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Main - ROM Hacking - Megaman Ultra 2 - The Rise of X "Mini Beta v2.0" Release New thread | New reply

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infidelity
Posted on 12-20-09 12:38 AM (rev. 12 of 01-02-10 03:37 PM) Link | Quote | ID: 123515


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Megaman 4 Representitive Poll http://acmlm.kafuka.org/board/thread.php?id=5989

Time for an early Christmas gift! I love Christmas time :p

This beta contains 3 levels for you to tinker with. It's a bit buggy in some areas, so I hope that you take a look at the readme file, before attempting to load this rom.

The most signifigant change to this rom since my last beta, is the conversion from MMC3 to MMC5 *Kuja Killer & I worked on this before the summer* the reason for this is so I can have more CHR gfx to perform CHR Animation, so again, check out the readme before you try it.

I would also like to make a statement. I want everyone to know, that my hack is NOT an entire "Super Mario Bros" themed game. Megaman Ultra 2 is a completely new Megaman game *aside from reusing bosses already in the series,* I say this because I don't want people labeling my hack that way when they play "Mouser's" level. The reason for the over the top usage of SMB2/SMB3 gfx/music in Mouser's level, is because of the positive responses I've gotten over the years for my Woodman SMB1 level in Megaman Ultra, and, I wanted to show off my asm skills, trying to stay as close to the original as possible *wether it be gfx, enemy movements/attacks, and music*

I would also like to thank Matrixz, for the custom sfx he created from scratch for my SMB2/SMB3 level! I don't want to ruin the surprise, but you'll know what it is when you hear it!

The reason why this is taking such a long time, is because I'm writing this asm from scratch. All the enemy/bosses you encounter were written by me, and not ripped from other games. You'll clearly tell when you see the different AI's that I've given bosses, and certain enemies.

I'll post some screenies, nothing major, just so I don't get flammed for making a huge announcement, and not have any images :p

I'm extremely excited to get your responses on the music, and other goodies that I have installed into this hack, which I know that every true diehard Megaman fan will love!









Another exciting feature to this beta, you will be able to gain access to 2 Hidden Capsules. As to what the enhancements are....you'll have to find out!

I hope that you all enjoy this, and all comments are welcome. Again, I'm sorry this is taking so long, but I've got other things to attend to in life, and the fact I'm writing this hack from scratch is another hassle.

And one more thing. Some of you may get very frustrated with some of the boss fights, but I can assure you, they can be defeated without getting hit. I designed/created/developed it to the point where if I can do it without getting hit, then that will be the limit to their extreme attack patterns.

And another thing. Only 3 levels are accessable (the ones with mugshots) if you try picking one with no mugshot, the game will hang. So don't touch them.

EDIT I forgot about 1 other glitch in the game. In the "Forbidden Forest" I did some asm where Megaman can walk behind the waterfalls in the level. Sometimes, his BG property doesn't reset. So, if you experience Megaman still staying behind the BG after coming out of the waterfall, open the hex editor in the emulator, and at address $528, put 90 in there to fix it.

Enjoy!

http://acmlm.kafuka.org/uploader/get.php?id=2611

-infidelity

Thanatos-Zero
Posted on 12-20-09 08:25 AM Link | Quote | ID: 123543


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Thank you Infidelity for releasing this new version. I enjoyed it, but since it is a demo there a hellish bugs as well. Dash never in Metool Gauntlet, because the Dash can freeze the game. As well for Plant Man, when he changes his attack pattern there is a high chance that the game freezes. There are many things I like to mention, but I think it might spoil the fun for the game. I tell you more in a week.

