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Main - ROM Hacking - Mega Man Reloaded GB Progress Thread - NEWS - Last post New thread | New reply

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Zieldak
Posted on 12-19-12 09:53 PM (rev. 21 of 02-08-13 05:44 PM) Link | Quote | ID: 153118


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Well. Now that Reloaded is finished, I have to start something new. I've planned to make a Mega Man 2 hack (Mega Man Reloaded 2) after Mega Man, but somehow Dr Wily's Revenge got in my way. Yes, you heard me right. The next hack I'll make will be a hack of Mega Man: Dr Wily's Revenge.

Mega Man Reloaded GB Demo 01

Current Progress ◄▓▓▓▓▓▓▓▓▓▓▓░░░░░░░░░► 54%

==Cut Man== (13/13%) // Complete!
Graphics: 100%
Layout: 100%
Enemy Placement: 100%
Scrolling: 100%

==Ice Man== (12/13%) // Mostly Complete~
Graphics: 100%
Layout: 95%
Enemy Placement: 80%
Scrolling: 100%

==Elec Man== (14/15%) // (0/100%) // Mostly Complete~
Graphics: 100%
Layout: 95%
Enemy Placement: 90%
Scrolling: 100%
// Behind Background fix: 0%

==Fire Man== (12/15%) // Mostly Complete~
Graphics: 80%
Layout: 70%
Enemy Placement: 80%
Scrolling: 100%

==Wily Fortress== (0/20%) // No Progress~
Graphics: 0%
Layout: 0%
Enemy Placement: 0%
Scrolling: 0%

==Teleport System== (3/4%) // No Progress~
Graphics: 0%
Layout: 70%
Enemy Placement: 100%
Scrolling: 100%

==Wily Space Fortress== (0/20%) // No Progress~
Graphics: 0%
Layout: 0%
Enemy Placement: 0%
Scrolling: 0%


WIP Version Currntly Features:

*Harder levels to enjoy!

*Added back the unused tiles for Wily's symbol on all levels.

*Mostly finished all Robot Masters' stage desing. Buggy Elec Man's stage.

*Changed Title Screen.

*The player now can maximum take 7 hits before dying at a boss, like in the NES versions. That means, a boss and it's weapon hits 3 damage. There are exceptions where are the boss or the weapon does 2x or 3x damage however, due to the boss being easy. (Ice Man, Fire Man...)

Demonstration Video is now only viewable on my site, and YouTube.

Any information, videos, screenshots, or anything releated to this will be posted here.

MathUser2929
Posted on 12-20-12 04:11 PM Link | Quote | ID: 153123


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Are you converting that to gameboy color, used a emulators sprite coloring feature, or using the Gameboy colorizer tool? The hack looks good btw.

Zieldak
Posted on 12-20-12 08:30 PM (rev. 4 of 02-02-13 12:50 PM) Link | Quote | ID: 153124


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No, I've just changed the colour settings on the emulator, to make sprites have different colours.

The video is removed from the first post. You can watch it at: http://www.youtube.com/watch?v=fpWhtVFC3T0

kuja killer
Posted on 12-21-12 05:44 AM Link | Quote | ID: 153125


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does the gameboy megaman editor allow ya to change the scrolling stuff by any chance ??

Like going up a screen instead of down.. and such. It would be even more better to have some new paths.

Zieldak
Posted on 12-21-12 11:47 AM Link | Quote | ID: 153126


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No, sadly, the editor doesn't allow that. It's possible to edit it by hand, but I don't know where is the scrolling data in this game, and how it works.

Anandastoon
Posted on 12-21-12 03:50 PM (rev. 2 of 12-21-12 04:10 PM) Link | Quote | ID: 153127


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Wow, and now Reloaded in GB...! Good Luck!

Oh, my question :

Did you use this tool to edit your game?

Edit : Since I only know there is no more editor for Mega Man GB except that one. And the programing structure was little different than I know for 6502.

Zieldak
Posted on 12-21-12 04:15 PM (rev. 19 of 02-02-13 12:51 PM) Link | Quote | ID: 153128


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Yes, I use that. The only editor for this game is Wily's Toolbox as I know.

It's sad that xdaniel has made a block editor and a level data viewer for this editor, but he never gave it out.

The video is removed from here. You can watch it at: http://www.youtube.com/watch?v=qEdUgKxOdw0

Zieldak
Posted on 12-23-12 03:29 PM (rev. 4 of 02-02-13 12:42 PM) Link | Quote | ID: 153135


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Well, it's about time for a small update.

I'm currently extracting all the data of Cut Man's level to make easier to make changes in the future.
I've already wrote up where are the some enemy datas, where are the room informations for each room of the first segment of Cut Man's stage.

After I've gathered all the data of the level, I'll finish the desing of Cut Man's level, and give out a demo. It will have an altered Ice Man stage, a no scrolling changed "completed" Elec Man stage, and a fully completed Cut Man's stage. It will take about 3 days to do so, because of Christmas is here.

