Points of Required Attention™
Smaghetti, a new Super Mario Advance 4 editor, is currently in development! Check out the thread HERE!

Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,319,216
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 03-29-24 12:34 PM
Guest: Register | Login

0 users currently in ROM Hacking Related Releases | 1 guest

Main - ROM Hacking Related Releases - Megaman: The Wily Wars - Classic Fluency New thread | New reply

Pages: 1 2

Synthetekh
Posted on 08-09-18 09:19 AM (rev. 9 of 08-11-18 08:55 PM) Link | Quote | ID: 166453


Ninji
Level: 35

Posts: 173/239
EXP: 260614
Next: 19322

Since: 08-15-10
From: New Mexico, USA

Last post: 66 days
Last view: 4 days
What this is:

A hack of just the basic game to fix the issues with Wily Wars and implement various improvements wherever fitting so the game plays very smoothly.
- It should feel classic, but I don't mean it as in the sense of being just like the NES version, as that isn't really my goal. It's really meant as a fix for all the issues Wily Wars has.
- There are a few Graphical and Color adjustments done where I thought appropriate, but I want to leave that stuff as original as I can.


There are so many tons of things to fix / improve that finishing all of that will take me quite a while longer and I need a break, so for now the essential + other major issues with the game are improved / fixed, except very notably the unfortunate lag when certain sprites are on screen such as the Yellow Devil, Gemini Laser, etc, as that is most likely due to a slow Collision Detection system.
For now you can remove the lag with the CPU Overclock option in either the Regen or RetroArch ('Genesis Plus GX' Core) Emulators (let me know if there are others).

An EEPROM version is planned for later but I still have stuff to understand with how to restore that properly and while still fully removing the Checksum Security (seems like both Routines are mixed together or something weird), so the SRAM version is the only option right now.
I would like to provide all of these things for the Jap version at some point too.

Here's what's been changed so far:
- Region changed from Europe to USA so it runs at normal speed.
- The (SRAM Patch) disabled Checksum Security Routine still added up every Byte of the ROM making it take a few seconds to show the Sega logo, now it skips doing that so it's instant.
- Default Controls: From B C A -to- A B C (an original Control Config. version is included)
- Plasma Shot Speed is like the NES, and Repeat Fire Delay on it is completely removed.
- Repeat Damage Delay is completely removed on all Non-Boss Enemies and most Castle Bosses, and Robot Masters have a shorter delay. I adjusted everything to what felt natural and is similar to the NES.
- Can open Weapon Menu while firing, and all Weapons/Items that broke from this are fixed; Electric + Fire Storm + Platforms 2 & 3 (couldn't fire any weapon again for an almost infinite length of time), and Flash (would not unfreeze some enemies).
- MM3 Weapon Menu: Delay Time after choosing Rush reduced.
- The MM3 Weapon Get Screen now lets you hear the full song twice (instead of just the beginning), and you can end it early by pressing any button except the D-Pad as soon as Megaman changes color.
- Jump Power: Slightly higher so you don't get caught on the corners of 3 Block high ledge as easily, and can more reasonably jump over 4 Block wide pits while still leaving it a slight challenge.
- Plasma: Fixed the collision box size and placed in the center of Megaman's Arm Cannon (rather than underneath some); although it changes the position of it while he's on a ladder, so now that needs it's own Y Position added.
- MM3 Wily Machine (Stage 5) Sprite Mappings: Since I made the plasma hitbox correctly sized, the hit box for the thing you hit under Wily's Machine had to be pushed up a pixel so you still have to jump + shoot.

~ Graphics ~
- MM3 Weapon Icons have color (Snake needs to be green still, must load in more colors); they look the same as WT's now.
- WT Weapon Menu Icons are fixed where needed (see Rush and Air Shooter for example), except Leaf and Snake need to be green.
- MM2 Wily Stage 1: Removed a small piece of cloud in the BG that was missing its left side (I think I removed it because it looked cluttered with the extra cloud maybe?.. I made that decision a long while ago).

~ Level Color Palettes ~
- Gemini Man: Adjusted the Purple Crystal Cylinders to be Blue like they should be. Made the inside area's BG look slightly more defined by bringing out one of the colors more.
- Ice Man: Made the colors bright and clear instead of being sorta gloomy and drab, although it looks like a sunny day now instead of perhaps stormy. Adjusted the Brick blocks to be slightly more blue and also some of the inside area's BG.

~ Player Color Palettes ~
- Fire Storm: Made the yellow less green-ish and the red slightly less orange.
- Atomic Fire: Made the yellow less green-ish.


