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Main - ROM Hacking - Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) | New thread | New reply |
MiniCompute |
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Bubble Level: 66 Posts: 974/981 EXP: 2420104 Next: 41747 Since: 04-25-07 Last post: 482 days Last view: 691 days |
Posted by Synthetekh This just looks too awsome, any chance we will see a quick clip of this in action ? |
Synthetekh |
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Ninji Level: 35 Posts: 195/239 EXP: 261162 Next: 18774 Since: 08-15-10 From: New Mexico, USA Last post: 87 days Last view: 16 hours |
Wow awesome, I'm glad to hear such positive feedback on the weapon bar icons.
I ended up getting really busy this summer (or I'd have all game's icons done); working on learning homesteading which is a lot to learn one bit at a time, but yeah maybe I can implement these MM3 icons into the game soon since I've already drawn that set and put out a video demoing them. |
Synthetekh |
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Ninji Level: 35 Posts: 196/239 EXP: 261162 Next: 18774 Since: 08-15-10 From: New Mexico, USA Last post: 87 days Last view: 16 hours |
I also improved the characters and their color palettes earlier this summer.
And Roll's Weapon Colors for all games (even MM11) has been nearly done since then as well (I'll finish them pretty soon and show). I haven't changed Protoman's idle stance to quite his normal style though (where his arms are out further), will have to see what works out best later. Maybe I'll leave it, maybe it should be changed, seems to be working out fine now I suppose. Another note: All the 3 additional characters (not Megaman) require 3 colors beyond the first palette line, but I've found a clever way to get those extra 3 (even up to 5, which will be nice for charged plasma shots)! And then I can actually use them to define Rush's red colors better. Newer: Before: |
Stifu |
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Cobrat Level: 56 Posts: 648/666 EXP: 1360537 Next: 37639 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Nice to see you're actively working on this. If you need it, I could help a bit. I don't have much free time, but I could help with quick sprite work, like (re)designing characters or fixing Megaman's running animation, for example. |
Synthetekh |
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Ninji Level: 35 Posts: 198/239 EXP: 261162 Next: 18774 Since: 08-15-10 From: New Mexico, USA Last post: 87 days Last view: 16 hours |
Oh sure thing, thank you Stifu. Yeah anything that looks appealing to you to work on feel free to give it a go (or as many you want), whatever pace is good for you, and certainly no pressure nor obligation. This project's moving along gradually anyway so take your time. |
Stifu |
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Cobrat Level: 56 Posts: 649/666 EXP: 1360537 Next: 37639 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Alright! Could send me Megaman's running frames? I'll see if I can make the animation as impactful as the NES version. |
Synthetekh |
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Ninji Level: 35 Posts: 199/239 EXP: 261162 Next: 18774 Since: 08-15-10 From: New Mexico, USA Last post: 87 days Last view: 16 hours |
Cool, I'll message you them in a bit!
--- I'll show some more stuff while I'm at it: I did a rough beta test design of Megaman's Charged Plasma Shot way back in 2014 that I never ended up showing before. Not quite sure what direction I'll go with it yet though. . . . . . . . . . |
MiniCompute |
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Bubble Level: 66 Posts: 976/981 EXP: 2420104 Next: 41747 Since: 04-25-07 Last post: 482 days Last view: 691 days |
That Mega Buster Mk-1 looks almost like X's buster level 3 charge shot.
Synthetek, I love the great progress you made, but don't wear yourself out k ? |
Stifu |
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Cobrat Level: 56 Posts: 650/666 EXP: 1360537 Next: 37639 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Okay, here's a quick test.
The goal is to make it closer to the NES original, by making key frames stand out more. I have not altered the graphics, I've only tweaked the frame durations. Mega Man NES (frame durations in frames: 7, 7, 7, 7) Mega Man MD (frame durations in frames: 5, 5, 5, 5, 5, 5) Mega Man MD tweaked (frame durations in frames: 2, 5, 7, 2, 5, 7) Thoughts? |
Synthetekh |
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Ninji Level: 35 Posts: 200/239 EXP: 261162 Next: 18774 Since: 08-15-10 From: New Mexico, USA Last post: 87 days Last view: 16 hours |
That is looking a lot more impactful now, definitely closer to the NES. In the original WW he barely touches his foot down in front so briefly (can't even walk that way in RL), but now it actually lands down pretty nicely. I just played with the values, and seems like you got it as spot on as it can get.
His head bob stands out more now, but only really in game when moving left/right (walking in place looks pretty good still with that). Maybe some redrawing will be needed for it, possibly not. Head moves down 2 pixels in the NES, but 3 here. It's definitely taking it much more in the right direction now. |
Stifu |
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Cobrat Level: 56 Posts: 651/666 EXP: 1360537 Next: 37639 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Glad you like it. It's true that his head moves more than the NES version does (3px vs 2px), but then again, he's also a bit taller, so it's understandable.
Here are alternative versions: Head movement: 2px down for the 3rd frame, then 3px down for the 6th frame (ie: 1, 0, 2, 1, 0, 3) Head movement: 2px down for the 3rd frame, then 2px down for the 6th frame (ie: 1, 0, 2, 1, 0, 2) Maybe the better stability of the bottom one is more appealing, I'm not sure. Gotta check in game. Hopefully you can easily rip the frames from the GIF by just dividing their size by 10. If not, let me know. |
Synthetekh |
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Ninji Level: 35 Posts: 201/239 EXP: 261162 Next: 18774 Since: 08-15-10 From: New Mexico, USA Last post: 87 days Last view: 16 hours |
Yeah I got them ripped easily through Photoshop.
