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Main - ROM Hacking - Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video | New thread | New reply |
RetroRain |
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Fuzz Ball Level: 66 Posts: 926/994 EXP: 2436802 Next: 25049 Since: 09-30-07 Last post: 1928 days Last view: 950 days |
I'm on vacation this week from my job, and for quite a while I've wanted to make a NES demo. I attempted this years ago, by making something with Zelda, but my mindset wasn't really ready for it. So this time, I'm giving it another shot, as I really want to make a NES demo.
I know I have my work cut out for me, but I'm having fun doing this, and I don't mind the struggle. The point of making this demo is to LEARN. Plain and simple. I want to learn more about the NES, how to deal with some things such as collision detection, making my own TSA system, and programming my own physics. I have included a metool from Megaman 1. He will be the demo's test enemy. I have a lot of work to do, and it won't be a while until I release it. I will release it though once I have Megaman being able to do everything he can do, and fight with the metool. In other words, the playable demo will consist of Megaman running, climbing, sliding, charge shooting, the metool firing shoots, mega bullets, repelling off the shell, Megaman gettting hurt, etc. I am super excited to be working on this, as I have learned by coding my latest Megaman engine in GameMaker (https://www.youtube.com/watch?v=xYJpyryXeRM). I learned how to make programming easier by using State Machines, which is what I used in to make the enemies in my Megaman demo in the video. I am using ASM6 to program this, and so far everything has gone smooth. I have run into a very snags here and there, but it's okay, as I am learning from mistakes! Most of the work right now at the moment is setup work. I have put the graphics in, and I have set up the NES registers. The demo will use Mapper 4 (MMC3), and I will make changes as I go. This is a learning experience for me, and I can't wait to have a playable demo for you guys! Releasing a big demo is a big task, requires tons of work, and can ultimately kill motivation and the will to finish it. That is why I am focusing on a small demo, with just these little things. Pic of early demo running on FCEUX. http://acmlm.kafuka.org/uploader/get.php?id=5090 ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 928/994 EXP: 2436802 Next: 25049 Since: 09-30-07 Last post: 1928 days Last view: 950 days |
It's been 18 days since I started working on my homebrew. The amount of work involved is unbelievable. Here is a video showing off what 18 days of programming looks like:
Most of the time was spend writing all of my regular routines, such as: setting the variables clearing the screen clearing the attribute tables clearing the paletttes clearing the RAM clearing the sprite RAM draw handler palette fade-in/fade-out timers setting up the joypads etc. But I can't wait to finish the player select screen, and start going into the actual programming of the Megaman object. Megaman versus a Metool! The thought of simply that is enough for me, since programming a whole game by myself is way too much work. The player select screen will work just like in Super Mario Bros. 2. Whichever player is highlighted, the other one is dimmed out, and when you select a player, the character shifts over to the center of the screen, teleports up, and then you go right to the test stage. This is all a learning experience for me. ____________________ My YouTube Channel |
PKstarship |
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Shyguy Level: 21 Posts: 66/88 EXP: 46488 Next: 3455 Since: 08-14-15 From: Midgard Last post: 2437 days Last view: 2346 days |
I must say that Iam very interested in this. May I ask, will other characters be added besides Proto Man, and will Proto Man and any other characters have their unique abilities? ____________________ Drive-by, *Puts on sunglasses* Miami style YEEEEEEEAAAAAAAHHHHHH!!!!!!! |
RetroRain |
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Fuzz Ball Level: 66 Posts: 929/994 EXP: 2436802 Next: 25049 Since: 09-30-07 Last post: 1928 days Last view: 950 days |
I would like Bass to be in the game, but I need some good sprites for him. Bass would behave like he does in MM&B, multiple shooting in all directions, double jump, etc. Yeah the characters would have their own differences which make them unique.