____________________
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?!".

maovx
Posted on 12-20-09 09:39 PM Link | Quote | ID: 123592

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really nice hack!! good work!! I like this demo

kuja killer
Posted on 12-21-09 02:09 AM (rev. 2 of 12-23-09 11:52 PM) Link | Quote | ID: 123600


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Holy cow check this out
Someone already managed to beat all 8 metool bosses without ever getting hit once! :O

http://www.youtube.com/watch?v=U0dpEbvY7ZA

RetroRain
Posted on 12-21-09 08:50 AM (rev. 2 of 12-21-09 08:54 AM) Link | Quote | ID: 123640


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I'm finding the demo to be too hard. A little ridiculous to be honest with you. And this is coming from someone who is a Megaman master.

The very beginning of the subcon stage is a pain in the ass. For the first flying cape, you have to time it just right so that the spark enemy is on the opposite side of the cape side, so you can get to the next cape. And this can be tricky because of the speed of both objects. I got past if a few times, but I died mostly. It was considered a "miracle" when I could get to the second cape. And then, after all of the countless attempts of frustration, I finally get to the cave part, and then when you die there, you have to start all the way back from the beginning again. So, I had enough of that stage.

The metool fights, they are too hard and not very fair to be very enjoyable, and I can't get anywhere with it, so I just gave up with that. I'm sure they are beatable like you said, but when they are that difficult, it ruins the fun, and then I just don't feel like bothering with it.

The PlantMan stage. The stage is cool, but you take a lot of hits from the enemies. And it just winds up being one enemy after the next. Which leads me to the ultimate question:

For god sakes, do you ever give the player any health capsules? You should put some around here and there. If you're going to bombard the player with enemies constantly, put some health capsules around. And I don't mean the small ones.

Graphics are great, ASM is great, music is cool, presentation is beautiful, all top-notch. Awesome story mode scenes. But the difficulty definitely needs to be adjusted. If you're going to put enemies everywhere, put some health capsules in. And you don't need to have enemies literally everywhere. And I would suggest removing those sparks from the flying capes. Place them elsewhere, such as in the dark cave area. There is too much free space in that cave anyway. It would be a great area for those sparks. And if you make the the beginning of the stage easier, you won't need to add a checkpoint in the cave area.

I just can't complete this demo. The most enjoyment I've got from it so far, are the story mode and presentation. The story scenes are great, and I love the loading screen and the enemy preview screens.

The game has great potential, and looks really cool, but the demo is a real turn off because of the difficulty. I hope you will consider releasing another demo with some adjustments. Keep up the good work. This is turning out to be a big hack like Megaman Forever. And you inspired me a little bit, so that's always good.

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Keiya633
Posted on 12-21-09 10:27 AM Link | Quote | ID: 123649


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I've seen all the secrets, beat the bosses (except the Metools, only tried them twice) and the hidden bosses as well, and the sceneries were great, the story was beautiful but it was quite hard, enough to easily turn down the average Mega Man player.

If you want me to be detailed, I'll be glad to do so, but in a summary, I was impressed yet slightly frustrated, haha. Keep up the good work and tone down the difficulty a little.

infidelity
Posted on 12-21-09 01:41 PM (rev. 2 of 12-21-09 01:53 PM) Link | Quote | ID: 123659


Fuzz Ball
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I apologize for some of the frustration with the difficulty. I setup the enemy placements in a way that deals with timing when to move/get around them.

This is just a beta, so what you see with enemy setups are not the final version. I've never wanted the casual fan to be turned away.

Also the Ninji, yes, are very unforgiving, since I was having difficulty with the hit detection. I can only suggest, that the second you see them come on the screen, to shoot them quickly (take 3 hits)

This will be worked on, thank you for bringing it to my attention, and sorry for the frustration.

kuja, thanks for that link. very gratifying to watch.

Googie
Posted on 12-21-09 04:42 PM Link | Quote | ID: 123662


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I used to get motivated to ROM Hack when I saw projects in development, I thought you killed this project! Oh well, nice screens & I'll try the demo whenever I have the time...

RetroRain: e-mail me when you can, I needa talk to you asap...

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KDE User X
Posted on 12-21-09 11:05 PM (rev. 2 of 12-21-09 11:05 PM) Link | Quote | ID: 123700


Koopa
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Wait, what megaman hack is this? "readme" nor first post dont tell me...

