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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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KDE User X
Posted on 12-23-09 04:09 PM (rev. 3 of 12-23-09 04:43 PM) Link | Quote | ID: 123871


Koopa
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Will final version support any other emulator than fceux 2.2 ? I myself perfer virtuanes over fceux, because fceux likes to lag on my laptop(becuase my laptops videocard sucks, only 16mb vram lol)

edit:
some things:
-smb2 stages music sounds annoying imo

-if you jump edge of those moving platfroms, you fall through for no reason, sometimes you cant even jump off from those platforms, in short I hate those (moving)platforms
-if you die on smb2 stage, password screen(I guess) is messed-up
-how I defeat Super Snifit? Shooting him dosent do anything
-its too hard, in plant mans stage you took too much damage, easy mode pl0x

____________________


kuja killer
Posted on 12-23-09 09:07 PM (rev. 5 of 12-23-09 11:51 PM) Link | Quote | ID: 123893


Level: 55

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Probably not because once again...old out-dated emulators have very poor support for the mmc5 mapper, it's not the result of the coding that's the problem ....it's the emulator's trouble.

That goes for this game....mine, and puresabe's rockman 4 MI

Believe me, we're very sorry for anyone trying to play these games in emulators like VirtuaNES, or NNNjester. All coding done in terms of converting to that mapper is all correct, cause i had gotten help from a NES guru named "disch" in the rom-hacking IRC channel when i first did it for mine.

it should be fine also in
**nestopia
**nintendulator

RetroRain
Posted on 12-23-09 09:10 PM Link | Quote | ID: 123894


Fuzz Ball
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It wasn't the flying carpets that bothered me. With those spark enemies looping around the block platforms like that, it makes it very difficult to make it across. They should be taken out and put elsewhere, in my opinion.

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speedreemix
Posted on 12-23-09 09:42 PM (rev. 2 of 12-23-09 09:43 PM) Link | Quote | ID: 123898


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Do, nesDS work with this. nesDS works with most of the hacks. It worked with Rockman 4 MI. For some odd reason my PC cant open roms with FCEUX. Emu opens without a problem but cant load any roms.

infidelity
Posted on 12-23-09 11:36 PM (rev. 9 of 12-24-09 12:07 AM) Link | Quote | ID: 123916


Fuzz Ball
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I'm sorry but I'm not removing the sparks at the beginning of Mouser's level. They can be avoided, you just have to know when to move.

I don't want to make a hack where someone can just plow through it on their first try. I can't stand that. I honestly cannot believe that people are having an issue with those spark guys.

I grew up in an age before emulators, where there was no save states, where you had to learn how to get buy certain obsticles, or how not to get hit all the time. Some people claim to be Megaman Masters here. Your telling me there's Megaman Masters here that can't simply get by those sparks? How the hell did these Masters play Megaman 1? I see this as 2 ways for my spark setups at the beginning of the level. 1) people refusing to figure out the pattern. 2) people believing that they should be able to plow through it on their first try with ease. You want to talk about difficult Megaman hacks, you go play any japanesse Megaman hacks out there, and tell me mine is more difficult. You can't. Cause my hack isn't like that.

I'm not trying to trun anyone off with my comments, and they're not directed towards anybody here. But c'mon, what has happend to learning how to get by something, and experiencing gratification afterwards? A perfect example of what I'm talking about, is back on Page 1, with a YouTube link "kuja killer" pasted, of "zuschzero" slaying the Metool bosses without taking damage, and he even tells you how long it took him to figure everthing out. I have made this where, yes, your going to get hit on your first attempts, but everything is setup where once you know about something that you've already came across, your ready for it again, and you can avoid it without taking damage.

If my comments turn people off, I apologize. If no one wants to play my hack due to my comments, that's fine as well. All I'm doing is simply sharing my work with all of you to try out, but I see nothing unfair in this hack so far, and I'm a Megaman Master too.

I also want to apologize for people not being able to use this hack on other emulators. I sold my hacking soul to the devil, so I could obtain much more CHR space to bring my ideas to life. If this hack wasn't made to MMC5, more than half of my ideas would not see the light of day.

