Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,435,201
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-19-24 09:07 AM
Guest: Register | Login

0 users currently in ROM Hacking Related Releases | 1 guest | 1 bot

Main - ROM Hacking Related Releases - Mega Man V - Second Strike New thread | New reply


Ness
Posted on 03-02-17 11:22 AM (rev. 3 of 03-03-17 11:06 AM) Link | Quote | ID: 164939


Red Goomba
Level: 14

Posts: 1/38
EXP: 11955
Next: 1116

Since: 03-02-17
From: France

Last post: 1462 days
Last view: 1462 days
Hi, I'm new to this forum

I just released a Mega Man V hack called Second Strike

http://www.romhacking.net/hacks/3343/

It intends to offer classic style Mega Man gameplay by drawing into what I consider to be MM5's untapped potential.

Screenshots:








Gameplay changes:

a) Stages:
- All new stage layouts.
4 of them include MM6 style forking paths (Stone Man, Charge Man, Wily Fortress 1 and 2).

b) Enemies:
- Altered bosses behaviour. All of them, at varying degrees.
- A few other enemies also got their behaviour slightly altered.

c) Weapons:
Altered weapon behaviour for:
- Power Stone
- Napalm Bomb
- Crystal Eye, which was also renamed to Crystal Orb.

d) Other:
- The hit detection of the charge shot was slightly reduced, and its art changed accordingly.
- Reduced invicibily frame time of bosses after they get hit.
Both of these changes aim at making the regular buster shot a more viable solution in combat.
- Reduced item drop rate of enemies, making it more on par with previous MM games.
- Weaknesses of bosses were changed.
- Rush Jet and Super Arrow are acquired in different stages. Passwords were changed accordingly.


Credits:
- Steambull: Beta testing, ideas
- Anons of /vr/: Hacking help

Built using:
- The "rock5_bossroomjump" patch by Rock5easily
- MM5 hex editing documentation by Rock5easily
- MegaFLE X by Matrixz and Kuja Killer
- FCEU X emulator

Special thanks to Matrixz, Kuja Killer and Rock5easily.

Feedback always welcome.

Enjoy!

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

EggplantPimp
Posted on 03-02-17 09:18 PM Link | Quote | ID: 164941


Buzzy Beetle
Level: 44

Posts: 270/378
EXP: 578643
Next: 32642

Since: 04-30-07
From: Boo York, Home Of The Big Pumpkin

Last post: 1245 days
Last view: 1245 days
Posted by Ness
Hi, I'm new to this forum

I just released a Mega Man V hack called Second Strike

http://www.romhacking.net/hacks/3343/

It intends to offer classic style Mega Man gameplay by drawing into what I consider to be MM5's untapped potential.

Gameplay changes:

a) Stages:
- All new stage layouts.
4 of them include MM6 style forking paths (Stone Man, Charge Man, Wily Fortress 1 and 2).

b) Enemies:
- Altered bosses behaviour. All of them, at varying degrees.
- A few other enemies also got their behaviour slightly altered.

c) Weapons:
Altered weapon behaviour for:
- Power Stone
- Napalm Bomb
- Crystal Eye, which was also renamed to Crystal Orb.

d) Other:
- The hit detection of the charge shot was slightly reduced, and its art changed accordingly.
- Reduced invicibily frame time of bosses after they get hit.
Both of these changes aim at making the regular buster shot a more viable solution in combat.
- Reduced item drop rate of enemies, making it more on par with previous MM games.
- Weaknesses of bosses were changed.
- Rush Jet and Super Arrow are acquired in different stages. Passwords were changed accordingly.


Credits:
- Steambull: Beta testing, ideas
- Anons of /vr/: Hacking help

Built using:
- The "rock5_bossroomjump" patch by Rock5easily
- MM5 hex editing documentation by Rock5easily
- MegaFLE X by Matrixz and Kuja Killer
- FCEU X emulator

Special thanks to Matrixz, Kuja Killer and Rock5easily.

Feedback always welcome.

Enjoy!


RHDN doesn't allow hotlinking images, but I'll give your hack a spin, thanks for making it!

____________________
- Nikki

Ness
Posted on 03-03-17 11:07 AM Link | Quote | ID: 164951


Red Goomba
Level: 14

Posts: 2/38
EXP: 11955
Next: 1116

Since: 03-02-17
From: France

Last post: 1462 days
Last view: 1462 days
Posted by Stufid

RHDN doesn't allow hotlinking images, but I'll give your hack a spin, thanks for making it!