*uses flame shield*

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Thanatos-Zero
Posted on 12-22-09 01:26 AM Link | Quote | ID: 123707


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Say Infidelity, don't you think to adjust the Dash activation? I am trying to use it like I do it in the X, Zero and Zx games with a "
"fast" double tap, but yours has a strict interval, which makes for me more trouble when I want to activate it and it doesn't do as I wish and the reverse when I don't need it. All of this is with needless deaths included.

So two things I like to mention for metool gauntlet.
You can move to the next right screen in the room with the Rockman World 3 Boss, after that you fall in the room (glitched) with the Spark Man Metool.
The second one is the Dash effect in that level overall.
When you dash in the Teleport room you create a red, flashing light above you everytime you it there.
When you use it by the Bomb Man Metool there is the chance, that he left the room on the right side of the screen, which makes it impossible to beat him.
Last but not least, the game might freeze if you use it by boss attacks.

One thing about the Capsole in Subcon Valley, the message from Dr. Light is not appearing at all.
About the News in the Story Mode. Why do you give X there his Victory Pose? When I was you I would make him black with red eyes and give him the Omega Zero Pose from Zero 3.
X looks just like of thinking himself that he is a hero, by killing the bad humans. It reminds me somewhat of Copy X and Boo. His pose is a bit ludicrous, don't you think the same way?

____________________
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?!".

Ryudo
Posted on 12-22-09 07:37 AM (rev. 2 of 12-22-09 07:55 AM) Link | Quote | ID: 123739


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I gotta admit, this is something really spiffy and I've only played a minute of the demo prior to this post. A question however I have is are you able to charge or slide at all in the demo, or do I have to unlock them? I remember being unable to do either in the Chill Penguin demo earlier this year, and those are two abilities I miss rather much...

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Keiya633
Posted on 12-22-09 08:07 AM Link | Quote | ID: 123741


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Posted by Ryudo
I gotta admit, this is something really spiffy and I've only played a minute of the demo prior to this post. A question however I have is are you able to charge or slide at all in the demo, or do I have to unlock them? I remember being unable to do either in the Chill Penguin demo earlier this year, and those are two abilities I miss rather much...


They're going to be in the full version of the game, but they're completely absent in the demo. There's a capsule that unlocks the dash feature, similar to the X series-- a little hard to compute in correctly but it's still moderately useful, if not inconvenient.

There's another hidden capsule but it doesn't give you anything-- just a warp to the second half of the stage.

Plant Man also offers a very gimmicky weapon upon defeat, acting similar to Bomb Toss (you receive this from Mouser) but the sprites are messed up. Good luck defeating Plant Man though-- he's really hard. (thought you'd never hear that, huh? XP)

Thanatos-Zero
Posted on 12-22-09 09:10 AM Link | Quote | ID: 123745


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Posted by Keiya633
There's another hidden capsule but it doesn't give you anything-- just a warp to the second half of the stage.


It enables the slide.

____________________
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?!".

Keiya633
Posted on 12-22-09 10:57 AM Link | Quote | ID: 123747


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Posted by Thanatos-Zero
Posted by Keiya633
There's another hidden capsule but it doesn't give you anything-- just a warp to the second half of the stage.


It enables the slide.


How did you get it to work? I've tried to use the capsule on various attempts and it doesn't give me anything. I know it's SUPPOSED to give the slide, reflecting off the teaser video.

infidelity
Posted on 12-22-09 01:13 PM Link | Quote | ID: 123749


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I have a question for everyone that has made it to Slashman. When you defeat him, are you experiencing any kind of video tearing, or vram glitching of any kind?

KDE User X
Posted on 12-22-09 03:23 PM Link | Quote | ID: 123753


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Posted by KDE User X
Wait, what megaman hack is this? "readme" nor first post dont tell me...

