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Main - ROM Hacking - Mega Man 5 Protoman hack New thread | New reply

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Vanya
Posted on 09-14-14 02:06 AM (rev. 4 of 09-15-14 08:00 AM) Link | Quote | ID: 158379


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Posted by Thanatos-Zero
Posted by Vanya

The excerpt from TV tropes is not entirely accurate and the grammar is atrocious.


You shouldn't judge people by their grammar.
The example I have posted here has been edited by me (I am DeathVoid on Tv Tropes) using information I gained from Zan Zidera, games, manuals and source books.
I didn't care about the grammar, when I made the edit.

The Megaman Knowledge Base, can be edited by any registered, just like on Tv Tropes.
Thus it is open to the same flaws of Tv Tropes.

Sadly the Megaman Knowledge Base has not updated it's article properly.
https://www.youtube.com/watch?v=agxbVG64mSo#t=11m45s

They have forgotten to mention the defect of his energy system Blues aquirred later.
In the beginning it was the solar core which was flawed. Then the prototype he aquired from Dr. Wily was not as good as the atomic cores the Wily Numbers would later use. His fighting style reflects that, because he cannot strain his core as much as the others.

Now switching the core would not work, because the aquirred defect in his energy system would make the new core to malfunction. At worst the new core could overload and detonate.



I wasn't judging, I was stating a fact.
I meant no offense, but I stand by my observation.
Grammar is important and not caring about it will cause confusion.

MMKB does mention all the information you mentioned along with sources and give you a breakdown of all of his appearances.

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Chaobomr
Posted on 09-14-14 11:06 PM Link | Quote | ID: 158398


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Posted by Thanatos-Zero

They have forgotten to mention the defect of his energy system Blues aquirred later.
In the beginning it was the solar core which was flawed. Then the prototype he aquired from Dr. Wily was not as good as the atomic cores the Wily Numbers would later use. His fighting style reflects that, because he cannot strain his core as much as the others.

Now switching the core would not work, because the aquirred defect in his energy system would make the new core to malfunction. At worst the new core could overload and detonate.
So, he's pretty much screwed?

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Vanya
Posted on 09-15-14 08:02 AM Link | Quote | ID: 158402


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Yes. Protoman has a lifespan.
He doesn't trust Dr. Light to fix him because he fears loosing his individuality.

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Insectduel
Posted on 09-15-14 04:08 PM Link | Quote | ID: 158403


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Posted by caesur4
I am getting a lot of sprite flicker--especially during charge shots. I might transfer my work over to the MMC5 mapper with Kuja Killer's patch if I run out of room for coding, but for now I'm going to build it in the native MMC3.

I really don't mind the flicker much.



Both FCE Ultra and Nestopia emulators have the option to turn on more than 8 sprites per scanline. When it comes to people playing games on reproductive carts, then there's an issue.

caesur4
Posted on 04-11-15 02:14 AM Link | Quote | ID: 159851


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Hey, so one year later I'm back into it. I figured it'd be better to keep all of my thoughts in one necro'd thread than to make a new one.

So, as far as story goes--If I ever get to finishing the gameplay part of the game, then I'll work on the story.
I like the title screen ideas, but it's one of my lower priorities, and I won't be acting on any ideas any time soon.

My main goal is making the shield work. I want it to work like MM9/MM10. What I have now is a ways away from perfect, but I think I'm on the right track still.

I'm also working on a dash-jump routine similar to MMX.


sidenote:
Posted by Insectduel
Both FCE Ultra and Nestopia emulators have the option to turn on more than 8 sprites per scanline. When it comes to people playing games on reproductive carts, then there's an issue.

I like the authenticity of flicker and scanlines, but I very well might upgrade to MMC5 Mapper and figure out some bonus stuff to add in.

My ultimate goal would be to take a cart and flash the game to it, and I had heard the MMC5 Mapper was harder to find a compatible cart for than other mappers.


I appreciate all the support and comments so far. I look forward to more, and hopefully I'll have something to show soon.

kuja killer
Posted on 04-12-15 12:53 AM (rev. 2 of 04-12-15 12:53 AM) Link | Quote | ID: 159864


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http://www.romhacking.net/hacks/1387/

I did this a few years ago if any romhack authors wanted to use it for the "base" of their hack.

But. unfortantely i only did it for the japanese Rockman 5 though. i never actually did one for english megaman 5. :|

caesur4
Posted on 04-12-15 02:23 AM Link | Quote | ID: 159865


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Posted by kuja killer
http://www.romhacking.net/hacks/1387/

I did this a few years ago if any romhack authors wanted to use it for the "base" of their hack.

But. unfortantely i only did it for the japanese Rockman 5 though. i never actually did one for english megaman 5. :|

Oh, I did a bit of testing on that actually; somewhere on the General Megaman Hacking board I mentioned it worked for MegaMan 5--some title screen stuff got mixed up, or something though. Nothing game breaking. There was an IRQ error on the Big Pets boss, IIRC.

But that's exactly the patch I was planning on using if/when I decide to expand the rom. Thanks!

caesur4
Posted on 04-19-15 01:34 AM Link | Quote | ID: 159931


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I've uploaded a patch of my progress so far. Apply to a clean MM5 (US) rom.
Proto Man Sprite has been implemented for most of the playable game
Proto Buster charge shot resembles MM4
Charge Kick animation changed
Airslide code borrowed and manipulated (used with Charge Kick)
Bullet reflect is 'somewhat implemented'. It's more like, when hit while jumping, don't take damage, and automatically shoot a bullet--there are graphic, bullet speed, knockback bugs associated with this.

ProtoMan 0.0043

If anyone would be able to help me figure out how to only allow one airslide per jump... I can't seem to get it right.

Let me know what you think so far.

amarcum81
Posted on 04-22-15 02:06 AM Link | Quote | ID: 159980


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I'm really hoping this get's finished. One of the reason's I haven't released my Proto Man hack of MM2 is because of the same issues... more or less anyway. I could never get the Proto Shield to deflect certain projectiles and thus made my hack feel like nothing more than a simple sprite change.

I often thought of moving my hack over to Mega Man 5 due to the game revolving around Proto Man so much already. There are so many ways you could go in terms of the story. Any way, great job so far! This is a great start. Hope to see it get completed!

caesur4
Posted on 06-28-19 01:35 AM (rev. 2 of 06-28-19 01:38 AM) Link | Quote | ID: 167036


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I appreciate all the support everyone put forward on this one a while back.

Like my last attempt at this, the project's dead. I had some pretty big plans, and never got past my inability to code the bullet reflect... So, yeah. Nothing from me.


But hey! Someone did make a SOLID protoman hack of MM5, and it's freaking awesome:
https://www.romhacking.net/hacks/3638/


Huge thanks to MetHy/Ness. If I ever get back into this, I may pull some ideas (with permission)
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Main - ROM Hacking - Mega Man 5 Protoman hack New thread | New reply

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