 11-07-08 05:44 AM) Link | Quote | ID: 93730


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Posted by koala_knight
OK. Lots to respond to.

@ShadowTails:

That Bombman looks really pissed. You're deviating a bit from the Series style there. The pose is good, but he should look more cocky, maybe?

OK, the portraits in all the games use 4 background palettes and 4 object palettes. The colors I'm using in the temp portrait graphics are the bg colors that will be available. The rest of the detail stuff can be added with object tiles.

Bombman, for example, would use the red/orange/grey for the shading, shoulders and ear-thingies. Then I'd have object tiles placed over that with the yellow and white parts Ok? =)

As for the castle, I'm going to design one. It'll then be your job to turn my sketches into tiles. As for how I'll be using the stages. I'm going to cannibalize one ProtoFake stage for the intro stage. One will be added to Wily's castle. The two remaining stages... I don't know. I might try to somehow turn them into a pair of challenge stages.



Bombman might look "pissed" because I was trying to make life easier for you by making him have 2 8x8 blocks that need to be placed behind his eyes.

The way I've been working the mugshots of the robot masters, I've had 12 colors total available to use, all are visible on Time man, in which he has blue's that come from the background and that Megaman and Waveman essentially used themselves for example. Everyone else is 7 colors, but it's really "8" because of how the NES would work them out. I also am working within the limits and the only one who breaks them so far is Time Man, but he still could work I think... maybe...

If you want I could try the castle, but I dunno it'd take a lot of planning because we don't want it to look like the others in the series.

So far all my sprites I've made should work, Time man was built based on Charge man's tiles and I think I even had a single tile left over.

This less pissed looking? Only thing I could think of.



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koala_knight
Posted on 11-07-08 05:55 AM (rev. 2 of 11-07-08 06:04 AM) Link | Quote | ID: 93732


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The mouth line is the only thing odd right now, make it more of smile and I think it will be ok.


UPDATE!!!

Here's the 5th (and maybe final) Draft:


(the mugs are temp of course)

I'd also like to announce that I will be attempting to place a new ASM hack into the stage select screen that will display the name of the robot master at the bottom of the screen when you place the cursor on his panel. It will probably be a huge hassle, but meh, i'll enjoy doing it.

RetroRain
Posted on 11-07-08 11:08 PM Link | Quote | ID: 93812


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Implementing the name-displaying in the box below shouldn't be too hard. If you need help, let me know.

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koala_knight
Posted on 11-08-08 10:03 AM Link | Quote | ID: 93867


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Sure.

Dr. Hell
Posted on 11-08-08 01:08 PM Link | Quote | ID: 93870


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These are only first drafts... just saying...

PSlugworth
Posted on 11-08-08 04:51 PM Link | Quote | ID: 93878


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Wait a minute, how many different people are doing the mugshots!

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Zycor
Posted on 11-08-08 05:45 PM (rev. 2 of 11-08-08 05:48 PM) Link | Quote | ID: 93883


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As far as I knew I was doing the majority of them...



Anywho, I'm not really digging parts of this palette. I'd rather use the one I came up with, it'd work in the game. I used a lot of the same colors you did but my screen has 12 colors (because I added the regular flesh color) and I lost a lot by getting rid of grey because it's not in your palette, and I don't like the idea of shading Timeman with blue.

Elecman obviously has to be redone, I did him with the intentions of him being in the middle and I suppose that might mean Timeman will have to be redone, I have no idea. The only character who looks right because we used the same colors is Iceman.

I might as well try putting these mugs in the actual game, I'm going to go ahead and do Elecman, Cutman, Gutsman (redo), Fireman, and Oilman.

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koala_knight
Posted on 11-08-08 06:14 PM Link | Quote | ID: 93887


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Remember, dude, you have the 12 BG colors plus 12 OBJ colors.

Zycor
Posted on 11-08-08 06:47 PM Link | Quote | ID: 93889


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Well, Napalm Man is a perfect place for Iceman to go, but I'm going to work around this and make sure they work and take some of the work of your back.

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boingboingsplat
Posted on 11-08-08 08:20 PM Link | Quote | ID: 93896


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Posted by koala_knight
That's much better!
And, yeah, you don't have to worry about so much detail. Some of the detail is inevitably going to get lost when I port them to the ROM.
Maybe it would help you to study the composition of the portraits in the other NES MMs?

First draft of new stage select screen:


These are the best mugshots, even if they aren't finished.

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Dr. Hell
Posted on 11-09-08 01:54 AM Link | Quote | ID: 93919


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Posted by PSlugworth
Wait a minute, how many different people are doing the mugshots!

Oh no, I'm just did those on my own because I was bored. I just figured I might as well offer them if I made them.

koala_knight
Posted on 11-11-08 03:07 AM Link | Quote | ID: 94085


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As you all know I'm trying to display text when the stage select cursor is on a portrait. I've found that there is a routine that chooses what stage to go to based on the values in 2 ram addresses. I want to use a variation of this to choose which text to display.

So I figured that I should find the routine that is executed when I press the controller buttons. But, I'm having trouble pinpointing the code. The problem is that the ram address I need to check is constantly having an ROL applied to it.

Do you have any other suggestions?

Zycor
Posted on 11-11-08 06:12 AM (rev. 2 of 11-11-08 06:12 AM) Link | Quote | ID: 94092


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I dunno... I can't quite put my finger on it but something doesn't look right about it...

As much as I love Inafune's characters, I can't say I'm fond of his odd changes in style, such as the new gigantic hands thing...

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infidelity
Posted on 11-11-08 02:09 PM (rev. 2 of 11-11-08 02:12 PM) Link | Quote | ID: 94136


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Where can find his new designs of the old robot masters?

Also, Dr.Hell
Posted by Dr. Hell

These are only first drafts... just saying...


Elecman & Timeman look amazing! The more I look at Timeman's facial sprites, I picture Flashman's structure. :p

Googie
Posted on 11-11-08 03:02 PM Link | Quote | ID: 94142


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Freakin sweet! *laughs like Peter Griffin*

The mugshots look really tight, I like'em a lot. ^^;

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koala_knight
Posted on 11-11-08 06:44 PM (rev. 2 of 11-11-08 06:45 PM) Link | Quote | ID: 94150


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Just to let everyone know, as far as the mugs are concerned, I'm going to probably just end up using which ever ones I like the best out of all the submissions with due credit to the artists of course. Thanks for your efforts so far guys!

While I'm at it let me just say that I've pretty much got the text routine written out for the select screen. I just have to figure out where to insert it. That's proving to be troublesome, though.
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