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Main - ROM Hacking - Mega Man Upgrade Patch | New thread | New reply |
RetroRain |
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Fuzz Ball Level: 66 Posts: 735/994 EXP: 2437023 Next: 24828 Since: 09-30-07 Last post: 1929 days Last view: 951 days |
I'm considering adding a picture on the right side of the screen. Any suggestions? The Japanese Rockman pose, the Megaman 4 helmet?
____________________ My YouTube Channel |
Vanya |
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Red Koopa Level: 27 Posts: 52/139 EXP: 105014 Next: 11145 Since: 01-22-13 Last post: 3287 days Last view: 3286 days |
The rock man 1 pose. ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
Korxroa |
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Red Koopa Level: 25 Posts: 3/120 EXP: 79451 Next: 10169 Since: 04-20-14 Last post: 3257 days Last view: 3114 days |
Added Feature Switch Weapon in MMUP? (Like Rockman 1 Complete Works)
Replace Switch Weapon with Pause (press "select" button not "start" button) ____________________ i'm [Censored] Sorry my bad english, can't speak english :-( Mega Man & Shantae Fan Lovers!! |
Zieldak |
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Crow Level: 42 Posts: 139/387 EXP: 512067 Next: 9295 Since: 12-01-11 From: Hungary Last post: 1305 days Last view: 1196 days |
Korxroa, huh... A Weapon Switcher replaced with the Pausing? . .. ... Retro, you shall do it! It may be only cycling to right, but would be great, MM1 doesn't have many weapons anyway. Pause is useless anyway but cheap against that boss.
Kuja made this for his own patch, so if you don't know what to do, ask him. |
RetroRain |
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Fuzz Ball Level: 66 Posts: 736/994 EXP: 2437023 Next: 24828 Since: 09-30-07 Last post: 1929 days Last view: 951 days |
The weapon toggling via select button... I'm considering it.
I'm telling ya, when I got done releasing the initial version back in January, I was glad to wash my hands of this project. But now I have a fresh new spark in it. I'm so excited in getting back into it. I already have more notes, and the the readme and notes documents will be udpdated as well when I'm done. So here is what is on the plate so far, for version 1.5: - Remove the Pause feature and put in Weapon toggling. - Fix any bugs and glitches. And that should be it! Now the thing is, I want to do more than what is listed above, such as modify some graphics, make Metools and Sniper Joes more common, extend the length of some stages, such as Guts Man Stage (which I feel is too short), add an intro stage, but I'd rather do these things with my own hack. All this Upgrade Patch is, is making a better base for ROM hackers to have an easier time hacking Mega Man 1. I can't tell you how tempting it is to just go ahead and start modifying graphics and level structures. But that would defeat the purpose of this Upgrade Patch. The goal is to update Megaman 1, not heavily alter it from its original status. So there has to be a line drawn there. When I get done with this Upgrade Patch, I actually want to make a ROM hack out of it. Some of it is from the stuff I mentioned above, and other things are from the long list I made last year, before I started this project. I have a ton of things I want to do to Megaman 1, but they will be separate from the Upgrade Patch. The Upgrade Patch is to be used by ANYONE for their MM1 hacks. That was the original intent of it. I will consider doing the boss portraits/mugshots only if someone will hook me up with them. I am no graphics artist. I would need one for Dr. Wily as well. What I would do, is make the bosses have their mughsots, and when you select them, it would change over to their sprite forms for the boss preview screen. Proper credit would be given for the maker of the mugshots. And thank you for your interest in this project. It really motivates me even more to continue working on it! ____________________ My YouTube Channel |
Vanya |
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Red Koopa Level: 27 Posts: 53/139 EXP: 105014 Next: 11145 Since: 01-22-13 Last post: 3287 days Last view: 3286 days |
I can provide the mugs for the Robot Masters.
I already have a full set for all 6 robot masters. I would suggest just sticking to the Wily logo for his mug to preserve consistency with the rest of the games in the series. I agree about drawing a strict line about what you add to the game. The things on your list are more than enough. They are very useful additions that will no doubt be used and appreciated by users. ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
RetroRain |
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Fuzz Ball Level: 66 Posts: 737/994 EXP: 2437023 Next: 24828 Since: 09-30-07 Last post: 1929 days Last view: 951 days |
Thank you Vanya.