------
The changes made at this point may not look like much more than what I plan to work on fixing next, but I really simplified the details of what it took for what's done so far.
I could make a video to demonstrate while comparing to the original game, but I'll leave that for another day soon.
If you see any changes that you really think don't belong (such as Iceman's Stage colors being adjusted), let me know and I'll consider reverting them.
------


Major issues that are likely to be fixed next:
- Give MM2 and WT their own delay time after defeating a Boss, as now they exit a bit soon since fixing the long delay MM3 had (they all share values).
- Magnet Missile Derps out when turning a corner, delaying and thus causing it to more easily miss enemies.
- When completely up against a wall, Megaman can't slide away from it (fall next to it off a ledge or get hit to push you up against it).
- Flash (Time Stopper) needs to be cancelled when a Boss appears, or it wastes all your Energy before starting the battle.
- Flash (Time Stopper) needs to not consume Energy while opening a Boss Door.
- MM2 Weapon Get Screen is a bit slow to go through; speed up the text and allow to skip through it.
- MM3 Wily Castle Map slowly drawn paths and taking a while to start drawing.
- Firewaves in Fireman's stage spawning at too fast of intervals to walk through.
- When loading a Stage it only resets full bars of Weapon Energy while skipping the fractions. For example if you use Needle Cannon which consumes a value of 0x0040, and a stage is then beaten with the second Byte at 0xC0, your refilled Weapon Energy will be 0x1CC0 instead of 0x1C00, giving you 3 extra shots at the start of the next stage.

Spoiler:
Three planned features for a bit later:
- A 'No Save' game file.
- 6 Button Controller support and the ability to switch Weapons on the fly.
- I have a couple ideas to make Frozen enemies blue and icy looking (Ice Slasher). I can make a Sub Routine to change them to Megaman's Palette line and redraw with his blue and white colors (making a copy of the sprite's gfx in VRAM but NOT in the ROM data), or I can set an icy looking sprite overtop or both, and if you switch off of Ice (they stay frozen) it can just keep the icy overlay; we'll see what looks best.



Enjoy~
Megaman - The Wily Wars - Classic Fluency v0.9 - (Not the actual North American version, but region converted from the European ROM)



Zynk
Posted on 08-09-18 02:21 PM Link | Quote | ID: 166454


Purple Leever
Level: 32

Posts: 185/209
EXP: 195324
Next: 11118

Since: 10-19-12

Last post: 52 days
Last view: 1 day
Hey Welcome back!

The gameplay changes does feel smoother and shooting does not feel delayed, I can shoot three shots without out running it. Speaking of which, I think the MD game made Mega Man a little quicker than the NES, maybe you could adjust his speed to match the NES? I like the palette changes in Ice Man's stage (which I quickly notice, it bothered me that they made it a drab looking), now the background is much cooler.

Btw, about collisions, do you notice that enemy projectiles pass through Mega Man's head without getting hit? Maybe because Capcom changed his sprite design and made him taller, but they did not touch his hit boxes.


Spoiler:
PS: Maybe not call the ROM as "USA version" since there is no such thing but the "Europe version" (or am I mistaken). :confused:


____________________

Synthetekh
Posted on 08-09-18 05:15 PM (rev. 3 of 08-09-18 07:12 PM) Link | Quote | ID: 166455


Ninji
Level: 35

Posts: 174/239
EXP: 260614
Next: 19322

Since: 08-15-10
From: New Mexico, USA

Last post: 66 days
Last view: 4 days
Thanks Zynk!

I pretty well went into hiatus this past year. I thought for a while I'd start having more time and then the opposite just happened lol.
Btw if there's anything you're still needing help with just let me know and I'll get back to it!~ I think it's safer to say that I'm finally back; I'll take breaks here and there of course, but it feels much more the time in my life to start getting things done.


Yeah his walking speed is certainly quicker, and his slide slightly longer to match, although... I kinda like it.. a lot haha. That was the issue I found with the NES games~ although the shooting is faster the walking always felt slow to me.
If you want to play with it, the Walking Speed is at (2 Bytes for each direction):
2E06C: Megaman Walk Speed (outside Water) / Amount (X Axis) - Left
2E094: Megaman Walk Speed (outside Water) / Amount (X Axis) - Right
Note however that something needs to be fixed with it: He can more easily land on X Coordinates that are in between a solid pixel (that's another programming fix that needs to be made), but that's more a tiny tiny issue for jumping over 4 block-wide pits really.