As for the Super Snifit. Yeah this is poorly done. The best way to hit him, is to let the egg bounce behind Megaman, and shoot the egg from behind. The egg will then bounce backwards, stricking the Super Snifit. I tried doing something close to Megaman 9 final wily boss. I apologize for the confusion with this as well.

EDIT 2 You know what, here's how to get by them.



EDIT 3 Here is the video that "kuja killer" brought to my attention from Page 1 in this thread


kuja killer
Posted on 12-24-09 12:17 AM Link | Quote | ID: 123922


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Wow i never thought you would be to fit under the platform like that. cool.

After like 5 tries myself when i first played, i found out that I could jump forward from the first platform, to make the spark appear on the screen, then quickly move backwards before i fall down and die...so that the spark for the 2nd platform would appear and go under it .. THEN jump to the 2nd platform real quick. That works for me.

Keiya633
Posted on 12-24-09 02:39 AM Link | Quote | ID: 123933


Rat
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Posted by infidelity

I'm not trying to trun anyone off with my comments, and they're not directed towards anybody here. But c'mon, what has happend to learning how to get by something, and experiencing gratification afterwards? A perfect example of what I'm talking about, is back on Page 1, with a YouTube link "kuja killer" pasted, of "zuschzero" slaying the Metool bosses without taking damage, and he even tells you how long it took him to figure everthing out. I have made this where, yes, your going to get hit on your first attempts, but everything is setup where once you know about something that you've already came across, your ready for it again, and you can avoid it without taking damage.


I can understand where you're getting at, and you're right. After enough experience, you can still breeze through things without much trouble. I can typically get through both the Forbidden Woods and Subcon Valley without getting hit, so after enough of learning how things work, it's not too bad. Except...

Plant Man. I think you really need to have some indicator on when the giant plant burrows out of the ground when he moves to that phase. I know it's like Drill Man and it's a timed event but sometimes it still manages to grab me or hurt me (because of how long it remains above ground) even when I move out of the way. It's also a little ridiculous how it negates invincibility frames so Plant Man is able to hit you again on the way down, and the fact that sliding or (in my case, since the Slide capsule didn't work) dashing seems mandatory in order to get past his final phase without getting slaughtered. I've tried a LOT to beat him but I just can't without at least 1-2 E tanks.

To answer your earlier question, both the dialogue was missing and the Slide wasn't enabled after using the capsule. But since you fixed the slide capsule, I'll get back to you and see if I'm still having issues. I much prefer the slide to dashing because it's an easy button press and I can turn around and shoot in the air. XD

And the glitch where the pipes become spikes... I think it only happened because I used the warp too much. Or it could be because Mega Man warps into that segment instead of just appearing in that position when you take the Snifit route. I'll try and get a video of it soon to show you.

infidelity
Posted on 12-24-09 01:06 PM Link | Quote | ID: 123969


Fuzz Ball
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Ahh, but there is an indicator to when the giant plant comes out of the ground.....it's very vague, but it's there. May I suggest looking into the backround when it comes time for the giant plant to appear............

I admit the Dash is a bit buggy. I wanted to bring something that hasn't been done with Megaman hacks, that deal with adding the X abilities. I will try my hardest down the road to fine tune it. I've gotten requests to add a feature where you can alternate between using the Dash/Slide with DOWN+A, but I honestly don't feel comfortable about it. However, what I've been considering, is coding in a feature, "like in Super Metroid" to have the ability to turn on/off the enhancements you've obtained. Cause I can understand the frustration people are having when they try to turn around, and then the dash decides to kick in it's own.

I'm also going to see if I can somehow fix my Super Snifit Door. Been getting responses from users that the door will appear, but the sprite that initiates the warp is not present.

Keiya633
Posted on 12-25-09 05:50 AM (rev. 2 of 12-25-09 05:57 AM) Link | Quote | ID: 124041


Rat
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Posted by infidelity
Ahh, but there is an indicator to when the giant plant comes out of the ground.....it's very vague, but it's there. May I suggest looking into the backround when it comes time for the giant plant to appear............


