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Main - ROM Hacking Related Releases - Mega Man Forever - One-level demo release New thread | New reply

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Matrixz
Posted on 11-08-08 06:26 PM Link | Quote | ID: 93888


Ninji
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@Dr.Hell: Okay, i'll try something new for that room. Also, getting down from the ladder without dying, requires knowing how to make Rush Coil appear on the bottom floor, which not everyone might try, and requires a bit of pixel-wise timing, too.
The room was even worse before, actually

@Jigglysaint: Such a hack of MM4 would be really interesting. But im sure you got your reasons.

I've already planned much the items/upgrades aspect. I decided i dont want to do any upgrades for Megaman's speed, mobility, or weapon power. That way, for all the levels, i can design things so that the difficulty will be the same. Otherwise, im thinking the levels might get so that they depend on the player getting all upgrades first, which i dont want. Or the levels would become such that its way too easy if the player gets the upgrades. Plus, i can add items to the levels which depends on making good use of the limited arsenal.

Anyway, the currency system will be made use of. And there will be secrets and extras in the stages. Heart tanks is a good idea, maybe, just maybe

@PSlugworth: For the charge meter, currently its taking the charge level value, and divides it by 3. I tried to decide between 3 and 4, but none of them looks just right. Talking about this gives me some ideas. Maybe i can try do: Bar level = (Charge level / 3) + (Charge level / 8) or some other multi-step math operation.

The boss music is actually done in another MM hack, Rockman2DX. I don't know if its used, but i found it when making a NSF of the hack.

RetroRain
Posted on 11-08-08 06:50 PM Link | Quote | ID: 93890


Fuzz Ball
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Posted by RT-55J
What the heck is with the secret
Spoiler:
room to right of the of the room with the water? The door in it doesn't open and no indication on how to do so is present.

Did you ever figure that out? It was actually pretty easy to figure out.

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kuja killer
Posted on 11-08-08 07:07 PM Link | Quote | ID: 93891


Level: 55

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From: Lake Havasu City, Arizona

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Ah yea the weapon bar being used for the mega buster, i actually coded that concept myself out of my own complete imagination, and gave the hack to infidelity for his because I had no intention of having it for my own.

I assume that infidel also gave matrixz it, then matrixz modified the code a little better than what i originally wrote.

Insectduel
Posted on 11-08-08 07:42 PM Link | Quote | ID: 93893


Hammer Brother
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That level was hot stuff including Assembly. Even better than Rock n' Maxx's 1st level which makes me frustrating. I'm expecting to see both of their finished products including the upcoming RM2 hacks such as "Mindroar" and "Abnormal".

I wish them a best of luck for their Assembly Megaman projects.

RetroRain
Posted on 11-08-08 08:00 PM Link | Quote | ID: 93894


Fuzz Ball
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Posted by Panophobia
The boss music is actually done in another MM hack, Rockman2DX.
That music is still awesome. There are also 2 songs from Rockman No Constancy I've been listening to lately. The Quick Man stage theme, and the Heat Man stage theme. The Quick Man one is my favorite of the two, and it's a beautiful song. The intro stage theme in your hack, did you compose that yourself, or did you rip it from that NES version of MM7?

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RT-55J
Posted on 11-08-08 08:07 PM Link | Quote | ID: 93895

Armor Guardian
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Since: 02-23-07
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The stage music is from the Intro Stage of MM&B, the boss music the final boss music from MM4GB, and I think the lab music is also from MM4GB.

Posted by Logical Operand
Did you ever figure that out? It was actually pretty easy to figure out.

I figured it out. Unfortunately, I was trapped in the room because I ran out of Rush Coil energy.

mickevincent
Posted on 11-08-08 09:53 PM Link | Quote | ID: 93904


Leever
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amazing what you have done here. great level design, and the asm coding you have done... outstanding. this makes me wanna work harder on my hack to ! its fun to hear you are gonna work on mega fle more now also! i hope i can play your whole game soon!

messiaen
Posted on 11-08-08 11:14 PM (rev. 2 of 11-08-08 11:15 PM) Link | Quote | ID: 93911


Cheep-cheep
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Since: 05-26-08
From: Porto Alegre, Brazil

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Amazing work on this level. As others have pointed out, the room where you have to use Rush Coil to get over the spikes is annoying, but besides that I really liked the level design.