Right now I'm more focused on programming Megaman himself. I have to get all of his movements down. ____________________ My YouTube Channel |
Trinitronity |
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Porcupo Level: 38 Posts: 248/311 EXP: 350833 Next: 19614 Since: 02-04-13 Last post: 1931 days Last view: 573 days |
Posted by RetroRain MegaMan 10 is your best friend, since that one has the definitive version of 8-Bit Bass, who already plays just like in MM&B (except he lacks a double jump, but that does not need new sprites anyway). |
Googie |
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Giant Red Paratroopa Level: 77 Posts: 1228/1407 EXP: 4178804 Next: 12325 Since: 02-19-07 From: Brooklyn, NY Last post: 2 days Last view: 2 days |
Cool, good luck with this.
I know the more you work on this it's gonna be really good, I hope you add the robot bosses from MM5 GB version. ____________________ My Linktree |
never-obsolete |
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Rat Level: 24 Posts: 95/96 EXP: 74454 Next: 3671 Since: 02-22-07 From: Phoenix, AZ Last post: 2589 days Last view: 2589 days |
Very nice.
If you need something to create metatiles and tilemaps, I've made a somewhat generic editor: MapEd Pro |
RetroRain |
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Fuzz Ball Level: 66 Posts: 930/994 EXP: 2436802 Next: 25049 Since: 09-30-07 Last post: 1928 days Last view: 950 days |
Thanks guys.
And thank you never-obsolete. I'll look into it when I'm ready to get to that part. ____________________ My YouTube Channel |
Trinitronity |
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Porcupo Level: 38 Posts: 249/311 EXP: 350833 Next: 19614 Since: 02-04-13 Last post: 1931 days Last view: 573 days |
BTW, is the Homebrew gonna be open-source?
And if yes, could you then make a split disassembly version of that? That allows me to make ASM changes much easier than through pure hexcode injection into a ROM. |
PKstarship |
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Shyguy Level: 21 Posts: 67/88 EXP: 46488 Next: 3455 Since: 08-14-15 From: Midgard Last post: 2437 days Last view: 2346 days |
I don't know if this is what you're going for, but I think this would be really cool as a base engine for people who want to make a new NES Mega Man game, so they could start with a mostly clean slate, instead of having to work and rearrange data that already exists within the vanilla game. Anyways whatever you do with this, I'm still totally excited ____________________ Drive-by, *Puts on sunglasses* Miami style YEEEEEEEAAAAAAAHHHHHH!!!!!!! |
Termingamer2-JD |
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Ropa Banned: repeat sockpuppeting Level: 53 Posts: 496/739 EXP: 1132646 Next: 24473 Since: 08-06-15 From: England Last post: 2668 days Last view: 674 days |
You should try to make this project into a full-blown Megaman homebrew one day if you get the time and can work on it.
Good job! ____________________ Jamie Dignam |
RetroRain |
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Fuzz Ball Level: 66 Posts: 931/994 EXP: 2436802 Next: 25049 Since: 09-30-07 Last post: 1928 days Last view: 950 days |
Posted by TrinitronityI'm not sure yet. There is a possibility that I will make it open-source. It really depends on how much work is going to go into it. For instance, if I wind up making a serious game, I'm not going to release the source to my game. But if it's just an engine with a player and a test enemy, and nothing else, then I'm more open to releasing the source. But right now I'm actually aiming for a mini-demo game. So I can't really give you a definite answer at this time. I'm raising the quality of my project. The production values so-to-speak are being raised. For instance: I'm off from work the next 3 days, so I'm going to be making a SERIOUS player select screen. I already decided on how it's going to be, and believe me when it is done, you guys are going to love it. You will not be disappointed. I might be able to show you a video of it in a couple of weeks. But once the player select screen is done, I have to go to what I imagine is going to be the hardest parts of coding the game, such as the collision detection, gravity, fractional-pixel movement, creating a "megaman object" by using RAM as an on object array, and sprite tables to move Megaman. The list goes on and on. I have a lot of work cut out for me. But the next video will be of the player select screen. To everyone, I appreciate your interest and support in this project. ____________________ My YouTube Channel |
Termingamer2-JD |
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Ropa Banned: repeat sockpuppeting Level: 53 Posts: 503/739 EXP: 1132646 Next: 24473 Since: 08-06-15 From: England Last post: 2668 days Last view: 674 days |
I'm already getting hyped for this! Also, your decision about the source disclosure makes sense, though you could still release the full game and make the engine open source (but not the game itself), if that makes sense.