Ah, okay, yeah I see it and it's helped. You should fix when he moves into that phase because the plant is almost impossible to avoid-- as the grass went into the ground, I dashed to the other side of the screen and somehow, the flower from where I begun my dash somehow grabbed me, then it gets a big buggy and goes up the screen twice before spitting me out, and the biggest problem is Plant Man is right there so I get comboed. It's happened quite a bit. D:

But other than that, yeah I see the indicator. I felt dumb after I figured it out haha. Thanks. XP

Posted by infidelity
I'm also going to see if I can somehow fix my Super Snifit Door. Been getting responses from users that the door will appear, but the sprite that initiates the warp is not present.


What I do is usually just wait awhile and move around until I can get it to work. I've had that problem but I think it's because when you kill Super Snifit, it takes time for the sprite to load. Maybe?

infidelity
Posted on 12-26-09 01:05 AM (rev. 2 of 12-26-09 01:31 PM) Link | Quote | ID: 124117


Fuzz Ball
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The giant plant, I made it so you "have" to jump. If you try to dash,slide, forget it, you will get eaten.

The first appearance, is supposed to be a suprise attack for people who get to that part the first time. When the grass just finishes disappearing, that's when to jump away.

If you could re-create the bug where you talk about the plant goes up the screen, that would help, cause I'm not experienceing that.

Zycor
Posted on 12-26-09 01:49 AM Link | Quote | ID: 124119


Ninji
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I think the only error I've seen so far is Mario says Your instead of you're.

Other than that I think people are bitching too much, this isn't that hard. I'd say it's got a good challenge, compared to some of the Japanese hacks I've seen this hack is a breeze. I just wish Rush would work XD...

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Why are you reading this? My post is up there^

Rocketech Productions
Posted on 12-26-09 02:26 AM Link | Quote | ID: 124121


Red Tektite
Level: 22

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I played the demo today, and I have to say I enjoyed it.

I found a way around the door glitch after you destroy Super Snifit. Granted, you will need all MM4 Game Genie Codes. Just activate the "Skull Shield" cheat. Then select the weapon in the pause menu after you defeat SS. (It should be called "Q. Barrier") Stand in front of the door with the weapon selected. press the shoot button once. You should see a bubble overlapping MM. When that happens, press up and, boom! You have entered the next area of the level.

The hack looks great, infidelity, I just have some suggestions.

1. In the spirit of the popularity of retro gaming with MM9 and the soon-to-come MM10, I think, in my personal opinion, that you should have at least 1 female robot master/level boss in the game.

2. Since you expanded the rom, see if it's possible to add "unlockables" i/e Play as Roll w/ Battle Armor or Nightmare Difficulty or Rare weaponry, etc.

3. I felt it unnecessary to have one capsule for the "X-Style Dash" and one for the "Classic Dash". Instead, fuse both upgrades in one capsule with the X Wall climb, since all 3 of those are leg upgrades and use the spare capsules for a powerup such as "Improved Body Armor" or " Destructive Helmet" or "All Weapon Charge Shot". Or just put "Hadoken" in it and make it impossible to find. A different armor for MM at every capsule would be nice too. And Dr. Light needs to have a blue tint to sell the "sentient hologram in the capsule" schtick.

4. I enjoyed the fact that you ported SMB2 and Sonic music so well in the demo levels. I like to see more good ports. I suggest using the Credit Music from SM64 for the MMU2 Creds. And hopefully, you can throw a wrestling theme in there too. (Even if you don't use it in-game. Put it in an unused id or something, I'll find it.)

That's all I can think of off the top of my head. I'm expecting great things from you, infidelity. Don't disappoint.

Your Friendly Neighborhood Keiro Starr

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Mineyl
Posted on 12-26-09 03:50 AM Link | Quote | ID: 124129


Ninji
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Posted by Zycor
I think the only error I've seen so far is Mario says Your instead of you're.
Actually, the whole intro is caked with bad grammar and spelling. I'm sure our man Infidelity will fix that up for the final release, though.

I liked the demo. Assembly is beyond me, but it's very nice and inspiring to see what is being achieved in non-profit projects such as this. The game looks nice and sounds awesome, as well.

Difficulty-wise, this hack definitely isn't for anyone new to the series, and perhaps I am thankful for that due to the nature of the game's story. I'm having major trouble with the difficulty level, and yes, I do consider myself a "Mega Man master," as well. This will pass, though, hopefully. When I can devote more time to practice, I will get better and I'm sure it will become as easy as other Megaman titles are.