Okay I changed the pictures.

Enjoy the hack!

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 03-07-17 01:45 PM (rev. 2 of 03-07-17 01:47 PM) Link | Quote | ID: 165108


Red Goomba
Level: 14

Posts: 4/38
EXP: 11955
Next: 1116

Since: 03-02-17
From: France

Last post: 1462 days
Last view: 1462 days
Romhack updated to v1.2!

http://www.romhacking.net/hacks/3343/

To anyone who's already downloaded it please update to this version.

It has quite a lot small of improvements and changes which make the experience a lot better.

List of changes:
- Changed some weapons damage relation toward some enemies, mainly making Power Stone stronger
- Improved hit detection for Darkman 1 and Darkman 3
- Fixed Darkman 3 so that he no longer create an infinite loop of freezing
- Improved bullet spawn placement of Darkman 4's shots (no longer possible to exploit)
- Improved hit detection for Crystal Joes (shots no longer go through their feet)
- Improved behaviour of Big Pets (Wily stage 1 boss)
- Improved behaviour of Circring Q9 (Wily stage 2 boss), also changed his palette
- Mizzile enemy (the 'Rocket going up' enemy in Napalm Man stage): fixed their hit detection,
also now they can die now and they're weak to Star Shield
- Changed placement of the 'Megaman V' letters in Wave Man stage and Star Man stage
- Gyro Man stage: improved the segment after the checkpoint,
also deleted a spike in the first row of spikes of the elevator
- Wave man Stage: changed a couple of platforming segment jumps
- Wily Stage 1: changed a couple of enemies to avoid flicker possibility
- Bossrush: fixed palette of Crystal Man room and changed the layout of Crystal's and Stone's rooms


Also FYI the hack is compatible with rock5easily's "lite" and "weapon select" patches. So if you want a lagless experience and/or to be able to switch weapons on the fly, you can apply his patches on top of the hack.

And if you want a sneak peek I've recorded a full playthrough of the hack, played on Famicom2.

https://www.youtube.com/watch?v=gFV74ljVuaE

Enjoy!

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

EggplantPimp
Posted on 03-07-17 08:28 PM Link | Quote | ID: 165115


Buzzy Beetle
Level: 44

Posts: 295/378
EXP: 578643
Next: 32642

Since: 04-30-07
From: Boo York, Home Of The Big Pumpkin

Last post: 1245 days
Last view: 1245 days
Thanks for the update, I'll replace it and give it another go...

____________________
- Nikki

Mnoel02
Posted on 03-10-17 09:15 PM Link | Quote | ID: 165144


Micro-Goomba
Level: 11

Posts: 15/17
EXP: 5148
Next: 837

Since: 07-13-09

Last post: 2165 days
Last view: 2165 days
Hello you made a great hack of Mega Man V and have a good day.

KCEXE
Posted on 03-16-17 02:38 AM Link | Quote | ID: 165190

Newcomer
Level: 8

Posts: 9/9
EXP: 1751
Next: 436

Since: 10-11-12

Last post: 2591 days
Last view: 1909 days
I've been wanting to try out this hack all week. Looks really promising. Unfortunately, RDHN shut down... Could you provide a mirror to the latest version?

EggplantPimp
Posted on 03-16-17 03:06 AM Link | Quote | ID: 165191


Buzzy Beetle
Level: 44

Posts: 315/378
EXP: 578643
Next: 32642

Since: 04-30-07
From: Boo York, Home Of The Big Pumpkin

Last post: 1245 days
Last view: 1245 days
I love everything about this hack, makes me wanna hack MM5 now!

____________________
- Nikki

Ness
Posted on 03-16-17 10:10 AM Link | Quote | ID: 165194


Red Goomba
Level: 14

Posts: 8/38
EXP: 11955
Next: 1116

Since: 03-02-17
From: France

Last post: 1462 days
Last view: 1462 days
Hey, thanks for the kind words.

Here is a mirror of the patch, latest version, until RHDN is back online:

http://www5.zippyshare.com/v/4AWu6qXr/file.html

There are still a few things I and other people noticed that should need fixing, but it's nothing major. Still, I might do another update of the hack at some point, so shout if you find anything.