Yeah you're right, the collision box on his head does seem a little short. Not as much when jumping into the roof from what I can tell, but with projectiles and enemies landing down on him. Glad you mentioned it, I forgot to write mark it down in my 'fix list' a while back.

I'm glad you're enjoying the new colors for Iceman's Stage, I couldn't stand the drab look either lol, and I think I'd hate to revert them.

Spoiler:
Yeah I'm not sure what to state the region as, since data-wise it's USA region converted form the European ROM. I feel it's a little deceptive (though people do tend to assume it's the Europe ROM anyway it seems) since it's not the Capcom of America produced ROM. I was thinking that if I ever get the actual North American one, maybe I'd name it with (U)..?, since games are typically listed as (U), (J), or (E).



Question of preference: Should I make it so you can shoot 3 shots instead of 2 with Rush? - I could personally go for 3, but it is actually only 2 in the NES version as well, so would that feel a little over-reached to anyone (I noticed too that it actually counts spawning Rush against his available shots... I wonder if that's a bug by any chance)?
- I'm also thinking of making Rush Marine's single shot (while inside) more of a small torpedo than a dinky little plasma shot.


Zynk
Posted on 08-10-18 07:39 AM Link | Quote | ID: 166456


Purple Leever
Level: 32

Posts: 186/209
EXP: 195324
Next: 11118

Since: 10-19-12

Last post: 52 days
Last view: 1 day
Posted by Synthetekh
Thanks Zynk!
Btw if there's anything you're still needing help with just let me know and I'll get back to it!~ I think it's safer to say that I'm finally back; I'll take breaks here and there of course, but it feels much more the time in my life to start getting things done.
Yeah I'll DM you later when I have time. I'm taking a break on my hack as well.

Posted by Synthetekh

Question of preference: Should I make it so you can shoot 3 shots instead of 2 with Rush? - I could personally go for 3, but it is actually only 2 in the NES version as well, so would that feel a little over-reached to anyone (I noticed too that it actually counts spawning Rush against his available shots... I wonder if that's a bug by any chance)?
- I'm also thinking of making Rush Marine's single shot (while inside) more of a small torpedo than a dinky little plasma shot.

Rush Marine shots should be more than 1. I would like to shoot 3 shots too. Also, Rush Marine with open mouth while shooting would be an improvement, though 3 does not have that animation, MM4 does.

____________________

Alien-Type-0
Posted on 08-11-18 04:26 PM Link | Quote | ID: 166457


Level: 20

Posts: 26/92
EXP: 42117
Next: 322

Since: 01-02-18

Last post: 1659 days
Last view: 1507 days
Posted by Synthetekh
What this is:

Here's what's been changed so far:

- Default Controls: From B C A -to- A B C
- Plasma Shot Speed is like the NES, and Repeat Fire Delay on it is completely removed.


~ Level Color Palettes ~
- Gemini Man: Adjusted the Purple Crystal Cylinders to be Blue like they should be. Made the inside area's BG look slightly more defined by bringing out one of the colors more.
- Ice Man: Made the colors bright and clear instead of being sorta gloomy and drab, although it looks like a sunny day now instead of perhaps stormy. Adjusted the Brick blocks to be slightly more blue and also some of the inside area's BG.




1. Please switch back the controls to default, the way you have it now is just horrible.

2. The big & small cell blocks in gemini mans stage, find a icy or navy blue color to make it nes like.

3. Ice mans stage is in the north pole, so his level should feel stormy and gloomy since its his area.
The light sky blue should be toned down some but its your show so I'll leave it up to you.

4. Let the rush marine have a straight plasma shot like in the original.
Changing it to a 3 shot is really pointless, it will slow up things like in mega man 5 for the gameboy.


Synthetekh
Posted on 08-11-18 07:46 PM (rev. 6 of 08-11-18 08:50 PM) Link | Quote | ID: 166458


Ninji
Level: 35

Posts: 175/239
EXP: 260614
Next: 19322

Since: 08-15-10
From: New Mexico, USA

Last post: 66 days
Last view: 4 days
1. Wow, I'm a little surprised when it comes to the controls. I could see that when it comes to playing with an official 3 Button Genesis controller since the A Button doesn't stick out as high as B and C, or if for whatever reason you like to map B on the left and C at the bottom of the 4 buttons that controllers these days have and stick A off somewhere else; I just do mine from left to right as it would normally be (I think it would mix up my mind to stick A on the right side or up top).
I feel it awkward as can be to have shoot where jump always is (bottom) in just about every single game, and jump off on the right of the four buttons. And no other Megaman game that I'm aware of does that. And I found it unfortunate that all the buttons on Genesis controllers have that reversed angle and the A Button sunken in a little (B as well, just less so).
I just added a separate patch with the original controls for anyone that prefers it that way which I was already thinking would be the way to go, but it would drive me absolutely crazy to have to deal with that as the standard. I could also make a feature to have a user made default (that can be reset of course), and the option to set different controls for each save file.