*uses flame shield*


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Keiya633
Posted on 12-23-09 03:12 AM (rev. 2 of 12-23-09 03:15 AM) Link | Quote | ID: 123824


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Posted by infidelity
I have a question for everyone that has made it to Slashman. When you defeat him, are you experiencing any kind of video tearing, or vram glitching of any kind?


I haven't yet. I love fighting Slash Man though, moreso than his MM7 counterpart. XD

Napalm Man, on the other hand... after you defeat him, his capsule doesn't work, and sometimes when you use it to go to the second half of the stage, the game glitches up really badly because the pipes act as spikes, thus forcing a game over.

Sometimes, when I fight the Bomb Man Met, when he does his spinning bomb toss, he'll spin right off the screen and you get stuck.

If you jump too close to a certain cameo character before the mini-boss in Subcon Valley, when he jumps over you, he gets stuck in a few frames, also forcing a reset. This problem won't threaten you unless you have Dash, however.

That's about all the glitches I can recall.

Very fun though! =D

Zycor
Posted on 12-23-09 05:09 AM Link | Quote | ID: 123834


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Here's something you could add to the posts and readme, which game to patch it to, I read all over the read me and the first post and never once did you say which game you patch to. I'm guessing Megaman 4 or 2, however I don't wanna mess up 6 Megaman games and test them all out to see which one the hack is meant to be patched to.

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kuja killer
Posted on 12-23-09 05:31 AM Link | Quote | ID: 123836


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It's for megaman 4

infidelity
Posted on 12-23-09 01:42 PM (rev. 8 of 12-23-09 02:10 PM) Link | Quote | ID: 123857


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I'd like to thank everyone for they're bug/glitch findings. One that I was unaware of was the slide capsule dialog not working. I resolved that issue.

The issue with the Mario dialog when Megaman dashes, is that I have Mario doing a cmp for a specific X position for Megaman. But when you perform the dash, you skip over the specific cmp a bit, and the dialog doesn't kick in at the appropiate time, so this is why Mario seems to get stuck on the tip of one of the ledges, forcing reset, or reloading a savestate for the beta.

When I issue another release, I will include in the readme what rom to patch, as kuja killer stated "Megaman 4 (U)! *slaps head*

The Bombman Metool, I edited 1 portion of his fighting attack, cause sometimes it's extremly repetitive, and the player may not have enough time or luck, to knock him out of that routine. As for him spinning off the screen during his spin attack, I'll need to look more into that. I coded the Gauntlet back in January, and was just getting my feet wet with writing asm without assistance. I believe what I did was very poor, doing specific cmp's of it's x position, to stop it from moving off the screen, but Megaman 4 has a nice asm routine that does the job for you when the sprite detects a wall. I'm pretty sure that's what's going on, the specific cmp's, I will look into it.

EDIT Just resolved it, it was poorly used cmp's of the X position. I now have the Bombman Metool using the proper MM4 ASM to detect a wall either left or right.

The SMB3 pipes acting like spikes? I cannot recreate that. Would someone be able to make a video, showing the exact events that create this glitch?

The Slide Capsule. I mentioned this is one I was unaware of. I fixed the issue, but I need to ask. Were all of you just experienceing the missing dialog, or were you completely unable to use the Slide function? Cause I was able to obtain both Dash & Slide, and both worked fine. So, was it just the dialog missing? if that's the case, it's resolved. I also fixed the palette animation during the Dash Capsule. Poritions of it were not animating. I believe the Slide Capsule is uneffected.

The weapons you obtain really aren't ment for use. These were my attempts at trying out weapon ASM on my own. The only one that I had major assistance with (thank you Matrixz), was the Tri Shot from the Metool. This was my first attempt of trying out weapon asm.

Again, thank you to everyone for they're kind comments, and bug/glitch findings. And if there's other things any of you come across, please don't hesitate to let me know.

-infidelity
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Main - ROM Hacking - Megaman Ultra 2 - The Rise of X "Mini Beta v2.0" Release New thread | New reply

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