The cutscenes make the hack really enjoyable, but I would like to see a faster text display rate.

Jigglysaint
Posted on 11-09-08 04:42 AM Link | Quote | ID: 93925


Red Paragoomba
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The main reason I stopped working on the hack was because I didn't know what to do with the password system. The second one was that I had no plans to update the graphics, and in fact was stumped on a couple upgrade graphics and how to draw them. I am NOT an artist, and anything I do is using the original sprites. Lastly, I just switch projects too fast. On top of this I have a Legacy of the Wizard hack I haven't finished, and an Equinox hack that's only done up to level 2. That, and I was messing with Megaman X3, and now Megaman X(found scrolling data for X3 and sprite data for X). I was tempted to start hacking Soulblazer and find stuff on that game too.

As you all know, my strength is in finding stuff, not making hacks. I churn out data in hopes that people will be interested in using it.

koala_knight
Posted on 11-09-08 06:51 PM Link | Quote | ID: 93962


Buzzy Beetle
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This project of yours is very intriguing! I haven't had time to try it yet, but if the feedback you've gotten is any indication, then I look forward to giving it a spin. I'm sure it will provide a lot of inspiration for my own project!

XTTX
Posted on 11-10-08 12:22 AM Link | Quote | ID: 93983


Flurry
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Posted by Jigglysaint
The main reason I stopped working on the hack was because I didn't know what to do with the password system. The second one was that I had no plans to update the graphics, and in fact was stumped on a couple upgrade graphics and how to draw them. I am NOT an artist, and anything I do is using the original sprites. Lastly, I just switch projects too fast. On top of this I have a Legacy of the Wizard hack I haven't finished, and an Equinox hack that's only done up to level 2. That, and I was messing with Megaman X3, and now Megaman X(found scrolling data for X3 and sprite data for X). I was tempted to start hacking Soulblazer and find stuff on that game too.

As you all know, my strength is in finding stuff, not making hacks. I churn out data in hopes that people will be interested in using it.


hey man keep working on the megaman hack please, all the more the better and i dont think i have ever seen a legacy of the wizard hack ever, one of my fav games for nes, please do keep us updated, if you ever decide to do a one level beta for it, please let me know.

And to keep this thread on topic this is one of the best megaman hacks i have played, i does have the new game feel, cant wait for the whole hack to be finished, i was def wanting more. Between this and megaman ultra 2 its gonna be a blast. Job well done!!

XT-

Trax
Posted on 11-10-08 03:17 AM Link | Quote | ID: 94000


Yellow Stalfos
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Since: 07-06-07
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I'm not a fan of Megaman, but the gameplay of this hack makes it a lot more to my taste, as far as this kind of platformers go. It makes a very nice change to the linear gameplay we are used to with normal Megaman games...

Matrixz
Posted on 11-11-08 12:10 AM Link | Quote | ID: 94077


Ninji
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Posted by messiaen
The cutscenes make the hack really enjoyable, but I would like to see a faster text display rate.

Oh yeah, i forgot.
Its not mentioned anywhere, but the dialogues can be speed-ed up by holding down A.

Posted by "Trax"
I'm not a fan of Megaman, but the gameplay of this hack makes it a lot more to my taste, as far as this kind of platformers go. It makes a very nice change to the linear gameplay we are used to with normal Megaman games...

Well for the most part, the other levels im working on for this project won't be multi-directional or explorable like the demo stage, but i'm aiming for variation.

Also, thanks for all feedback from everyone.

Jigglysaint
Posted on 11-11-08 05:40 AM Link | Quote | ID: 94091


Red Paragoomba
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BTW, how did you enable scroll-back? What about multiple paths? I know you can only have 4 per level. Reason I ask is because if I can get that to work, then maybe it could help with my stage design. As for password, I could disable it, but it would feel kind of empty. I'm not sure how to add a battery backup, although if I did I would only need to save a few bytes. I still have lots to learn about NES hardware and stuff.