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 07-21-17 12:24 PM (rev. 2 of 07-21-17 12:24 PM) Link | Quote | ID: 165782


Red Goomba
Level: 14

Posts: 21/38
EXP: 11955
Next: 1116

Since: 03-02-17
From: France

Last post: 1462 days
Last view: 1462 days
Hi,

I've been working on an update of the hack that fixes and improves on plenty of small things.

Does anyone have any comment / suggestion? Things they thought was unfair, didn't feel classic, glitchy ?

Here is what I've done so far:

- Gyro Man stage: Fix possibility to backtrack to the previous screen during the elevator ride
- Stone Man stage: Fix possibility to get stuck due to the destructible blocks (room with E-tank) + moved a moving platform to avoid possibility of unfair pixel jump
- Gravity Man stage: Fix possibility to get stuck (scroll after checkpoint)
- Protoman Castle stage 3: Changed some enemy placement to avoid flicker possibility + fixed some bg graphics
- Wily Castle stage 2: Made the ladder at the end of the 2nd water segment slightly higher to avoid glitch with water splash sprite. Also slightly modified enemies and got rid of a pixel jump in that area.
- Wily Capsule : made his X axis energy shot slightly higher, so that the player better understands he can slide underneath

- Reduced some speed values for Gyro Man and Charge Man
- Altered Napalm Man's behaviour: homing rockets, more likely to use them; and also changed the layout of his 2 boss rooms
- Darkman 2's "satellite" is now animated with new art
- Altered Wily Machine (the tank form) a little to make it less "hacky" and slightly more different from the original
- Graviton enemy: their shots are now time based, instead of spawning another one as soon as the first is destroyed
- Pukapucker enemy: the "head ball" comes off as soon as you hit the base once. Also the base is no longer destroyed if you destroy the ball.
- Mizzile enemy (rockets going up in Napalm Man stage): after you destroy one, there is now a small delay before another one spawns.
- Fixed the timer and explosion for MM's Napalm Bomb

thank you

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Googie
Posted on 08-01-17 03:03 AM Link | Quote | ID: 165796


Giant Red Paratroopa
Level: 77

Posts: 1303/1407
EXP: 4178740
Next: 12389

Since: 02-19-07
From: Brooklyn, NY

Last post: 2 days
Last view: 2 days
Can't wait for the new update.

____________________
My Linktree

BaronHaynes
Posted on 09-06-17 07:41 AM Link | Quote | ID: 165900


Red Goomba
Level: 15

Posts: 31/43
EXP: 16088
Next: 296

Since: 05-22-15

Last post: 2370 days
Last view: 2353 days
I have a small suggestion/request - it seems like Protoman's jet and coil won't summon while there's a dust sprite on the screen from sliding. He just fires like jet or coil is already out. Once the sprite despawns, the summon works fine.

This is a very minor thing, it just reduces the functionality of jet and coil in a speedrun setting. It will probably only bug me, so if it would take real effort to fix, don't worry about it.

Fun hack

Ness
Posted on 09-16-17 09:18 PM Link | Quote | ID: 165918


Red Goomba
Level: 14

Posts: 28/38
EXP: 11955
Next: 1116

Since: 03-02-17
From: France

Last post: 1462 days
Last view: 1462 days
Good point, I didn't think of that. I moved which slot the sliding cloud sprite uses so that I could use slots 5, 6 and 7 for deflected shots; so now it uses the same slot as P/R Coil.
I noticed that the cloud wouldn't appear if Coils were on screen, but I didn't think of the contrary.

I could easily make it so that it deletes the cloud if there is one. If I ever do an update, I'll include that.

Let me know when your videos are up.

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

BaronHaynes
Posted on 09-19-17 09:25 PM Link | Quote | ID: 165920


Red Goomba
Level: 15

Posts: 32/43
EXP: 16088
Next: 296

Since: 05-22-15

Last post: 2370 days
Last view: 2353 days
Will do.

Here's a speedrun routing demonstration I did in FCEUX, I'm still working on castles (and considering getting the Proto Dash to make those levels easier):

https://www.twitch.tv/videos/172715294

Main - ROM Hacking Related Releases - Mega Man V - Second Strike New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.026 seconds. (324KB of memory used)
MySQL - queries: 102, rows: 127/127, time: 0.018 seconds.