I think the 2nd of the two looks best here, but not enough movement in game. The 1st one looks best in game I think, feels more properly impactful, but in between that it appears somewhat like his head floats a bit, and then takes a quick dip. Looks like mostly the timing that each is held. Seems like it's getting pretty close! I think I forgot to give you the address of Megaman's Gfx. There's 5 sections, but these frames are in the 1st, which is from 815D2 - 855B1 (3FE0 Bytes). |
Stifu |
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Cobrat Level: 56 Posts: 652/666 EXP: 1360537 Next: 37639 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Okay, let's keep going with the top one, then. I'm not sure how to improve on it.
The only idea I have would be to further tweak the frame durations to best fit the updated graphics. Instead of 2-5-7, 2-5-7, we could go for 3-4-7, 3-4-7. That makes the head movement slightly more continuous. What do you think? |
Synthetekh |
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Ninji Level: 35 Posts: 202/239 EXP: 261162 Next: 18774 Since: 08-15-10 From: New Mexico, USA Last post: 87 days Last view: 16 hours |
Darn, 3-4-7 improves the head bobbing, but makes the walk stride faster like a brisk pace, and too fast in relation to his walk speed (which I wouldn't want to change).
It's pretty nice, and close, where it's at now with the top one as 2-5-7 though. Could maybe leave it like that. |
Stifu |
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Cobrat Level: 56 Posts: 653/666 EXP: 1360537 Next: 37639 Since: 02-22-07 Last post: 678 days Last view: 300 days |
I've got new ideas that would work if we introduce a 7th frame.
On this one, I have split the 6th frame in two, in order to smoothen the head movement. I think the result looks a bit weird, as if the head is not firmly connected to his body. This could look less weird if I completely change his body on one of the split frames, so that each of the 7 frames have a different body position. That one is simply a mix of the my last 2 gifs. It has 12 frames rather than 6, the first 6 frames are the animation with the stable head (2px down each time), the last 6 frames are the animation that ends with the more accuentated head movement (3px down). You can see his head visually connects with his front hand on the second animation cycle, but not on the first one. |
Synthetekh |
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Ninji Level: 35 Posts: 203/239 EXP: 261162 Next: 18774 Since: 08-15-10 From: New Mexico, USA Last post: 87 days Last view: 16 hours |
Yeah I'm seeing exactly the same as everything you've said there.
Go ahead and try a 7th frame, or more if needed, and let's see what we get from it. |
Stifu |
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Cobrat Level: 56 Posts: 654/666 EXP: 1360537 Next: 37639 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Did you try that last one in game, the one which alternates the 2 run cycles? If so, what did you think of it?
If you don't like it, I'll try to come up with something else. |
Synthetekh |
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Ninji Level: 35 Posts: 217/239 EXP: 261162 Next: 18774 Since: 08-15-10 From: New Mexico, USA Last post: 87 days Last view: 16 hours |
MM1 Weapon Bar Icons are in!.... finally~
Merry Christmas: Spoiler:
I took a ridiculous amount of time to complete this set... 11 months (and I didn't work on the last icon- Magnet Beam, for 5 months lol.. darn). I'm going to try not to ever do that again. For reference I completed the MM3 Icon set in only 2 days from start to finish, according to the dates on my backup files. Most of the MM1 Icons took me around 3 days each to complete, as they were more difficult (especially Electric, Ice, and Fire, even cut blade ironically due to the shading complexity), but it didn't need to take 11 months D: MM2's Icons are next! ... and then.. MM4 - MM11 ... ;D Also an update to MM3's Icons that I've been holding onto for a while: (623 bytes collapsed: |
hossbags2 |
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Micro-Goomba Level: 9 Posts: 14/14 EXP: 3102 Next: 60 Since: 09-12-14 Last post: 697 days Last view: 494 days |
are there any updates to this project? |
Synthetekh |
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Ninji Level: 35 Posts: 224/239 EXP: 261162 Next: 18774 Since: 08-15-10 From: New Mexico, USA Last post: 87 days Last view: 16 hours |
Just those MM1 Icons from December. Time's been flying by faster than I like, and somehow it's already been 5 months.
I've got the colors for the different powers in MM2 decided already, and I'll start working on the MM2 Weapon Icons pretty soon. After that I'll start re-coding how the game loads sprite colors, allowing for more flexibility so I can squeeze in the colors for these fancy Icons (the game has a system that auto loads a Sprite's Colors as it comes into the screen). There's just enough space in the Genesis Color Palette to make them work, if I split the top row of colors (in the image) onto a separate Color Palette Line (using some extra 8x8 Tiles). And then I'll re-code the Input in the game so it can use a 6 Button controller and allow you to switch weapons without having to go into the Weapon Menu. - Then I'll release a demo of this hack. And after that I'll probably draw more of the frames for the characters so they can all be implemented into the game. And then from there I think I'll work on a mix of re-coding / adding sub routines as needed while also expanding it to include content from MM4 - MM11. |
Main - ROM Hacking - Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) | New thread | New reply |
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