Zycor
Posted on 11-11-08 06:21 AM Link | Quote | ID: 94093


Ninji
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Posted by Trax
I'm not a fan of Megaman, but the gameplay of this hack makes it a lot more to my taste, as far as this kind of platformers go. It makes a very nice change to the linear gameplay we are used to with normal Megaman games...


If by linear you mean stage wise, yeah you don't have multiple branching paths, but saying Megaman is linear is like saying Apples taste like beef... it doens't make any sense, you have 8 different levels you can start out on, you have a ton of possible stage orders, then you have the only linear part of the game, the Wily stages and bosses.

As for this hack, saw the play through on Youtube, I'm very impressed.

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Matrixz
Posted on 11-11-08 03:47 PM Link | Quote | ID: 94145


Ninji
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Scroll-back is not supported by MM4, so i hand-coded the routine for doing it, by studying how Megaman 5 does it.
And in order to have all the multi-directional scrolling, i rewrote the scrolling code to use my own data format, instead of the old multi-path data.

Jigglysaint
Posted on 11-12-08 01:58 AM Link | Quote | ID: 94159


Red Paragoomba
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Ah, okay. I know Megaman 4 didn't have support. I was just curious what you did. When I think of that kind of design, I think of putting the level on some sort of grid, and have each screen have a bit associated with it that derminmes scrolling. So for example, if the top part of the level was like 01 01 02 04 00 00 00, then the first 2 screens are in one room, and the 02 means scroll to the right(no backtrack). The 04 would mean scroll down. The levels could be custom sized, like in Megaman X. In fact, I bet I could save lots of room by implementing a similar system. In the X games, the first 2 bytes are how long and tall the level is. After that what it does is it is just RLE code. You can either define a series of one screen to repeat, or it will take the first screen, then for how many spaces it will increase the screen value for each space. For Megaman 4, this might not save space, but it could be used to optimize a more adventure based level and make it easier to map.

kuja killer
Posted on 11-12-08 02:54 AM (rev. 2 of 11-12-08 03:04 AM) Link | Quote | ID: 94161


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I also coded a totally custom multi-path system as well as left-scrolling to my game too while i was working on my boltman level. MM3-6 all have this format like 20 = right, 40 = up 60 = upright, 80 = down, A0 = downright or something ...and there were a couple bits unused C0 and E0, so i used C0 to make my so called "Left+Right" scrolling type.

And the my multi path system i studied from mm5, and then succesfully coded it. But i allow my game much more than 4 or 8 possible paths. And my format is twice as long, i have extra bytes needed for things like properly setting to the correct enemy number, and a custom thing for something on my pause menu screen i will not talk about.

I'm not copying what matrixz said, im being serious.

Jigglysaint
Posted on 11-12-08 04:26 AM Link | Quote | ID: 94168


Red Paragoomba
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There is one thing that I don't think anybody's tried yet. That is, to make a screen scroll in the middle of a room. For example, in a room with 3 screens, you can have an exit anywhere(provided a l/r scroll is implemented), except for the middle screen in which case falling in a pit will make you die, and climbing a ladder won't do anything. If I could change that so that scrolling was determined based on what was above or below that screen, it might work(although not done right would make bugs). I should go check that out.

Thanatos-Zero
Posted on 12-07-08 02:47 PM (rev. 2 of 12-07-08 02:48 PM) Link | Quote | ID: 96051


Nipper Plant
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So Jigglysaint, any progress? I´m really interrested how far you went now.
Could you show the vid, where you use the new Haze Dash grafics?

For those, who haven´t visited my PD Topic on Sprite.INC, here the Dash Sprites for Rockman.


____________________
I was a prisoner enclosed in the void, were everything might end up just as myself.
There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".
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Main - ROM Hacking Related Releases - Mega Man Forever - One-level demo release New thread | New reply

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