Just put the mugshots in a CHR file, upload it, and give me the link. If you want to send it to me via email, let me know and I'll PM you my email address. I'll credit you in the readme file. Thanks. Here are the new title screen options in action. Next, I'm going to be adding the Japanese Rockman pose on the right side of the screen. ____________________ My YouTube Channel |
Vanya |
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Red Koopa Level: 27 Posts: 54/139 EXP: 105014 Next: 11145 Since: 01-22-13 Last post: 3287 days Last view: 3286 days |
http://www.mediafire.com/download/o9x45g5evjlxq5g/MMPD_ALPHA_Mugs_Archive.chr
There it is. The graphics for the background tiles are first and the sprite tiles are immediately after. It includes all 8 robot masters from Powered Up. They Should work just fine as is without the sprite tearing that was in my original project. EDIT: About the title screen text; is it always going to say continue or are you going to give it a conditional and have it only say continue when there is a save file? Also... I was inspired when I was looking at my old hack and decided to redesign the stage select screen for my Megaman project that will use your patch as a base: I'm tempted to make a quick mock-up in game maker to see how it'll look. ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
RetroRain |
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Fuzz Ball Level: 66 Posts: 738/994 EXP: 2437023 Next: 24828 Since: 09-30-07 Last post: 1929 days Last view: 951 days |
I'm just going to leave the title screen options as they are. I don't feel like going crazy over little things like that.
Your new stage select screen looks great. I wish you luck with it. However, I should let you know that making that the way you want it, in the ROM, could take A LOT of work. Having done this CHR-ROM conversion, I can tell you that you're going to have to modify some of my code. The game works like this. Each stage has a corresponding value. 00 - Cutman 01 - Iceman 02 - Bombman 03 - Fireman 04 - Elecman 05 - Gutsman 06 - Wily 1 07 - Wily 2 08 - Wily 3 09 - Wily 4 0A - Titlescreen/Game Over 0B - Credits These values work on the stage select screen also. So, when the cursor is on Cutman, the value is 00. When it is on Iceman, it is 01, etc. The way I programmed the background graphics CHR is based on the stage number you are on, and I put the CHR in the ROM in numerical order (open up in a graphics editor to see). To add 2 more stages, you're going to have simply start logging the stage select code, and then figure it out and add on to it. To add Oil Man and Time Man, you're going to have to add two stages that have the values 0C and 0D, and have the game check for those. You're also going to have to update my CHR tables, and in order to do that, you're going to have to push all of the other code blocks over, and update every JSR accordingly (it's a bitch, I had to do this a million times). I definitely think that this can be done, but it's not going to be a walk in the park. I was thinking about doing this (Mega Man: Upgrade Patch - Expansion Edition), adding two blank stages to the title screen, so anyone could go ahead and add 2 new levels of their choosing, but I don't know. At the moment, I don't feel up to it, and my priority is to finish this Upgrade Patch. ____________________ My YouTube Channel |
Vanya |
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Red Koopa Level: 27 Posts: 55/139 EXP: 105014 Next: 11145 Since: 01-22-13 Last post: 3287 days Last view: 3286 days |
Yeah, I was pretty much counting on having to do a lot of logging.
I did it when I hacked the MM5 stage select so I wasn't expecting this to be much different... Well, except that I don't have to port over all the bosses and enemies like I would have my project was still based on MM5. I appreciate the head's up about how the stages work. I'm actually planning to add a total of 4 stages to my project so if my limit is going up to 0F without having to rewrite the system then that'll work out just fine. If you're cool with it, after the final version of the patch is out I'll go ahead and do the work to add the extra stages. It'll be my contribution since it would be nice for others to have it and I have to anyway. ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
RetroRain |
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Fuzz Ball Level: 66 Posts: 739/994 EXP: 2437023 Next: 24828 Since: 09-30-07 Last post: 1929 days Last view: 951 days |
Of course I'm cool with it. Do as you please.
