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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: 934/994 EXP: 2437930 Next: 23921 Since: 09-30-07 Last post: 1933 days Last view: 956 days |
Thank you Thanatos-Zero.
I have taken about a week and a half break from this project, just because of doing all of the same programming I was doing was making me tired from the project. But I'm resuming it pretty soon. So here's where I stand: - As of right now, I'm throwing out the Player Select screen, because I want to go right into the test stage. I want to finally get to programming Megaman, and get him to start working. - I want to push the NES to its limits. This means MMC5, and the best damn graphics that you can get out of the NES. In other words, I want to make a Super NES game out of a NES game. I want to really get as much out of the NES for this project as I can. Which means this: I need a graphics/sprite artist. And I want to keep this as simple as possible, since programming the NES can be tedious. Megaman Just the basics. States: Stand, Run, Air, Climb, Standshoot, Runshoot, Airshoot, Climbshoot. Thanatos-Zero, since you are here, would you like to be a part of the project? I need brand new Megaman sprites, that look Super NES-ish. There is a ROM hack of Megaman 1 called Megaman Redux: http://www.romhacking.net/hacks/2741/ Some of the screenshots: http://www.romhacking.net/hacks/nes/images/2741screenshot1.png http://www.romhacking.net/hacks/nes/images/2741screenshot4.png Is there anyway you can make me brand new Megaman sprites? They can only be 6 palettes: 0F 01 02 03 Megaman's blue and light-blue 0F 04 05 06 Megaman's face color and eyes, and one more for an additional color. If not, it's no big deal. I'll just use the original ones for the meantime. I'm going to look into what I can do with the current font and see if I can get more color into the titlescreen. I also have to start implementing all of the MMC5 code, and start programming the platform engine. ____________________ My YouTube Channel |
Termingamer2-JD |
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Ropa Banned: repeat sockpuppeting Level: 53 Posts: 636/739 EXP: 1133643 Next: 23476 Since: 08-06-15 From: England Last post: 2674 days Last view: 680 days |
The screenshots don't load on my phone for whatever reason... ____________________ Jamie Dignam |
Thanatos-Zero |
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Nipper Plant Level: 45 Posts: 404/423 EXP: 652770 Next: 7394 Since: 11-25-08 From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25 Last post: 1090 days Last view: 1052 days |
New sprites, hm?
That reminds me. http://deadteamifi.tumblr.com/ https://www.youtube.com/channel/UCyPC62kY4kwdJfQPQgNBXGg/videos There was the fangame project "Megaman Infamous Intent" by the Deadteam members which had a lot of promise, but fell down due internal problems. They already had new sprites of Rock, Blues and Forte. Since those sprites now go unused, it would be easier to ask permittion to reuse and perhaps edit them for a new shading style. As for me currently I am struggling to create a unique ice level (Glacier Woman) for Megaman Odyssey. I have IDraw3 to create the skeleton for where the graphics and gimmicks will be placed, but the problem is to avoid the typical or rather improve on the ice level trope by executing it better. My desire is the same as Kuja Killer's, namely to leave a lasting COOOOOOOL! (pun might be intended) impression on the player. Since my struggle is most of the time occupied by thinking in cycles on what might be the best (Anadastroon gave us a sketch of the level which I modfiy), I might appreciate it, if you could give us a hand as well in Megaman Odyssey. Acting without a partner on the whole level creating stuff, with 1000 and 1 ideas on intern level structure, makes it freaking difficult, especially if you do not wish to change too much of Anadastroon sketch. ____________________ 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?!". |
RetroRain |
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Fuzz Ball Level: 66 Posts: 935/994 EXP: 2437930 Next: 23921 Since: 09-30-07 Last post: 1933 days Last view: 956 days |
That Megaman looks like he's anorexic. Doesn't look that great to be honest. The originals look better.
It's no problem. I'll just stick with the original sprites for the moment. In regards to MMO, I wouldn't mind, but I have two reasons: My free time is limited as it is, and whatever time I do have I'm trying to get my own projects done. I have OCD (obsessive compulsive disorder), and OCD and game development don't go very well together. It makes it very hard for me to stay focused, and finish what I start. It has been my problem all along over the last 15 years. I have yet to produce a single complete ROM hack (music, levels, graphics, ASM, etc.) by myself, and it bothers me to no end. Sure I've completed some SRAM and mapper hacks, but to me that doesn't count. So that is why I'm not as eager to join in on other projects until I can get my own finished. But I do want to work on a team project in the future. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 936/994 EXP: 2437930 Next: 23921 Since: 09-30-07 Last post: 1933 days Last view: 956 days |
Update - 9/15/16
My project is back on track! I did a lot of code optimization the last few days. I have fixed my PPU routines. Now if I want to draw a single line to the screen, all I have to do is select a number and call a routine! I upgraded the mapper to MMC5, and did some slight graphical changes. I'm glad I finally got all of the setup stuff out of the way. Can't believe it's been two months since I started this project. But now I'm actually ready to start programming the platform engine! Perhaps I can show off a video in a couple of weeks! Bootup screen now has that Megaman X look: Slight modifications to titlescreen: EDIT: It feels so good to finally be working on the gameplay engine! I'm currently working on the object system. I'm going to have to do a bit of thinking and get some code down on paper, since there's a lot involved. When it comes to the actual physics and collision detection, I think I'm going to work with a square object, since I never did this before on the NES. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 944/994 EXP: 2437930 Next: 23921 Since: 09-30-07 Last post: 1933 days Last view: 956 days |
Update - 11/12/16
Just for anyone that was interested, I look forward to getting back to this project soon, but it most likely won't be until sometime after the New Year. Aside from school and work (hence my limited time), I currently have two ROM hack projects that I want to finish first. A friend of mine was right though. You really do have to have multiple projects going on, for when you lose interest in one, you can jump to the other one. There was so much code involved in just setting up the basics of the ROM, that by the time I got to programming the object system, I needed to get away from it for a little while, and work on something else. Which is why I decided to redo my TMNT SaveRAM hack and get that finally released. But I am eager to get back to this, because it is fun to have creative control over your project, to be able to code without dealing with the limits of an existing engine. It's just that the work load is a lot more involved, so you kinda need that balance between ROM hacking and homebrew development. ____________________ My YouTube Channel |
XTTX |
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Flurry Level: 36 Posts: 231/251 EXP: 304281 Next: 3829 Since: 04-14-08 From: DTOWN Last post: 2390 days Last view: 65 days |
Thanks for the update RetroRain! Looking forward to hearing more of your progress! |
RetroRain |
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Fuzz Ball Level: 66 Posts: 945/994 EXP: 2437930 Next: 23921 Since: 09-30-07 Last post: 1933 days Last view: 956 days |
After a couple of months of a break, I felt like resuming this project!
I have successfully implemented a basic object system, and I have put in Megaman's first sprite. For testing purposes, he can be moved up, down, left and right. I have put in a lot of code so far. I can't believe how far I have gotten with this project! Video of Latest Progress: For the next video, I want to show Megaman's first step and running, and be able to switch the color of Megaman with the select button. ____________________ My YouTube Channel |
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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