Keep at it, Infidelity. I look forward to the next release!

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infidelity
Posted on 12-26-09 01:52 PM (rev. 3 of 12-26-09 01:55 PM) Link | Quote | ID: 124155


Fuzz Ball
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Posted by Rocketech Productions
I played the demo today, and I have to say I enjoyed it.

I found a way around the door glitch after you destroy Super Snifit. Granted, you will need all MM4 Game Genie Codes. Just activate the "Skull Shield" cheat. Then select the weapon in the pause menu after you defeat SS. (It should be called "Q. Barrier") Stand in front of the door with the weapon selected. press the shoot button once. You should see a bubble overlapping MM. When that happens, press up and, boom! You have entered the next area of the level.


interesting, I'll have to look into that, again the weapons were never ment to be used since alot of them are destroyed asm, or deactivated, or some custom asm is overlapping them, causing undesired effects, but still that's pretty neat you did that.

Posted by Rocketech Productions
1. In the spirit of the popularity of retro gaming with MM9 and the soon-to-come MM10, I think, in my personal opinion, that you should have at least 1 female robot master/level boss in the game.


i resepect the fact that a female robot was introduced into the Megaman universe, but I've had a pretty solid idea for about a year of who I want to appear in this hack. And Splashwoman is not in the mix. But you never know. This hack is (and already) going to be crammed with all sorts of bosses from various Megaman games. We'll see.

Posted by Rocketech Productions
2. Since you expanded the rom, see if it's possible to add "unlockables" i/e Play as Roll w/ Battle Armor or Nightmare Difficulty or Rare weaponry, etc.


That is an extensive amount of work, and something that i've really not considered. However, I originaly made it so you could play as Protoman for a few levels. But when Capcom announced MM9, and I found out that Protoman could be playable, I removed him from the mix. The other features you mentioned, I'm not interested in. I have alot on my plate, and any additonal features would just strain the progress of the hack.

Posted by Rocketech Productions
3. I felt it unnecessary to have one capsule for the "X-Style Dash" and one for the "Classic Dash". Instead, fuse both upgrades in one capsule with the X Wall climb, since all 3 of those are leg upgrades and use the spare capsules for a powerup such as "Improved Body Armor" or " Destructive Helmet" or "All Weapon Charge Shot". Or just put "Hadoken" in it and make it impossible to find. A different armor for MM at every capsule would be nice too. And Dr. Light needs to have a blue tint to sell the "sentient hologram in the capsule" schtick.


Again, I'm trying to bring something to the hacking community that hasn't been done. I can understand the logic in having the slide/dash fused together, but for now I'm just focused on getting the asm as tight as possible with the dash. I've always been a fan of the MMX1 Destructive Helmet, but that is extremely difficult for me to figure out, due to VRAM issues when trying to write on the fly when destoying certain TSA blocks. I consider myself to have pretty "decent" knowledge of asm, I'm no kuja killer or Martixz, but that feature is possible, for me to do it, it doesn't look good. As for Dr.Light in the capsule, I'll take it into consideration.

Posted by Rocketech Productions
4. I enjoyed the fact that you ported SMB2 and Sonic music so well in the demo levels. I like to see more good ports. I suggest using the Credit Music from SM64 for the MMU2 Creds. And hopefully, you can throw a wrestling theme in there too. (Even if you don't use it in-game. Put it in an unused id or something, I'll find it.)


This hack is all based around a very dark theme. I already have about 80% of the songs I want to appear in this hack considered.

Posted by Rocketech Productions
That's all I can think of off the top of my head. I'm expecting great things from you, infidelity. Don't disappoint.


Thank You very much, and I hope this will live up to the hype.

Rocketech Productions
Posted on 12-26-09 09:51 PM Link | Quote | ID: 124192


Red Tektite
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So, I was doing my no-gg-cheat run on the demo and I encountered a huge glitch.