By the way, I'm almost done with the titlescreen. ____________________ My YouTube Channel |
Vanya |
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Red Koopa Level: 27 Posts: 57/139 EXP: 105014 Next: 11145 Since: 01-22-13 Last post: 3287 days Last view: 3286 days |
Coolio. B) ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
Trinitronity |
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Porcupo Level: 38 Posts: 62/311 EXP: 350880 Next: 19567 Since: 02-04-13 Last post: 1932 days Last view: 574 days |
Posted by RetroRain Wait, what do you mean with "Remove the Pause feature"? Every good game has a Pause feature, and not having a Pause feature is a big video game flaw, since the Pause feature exists for a reason: To pause the game, so you can do other business like answering to the phone or going to the toilet. |
Vanya |
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Red Koopa Level: 27 Posts: 58/139 EXP: 105014 Next: 11145 Since: 01-22-13 Last post: 3287 days Last view: 3286 days |
Posted by TrinitronityPosted by RetroRain MM1 has 2 pause buttons. START pauses the game and brings up the weapon screen. SELECT only pauses the screen and is the source of the glitch that allows the multi-hit trick. @Retro: Do you see any possible issues with expanding the small pause menu into a full screen one? ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
RetroRain |
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Fuzz Ball Level: 66 Posts: 741/994 EXP: 2437023 Next: 24828 Since: 09-30-07 Last post: 1929 days Last view: 951 days |
I think it would be easier than the stage select screen, to be honest with you. You'd just have to log the code for it, and expand on it. The game automatically redraws the screen after you come back from the inventory screen, and obviously it acts as a pause screen. I don't see many problems with programming the inventory screen, except if you go and add new things, since everything is related to the CHR code I have in there. ____________________ My YouTube Channel |
Trinitronity |
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Porcupo Level: 38 Posts: 64/311 EXP: 350880 Next: 19567 Since: 02-04-13 Last post: 1932 days Last view: 574 days |
Posted by Vanya Wait, 2 pause buttons? This game...has 2 pause buttons? ...WHAT WERE THEY THINKING?! I mean, WHY would someone add two pause buttons, which both pause the game, but only one of them brings up the weapon menu? That just doesn't make any sense. |
Chaobomr |
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Buster Beetle Banned: Spammer takeover? Level: 45 Posts: 331/467 EXP: 638333 Next: 21831 Since: 05-07-13 From: The dirty south Last post: 3474 days Last view: 3473 days |
Posted by TrinitronityThe Legend of Zelda comes to mind. ____________________ Sorry for the stupidity. That jerk will be dealt with in the most insane way possible. |
Vanya |
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Red Koopa Level: 27 Posts: 59/139 EXP: 105014 Next: 11145 Since: 01-22-13 Last post: 3287 days Last view: 3286 days |
Posted by RetroRain Cool. I figured as much. I'll definitely be adding two additional weapons for Oilman and Timeman. I think having to intimately learn your CHR code is a given at this point. ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
Korxroa |
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Red Koopa Level: 25 Posts: 5/120 EXP: 79451 Next: 10169 Since: 04-20-14 Last post: 3257 days Last view: 3114 days |
@Vanya: not full screen like Weapons Energy from Mega Man 4
New Features in v1.5 or skip v1.6 1. Added Border Weapon Menu (Mega Man 3) via start button 2. Flashing Text "READY" Like The Wily Wars version of Mega Man 1 or Mega Man 2-6 3. Appear Text You Got Feature (Six Robot Masters) like Mega Man 3-6 not Mega Man 2 replace text Clear Points wtih You Got YOU GOT XXX for weapon name example: ROLLING CUTTER, THUNDER BEAM, SUPER ARM etc No Appear You Got in Fortress Bosses example: Yellow Devil, Copy Mega Man, CWU-01P, Wily Machine etc ____________________ i'm [Censored] Sorry my bad english, can't speak english :-( Mega Man & Shantae Fan Lovers!! |
RetroRain |
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Fuzz Ball Level: 66 Posts: 744/994 EXP: 2437023 Next: 24828 Since: 09-30-07 Last post: 1929 days Last view: 951 days |
Final Titlescreen
Next Up: Boss Preview Screen By the way, does anyone know if there are still problems/glitches running the latest version on the Everdrive N8? ____________________ My YouTube Channel |
Main - ROM Hacking - Mega Man Upgrade Patch | New thread | New reply |
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