Now that I know how the data is built up, I can make a much better hack of this game, so I'll definitely work with it a lot of time. This means, the hack won't be completed for January 1-5.

MathUser2929
Posted on 12-23-12 03:55 PM Link | Quote | ID: 153136


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Why not rush and release the demo right ON christmas? Those people that don't spend all day with their family will have something to play.

Zieldak
Posted on 12-24-12 11:15 AM (rev. 2 of 12-24-12 11:16 AM) Link | Quote | ID: 153147


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Hohoho! It's Christmas already?

Well, I have a little present for you. Mega Man Reloaded GB Demo 01 is now available from the uploader.
The .ZIP file has an .IPS file, a readme (what nobody reads...) and the IPS Patcher Utility. You can patch the file to a Mega Man: Dr Wily's Revenge (U) or (E) ROM.
The demo features:
- Cut Man's level ~99% complete. However, enemy placement or minor changes may be applied to the level.
- Elec Man's level is 80% altered. However, the scrolling remained the same.
- Ice Man's level got some minor changes, graphics is 80% complete, and some enemies have been changed. The second segment is dangerous!
Other level's are untouched, but some stages may have some minor changes, like Wily Fortress' first room.

Enjoy and Merry Christmas!

~ Zieldak

Zieldak
Posted on 12-30-12 12:03 PM (rev. 3 of 01-04-13 11:39 PM) Link | Quote | ID: 153195


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Whew, 5 days without any progress. Well, I'm on an End-Year break. I'll continue this project on 2013, January 07. Until then, you won't see any updates on the game. I won't check on the forum either. Soo...

Happy New Year, folks!

Zieldak
Posted on 01-05-13 12:17 AM (rev. 2 of 02-02-13 12:44 PM) Link | Quote | ID: 153222


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Well, sooner than I've planned, I'm back on working on MMRGB. I've done a lot of things today.

*Fixed the block data, so that the blocks are the same like in the NES game. Now I'm only limited in the 8x8 tiles, and the in-game used 16x16 tiles. If you want to know what I'm talking about, I'm using hex codes to change which tiles a block uses. Took about 4 hours to make it correct for 3 stages. Whew... Those many bits and bytes...

*Added more ground collisioned blocks in all Robot Master levels in exchange of the air collision blocks.

*Added back the unused tiles for Wily's symbol on all levels. Check the screenshot below.

*Added all blocks of Ice Man's ice graphics from the NES version, however, due to tile limits, it's a bit different.

*Mostly finished Cut Man's and Ice Man's stage desing.

*Changed the Title Screen. Now it shows Mega Man Reloaded TM, but later the small TM will be GB.

*Finished the basic documentation on 3 stages. If it'll be completed, I'll release it too for other hackers, if they'll get to hack this game. This game needs some good hacks too, isn't it?

*Fixed the mysterious slowdown on Ice Man's stage. I'm not sure if it was in Demo 01.

*The player now can maximum take 7 hits before dying at a boss, like in the NES versions. That means, a boss and it's weapon hits 3 damage. There are exceptions where are the boss or the weapon does 2x or 3x damage however, due to the boss being easy. (Ice Man, Fire Man...)

*Changed Ice Man's stage first checkpoint location (Segment 2). It's buggy, because if you die at Room 3 (original Segm. 2 start) you get teleported to Room 4. Will be fixed in the future.

*Not in-game, but finished the Text Table for this game's Title Screen. I'm surprised no one has made a text table for this game yet... I couldn't find any on the internet, however.



I'm planning to make 2 versions of this game. A normal, PC Emu version, and a Mobile version, for Mobile Emulators. We can call them Normal (PC) and Easy (Mobile) patches. The Easy patch would fill in most of the death pits, and make the bosses and enemies easier to defeat, and deal less damage. This means, this game will be "portable" and playable anywhere you want. The normal patch would be pretty unplayable on mobiles, though. Many pits, many enemies, and only 2 buttons to press, unlike on a keyboard. It's hard to play on a mobile, I've already tried. I've also tried my NES hack too, but I couldn't finish even Ice Man's stage, even if it's really easy... Argh, off-topic as always...

Oh, also, boredom ends in good things sometimes... Hop on the Sprites Inc. forums, or on my site, and see some of my Robot Master creations. I will make more in the future, but now the hack is more important.

Well that's all for now, folks!

Zieldak
Posted on 01-06-13 02:14 PM (rev. 3 of 02-02-13 12:47 PM) Link | Quote | ID: 153233


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The video is removed from here. You can watch it at: http://www.youtube.com/watch?v=LgDZaDtm4vc

Superjustinbros
Posted on 01-06-13 07:53 PM Link | Quote | ID: 153234


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Is it strange for me that at first I thought this would just be a monochrome Mega Man Reloaded that would be played on an NES?

Zieldak
Posted on 01-07-13 08:21 PM (rev. 7 of 02-02-13 12:52 PM) Link | Quote | ID: 153239


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Umm... Sometimes I think on some games they're for other consoles too...


