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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

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RetroRain
Posted on 07-17-16 08:13 PM (rev. 3 of 07-17-16 08:18 PM) Link | Quote | ID: 163505


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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

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RetroRain
Posted on 08-04-16 03:41 AM (rev. 3 of 08-04-16 03:50 AM) Link | Quote | ID: 163677


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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.

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PKstarship
Posted on 08-04-16 04:11 AM Link | Quote | ID: 163678


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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?

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RetroRain
Posted on 08-04-16 11:00 PM (rev. 2 of 08-04-16 11:01 PM) Link | Quote | ID: 163692


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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.

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Trinitronity
Posted on 08-04-16 11:17 PM Link | Quote | ID: 163693


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Posted by RetroRain
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.

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
Posted on 08-05-16 03:54 AM Link | Quote | ID: 163696


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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.

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never-obsolete
Posted on 08-05-16 07:47 PM (rev. 2 of 08-05-16 07:58 PM) Link | Quote | ID: 163698


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Very nice.

If you need something to create metatiles and tilemaps, I've made a somewhat generic editor: MapEd Pro

RetroRain
Posted on 08-06-16 06:43 AM Link | Quote | ID: 163704


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Thanks guys.

And thank you never-obsolete. I'll look into it when I'm ready to get to that part.

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Trinitronity
Posted on 08-06-16 09:33 AM Link | Quote | ID: 163706


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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
Posted on 08-06-16 08:43 PM Link | Quote | ID: 163708


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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

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Termingamer2-JD
Posted on 08-11-16 09:56 AM Link | Quote | ID: 163727


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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!

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Jamie Dignam

RetroRain
Posted on 08-11-16 10:51 AM Link | Quote | ID: 163732


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Posted by Trinitronity
BTW, is the Homebrew gonna be open-source?
I'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.

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Termingamer2-JD
Posted on 08-11-16 11:12 AM Link | Quote | ID: 163735


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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.

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Jamie Dignam

infidelity
Posted on 08-11-16 01:44 PM Link | Quote | ID: 163743


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Fantastic work Retrorain! :-D I will be keeping an eye on your progress with this! Great job!

dreamerman
Posted on 08-11-16 02:56 PM Link | Quote | ID: 163744


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Please, dont give up. Everyone who begins tends to cancel.

Termingamer2-JD
Posted on 08-11-16 04:32 PM (rev. 2 of 08-11-16 04:33 PM) Link | Quote | ID: 163746


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Posted by dreamerman
Please, dont give up. Everyone who begins tends to cancel.

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.

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Jamie Dignam

RetroRain
Posted on 08-14-16 04:15 AM (rev. 2 of 08-14-16 04:17 AM) Link | Quote | ID: 163788


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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.

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RetroRain
Posted on 08-28-16 06:05 PM Link | Quote | ID: 163903


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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.

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PKstarship
Posted on 08-28-16 11:46 PM Link | Quote | ID: 163937


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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...

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Thanatos-Zero
Posted on 09-05-16 05:10 PM Link | Quote | ID: 164066


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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.)

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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?!".
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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

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