I had destroyed the "Metool Gauntlet" and gotten Tri-Shot. I headed to Plantman's stage. I grabbed the X-Dash powerup. 1st thing is that there is an inconsistency with the activating of the dash. Normally in MMX, the dash is activated by tapping left or right twice rapidly. Here, apparently you have to walk a short distance then while walking, tap the same direction you're heading and MM will dash. This was not good since there were some dash jumps I attemped yesterday and due to this I could not execute them correctly. (That's not the glitch, but I'd thought I'd mention it). When I got to Plantman, I changed to the Tri-shot weapon and fired away. When his lifebar was halfway, I think he tried to do the rain that activates the piranha plant, because at that moment the rom seriously crashed. The screen went gray with a few colored lines while the music was stuck on one note.

Might wanna look into that one, infidelity.

____________________



infidelity
Posted on 12-27-09 03:12 AM (rev. 2 of 12-27-09 03:12 AM) Link | Quote | ID: 124223


Fuzz Ball
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*sigh*

Again, the weapons DO NOT WORK

This is what I wrote not too long ago, it's from my previous post.

again the weapons were never ment to be used since alot of them are destroyed asm, or deactivated, or some custom asm is overlapping them, causing undesired effects.

Rocketech Productions
Posted on 12-27-09 04:04 AM Link | Quote | ID: 124224


Red Tektite
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Posted by infidelity
*sigh*

Again, the weapons DO NOT WORK

This is what I wrote not too long ago, it's from my previous post.

again the weapons were never ment to be used since alot of them are destroyed asm, or deactivated, or some custom asm is overlapping them, causing undesired effects.


Well, maybe the weapons should've been disabled for the demo, cause it's misleading that we get weapons for destroying the bosses in a DEMO.

____________________



Keiya633
Posted on 12-27-09 05:32 PM Link | Quote | ID: 124262


Rat
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Posted by infidelity
*sigh*

Again, the weapons DO NOT WORK

This is what I wrote not too long ago, it's from my previous post.

again the weapons were never ment to be used since alot of them are destroyed asm, or deactivated, or some custom asm is overlapping them, causing undesired effects.


Eh? Bomb Toss seems to work just fine. It isn't a very good weapon but it works fine. 'B. Cutter' or whatever it is doesn't work so well but I've never had crashing problems with it.

Tri-Shot is buggy but like you stated, they weren't supposed to work.

Hmmm... I wonder who else you plan to put in the game. From what it seems to me, you have one Robot Master from each game, following...

Mega Man 1 - Bomb Man (met version)
Mega Man 2 - Alien Wily (just because he's only the size of Robot Masters) and Bubble Man makes an appearance in Forbidden Woods (not the Zelda dungeon XP)
Mega Man 3 - Spark Man (met version)
Mega Man 4 -
Mega Man 5 - Napalm Man
Mega Man 6 - Plant Man
Mega Man 7 - Slash Man
Mega Man 8 -
Mega Man 9 - Magma Man (met version)

I do really like where you're going with that, and I wonder who the reps from 4, 8 and possibly 10 are going to be. I had actually thought of something similar myself but you beat me into constructing it and couldn't have done a much better job. XP

infidelity
Posted on 12-27-09 07:45 PM (rev. 2 of 12-27-09 07:48 PM) Link | Quote | ID: 124284


Fuzz Ball
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I really appreciate that your enjoying the experience

At this point, Megaman 9 has 2 representitives. The 2nd one is actualy going to be one of the 8 robot masters. Who will it be........

I may actualy leave the Megaman 4 representive for the fans here to decide, to spice things up

I don't know if i can insert a poll into this thread, or if I have to completely create a seperate thread to insert a poll. Polls are new to me, so if someone wants to shed light on that, I'd be more than happy to create one, and see who you all vote for as the representitive for Megaman 4.

As for Megaman 8, I haven't decided yet. I've considered it for a very long time, still weighing out my options.

The beauty of this hack, is that the bosses I'm doing don't have to specificly be one of the 8 robot masters, or fortress bosses either. I can put them anywhere, and make them do whatever I want. I've got many more surprises with boss appearances, and other things.

Really appreciate the response for this hack. Thank You to everyone.


Rocketech Productions
Posted on 12-27-09 08:18 PM Link | Quote | ID: 124292


Red Tektite
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Posted by infidelity

At this point, Megaman 9 has 2 representitives. The 2nd one is actualy going to be one of the 8 robot masters. Who will it be........



I hope you're hinting toward what I hope you're hinting at.

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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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