Now I know how the Room Data is fully built up. Here is a sneak-peak of my documents on this game:
That screenshot I've posted before (but deleted, check xdaniel's thread on RHDN which has it) stated that 40 is the Exit's X location. This is false. And 01 is not an unknown value. It actually belongs to 40. Read more below:

02 70 41 A1 43 40 01 20 07 00 41 40 17 01 02 99 40

;; 02			;;Room Number
;; 70 41 ;;Pointer to an unknown ASM. Points to 0x14171
;; A1 43 ;;Map data. If the pointer is incorrect, the map data will be totally messed up, even if it's only off by 1 byte.
;;Used to switch map data by an other one. Points to 0x143A1
;;Inserting new rooms after 0x17000, and pointing there using 00 70, makes the game use that map data for that room.
;; 40 01 ;;40 01 is an X value. It reads as 01 40. It's the whole stage X location used for scrollings.
;;00 10 (In ROM: 10 01) is one vertical line of blocks. One room is 00 A0 (In ROM: A0 00) long.
;;First Room data always starts with 00 00.
;;After a 2x long room, it increcases to 2-1=1 ; 1*a0, which is 00 a0 in hex (In ROM: a0 00)
;;After a 3x long room, it increcases to 3-1=2 ; 2*a0=140, which is 01 40 in hex (In ROM: 40 01)
;;It corrects scrolling between vertical scrolls. If wrongly updated, Mega Man will often thrown off the screen.
;;Used to create new scrolling with length modified rooms.
;; 20 ;;First Bit, prev exit point width. ;;Second Bit, prev exit Y location.
;; 07 ;;is the prev exit's X location.
;; 00 ;;is the prev exit direction. 00 is up, 02 is down. 01, 03 haven't been tested yet. 04 and up are invalid.
;; 41 40 ;;Previous room Pointer. Points to 0x14041
;; 17 ;;First Bit, next exit point width. ;;Second Bit, next exit Y location.
;; 01 ;;is the next exit's X location
;; 02 ;;is the next exit direction. 00 is up, 02 is down. 01, 03 haven't been tested yet. 04 and up are invalid.
;; 99 40 ;;Next room Pointer. Points to 0x14099


Without having imported a longer room for Elec Man, I couldn't be able to figure all of these out. Whew... That's all, I post things too many times nowadays...

Zieldak
Posted on 01-08-13 09:38 PM (rev. 2 of 02-02-13 12:48 PM) Link | Quote | ID: 153243


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The video is removed from here. You can watch it at: http://www.youtube.com/watch?v=DREGWTce8Q4

Zieldak
Posted on 01-09-13 09:55 PM (rev. 3 of 01-09-13 10:17 PM) Link | Quote | ID: 153247


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Well, I haven't got much time to work on the levels of the game, but I had a short time to desing 2 different title screens for the game. I need feedback on this. Which version looks better? The text using one looks better I think, because it doesn't overwrite the tiles of MAN.



The Helmet would be built up from 15 unused text tiles. Yet the image needs 16 tiles, one of them is a black square. The first one has drawn Reloaded GB over MAN text, the second one uses normal editable in hex editor text to show Reloaded GB.
The helmet was drawn mostly from scratch by me. Basically MM4's helmet.

Zynk
Posted on 01-10-13 02:06 PM Link | Quote | ID: 153257


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Posted by Zieldak
Well, I haven't got much time to work on the levels of the game, but I had a short time to desing 2 different title screens for the game. I need feedback on this. Which version looks better? The text using one looks better I think, because it doesn't overwrite the tiles of MAN.



The Helmet would be built up from 15 unused text tiles. Yet the image needs 16 tiles, one of them is a black square. The first one has drawn Reloaded GB over MAN text, the second one uses normal editable in hex editor text to show Reloaded GB.
The helmet was drawn mostly from scratch by me. Basically MM4's helmet.


The Reloaded on 1st pic eats up too much on MAN; if you could put the Reloaded below MAN, like on the 2nd pic, that could look good.

But as you said, the text one looks better.

____________________

Zieldak
Posted on 01-19-13 02:23 PM Link | Quote | ID: 153314


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Well, a week since my last update.

The title screen has got changed to look like on the second screen of the picture posted before. The stage select screen got some graphics changes, the wrong password screen has been changed. Elec Man's stage data has been rewrote from scratch, so I was able to make a really different level compared to the original. Other levels got some scrolling changes, and longer/shorter rooms too. Not too much progress, but I don't have too much time to work on it.

Elec Man's stage is "finished" but I have to fix/remove the Behind Background ASM.

After this, I will only make weekly updates.

Zieldak
Posted on 02-02-13 12:35 PM Link | Quote | ID: 153379


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First Post Progress Information Updated!
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Main - ROM Hacking - Mega Man Reloaded GB Progress Thread - NEWS - Last post New thread | New reply

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