Make good use of those three days too. ____________________ Jamie Dignam |
infidelity |
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Fuzz Ball Level: 66 Posts: 796/968 EXP: 2366735 Next: 95116 Since: 05-24-07 Last post: 951 days Last view: 807 days |
Fantastic work Retrorain! :-D I will be keeping an eye on your progress with this! Great job! |
dreamerman |
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Red Paragoomba Level: 18 Posts: 44/52 EXP: 27073 Next: 2824 Since: 01-10-10 From: Santiago Last post: 942 days Last view: 942 days |
Please, dont give up. Everyone who begins tends to cancel. |
Termingamer2-JD |
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Ropa Banned: repeat sockpuppeting Level: 53 Posts: 510/739 EXP: 1132646 Next: 24473 Since: 08-06-15 From: England Last post: 2668 days Last view: 674 days |
Posted by dreamerman I have a song that might help motivate RetroRain if he ever feels down about this. Cosmic Eternity It's all good and also you gotta keep on and make it as best you can. ____________________ Jamie Dignam |
RetroRain |
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Fuzz Ball Level: 66 Posts: 932/994 EXP: 2436802 Next: 25049 Since: 09-30-07 Last post: 1928 days Last view: 950 days |
Thank you guys. I appreciate your comments and support!
Yeah, I've been doing a lot of work on the ROM lately. I put in 1/3 of the player select graphics, the mapper has been fully prepped (although I have to re-code the bankswitch routines later to cut down on redundancy), I've been doing a bunch of code optimization (making the code neater, moving routines around so that they are more organized and where I feel they should be), and tonight I learned a lot about interrupts! I successfully implemented my first frame counter using the NMI! It's messing with the drawing code that I already implemented, but that's okay, since I heard that NMI is the way to go when drawing stuff, and it might cut down on the code I've already done! My NMI at the moment is handling the frame counter, writing my sprite RAM, controller presses, and executing my bankswitch routines every frame! I highly recommend anyone to code their own game from scratch. I'm learning more about the NES than I ever did hacking. I never used the NMI before, so I'm getting a crash course in it! Hopefully I'll have another video for you guys by September 1st. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 933/994 EXP: 2436802 Next: 25049 Since: 09-30-07 Last post: 1928 days Last view: 950 days |
Update:
Hey guys. Unfortunately, I will not have a video by the 1st, since my free time has been limited, and there is so much work involved in this project. However, I will show you this work-in-progress picture to let you know the project is still alive and going: There will be arrows that let you shift the box to Protoman or Bass. The tiles are being taken from Megaman 10. As you can see I have a lot of tweeking to do with the tiles and attribute tables to get this screen to look right. Because of how much space the tiles take up, the player sprites will no longer be on the screen, but that's okay since the final version of this screen will be of much better quality. I plan on getting the most out of the NES for this project, so I will be upgrading the ROM to Mapper 5 also. Well, until the next update. ____________________ My YouTube Channel |
PKstarship |
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Shyguy Level: 21 Posts: 68/88 EXP: 46488 Next: 3455 Since: 08-14-15 From: Midgard Last post: 2437 days Last view: 2346 days |
I think this will look pretty cool when it's finished, I'm excited to see an NES Mega Man game that actually adds new characters to play as
A dumb little idea I had, not really important, but I think it would look cool if the background in the player select screen was black and had the little stars effect like the stage intros in Mega Man 2. That's probably a bunch more work though... ____________________ Drive-by, *Puts on sunglasses* Miami style YEEEEEEEAAAAAAAHHHHHH!!!!!!! |
Thanatos-Zero |
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Nipper Plant Level: 45 Posts: 403/423 EXP: 652445 Next: 7719 Since: 11-25-08 From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25 Last post: 1084 days Last view: 1046 days |
I am rooting for you RetroRain!
This will be a NES homebrew of all classes! Keep in mind that this is your project and most importantly your hobby project. You decide the pace and the speed on how much you wish to progress. (And I still have no motivation for to continue Glacier Woman's level for Odyssey. I hate this lack of motivation.) ____________________ 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?!". |
Main - ROM Hacking - Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video | New thread | New reply |
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