2. I could play with that, and I might like that too.

3. Yeah I thought that might be what they were doing but I don't know, for some reason I just really like the sunny look.. and it makes the ice feel a bit cooler to me as it's a little brighter. Really the Arctic can be either, it's not always stormy, so I guess it's more a matter of preference. Even if stormy, I think I'd still go for slightly different colors than they used to avoid the drab look. I'll play around with it more.

4. I'm thinking to completely agree on that as I don't want to change anything in such an unofficial way, and rather make an enhanced branch/version of this project that includes a few such little enhancements (also for example I find it ridiculous that Magnet Missile uses 2 bars, you hardly get to have any fun with it).


@ Zynk: On the Rush Marine shots for my now decided Branch of the project, I'd like to have 3 shots as well. I think it would be neat to maybe have the 1st of the 3 shots a torpedo hehe, but maybe that would feel awkward.. I'll have to play with it when I get there. And yeah Rush should open his mouth, so that'll be done for both versions of the project.

Zynk
Posted on 08-12-18 01:08 PM Link | Quote | ID: 166459


Purple Leever
Level: 32

Posts: 187/209
EXP: 195324
Next: 11118

Since: 10-19-12

Last post: 52 days
Last view: 1 day
Posted by Alien-Type-0

1. Please switch back the controls to default, the way you have it now is just horrible.

You can always change it in the Options on the fly.


Posted by Alien-Type-0

4. Let the rush marine have a straight plasma shot like in the original.
Changing it to a 3 shot is really pointless, it will slow up things like in mega man 5 for the gameboy.
Mega Man V Game Boy does not have a Rush Marine. If you meant Rush Space, he has 3 shots but it does not slow down the game.

____________________

Alien-Type-0
Posted on 08-12-18 03:03 PM Link | Quote | ID: 166460


Level: 20

Posts: 27/92
EXP: 42117
Next: 322

Since: 01-02-18

Last post: 1659 days
Last view: 1507 days
Posted by Zynk
Posted by Alien-Type-0

1. Please switch back the controls to default, the way you have it now is just horrible.

You can always change it in the Options on the fly.



I know you are trying to be helpful, but that still doesn't do anything good.
The way he set it up made jumping, shooting, sliding an absolute mess.
Try his configuration against shadow man, needle man, quick man, doc robot, electric man.
Evading quick hits, heavy hits, jumping over pitfalls is why it needs to be on default controls.
Sega genesis AI of mega man games is quicker than the NES version.

@Synthetekh: check and see if rushes plasma shots are seperate in the gfx file.
By the way the regular power ups in mega man 2 and up, could you copy those graphics into mega man 1 ?
For the longest time I have hated looking at them and it just looks absolutely boring.
They should be the same size if not just pixel trim them and it'll fit.

Synthetekh
Posted on 08-12-18 07:40 PM (rev. 4 of 08-12-18 07:50 PM) Link | Quote | ID: 166461


Ninji
Level: 35

Posts: 176/239
EXP: 260614
Next: 19322

Since: 08-15-10
From: New Mexico, USA

Last post: 66 days
Last view: 4 days
Even if whatever Rush power thing in the Gameboy MM5 were to lag it, it's honestly sorta irrelevant to Wily Wars since this has its own game engine + on more powerful system and Rush Marine isn't really a large nor complex sprite (if I remember right it even replaces Megaman, becoming one sprite).

Rushes Plasma is actually Megaman's when it comes to programming and gfx+colors. Though if needed for any reason I can easily give him his own. Rush does however have his own limit on # of shots and energy consumption (of course 0), and his own programming that adapts/injects Megaman's Plasma code into it.
All of the assets in Wily Wars are shared / completely accessible between all 4 games (while none are dependent on each other, for example you could remove any game from the compilation and it wouldn't harm the others), unlike SMAS where each game is literally its own game. Wily Wars is set up beautifully in that regard and in so many other ways .
The Sega's AI of these first 3 Megaman games is actually quite a bit slower, at what feels like a natural pace.... . Check out Megaman 3 on the NES again, many of the enemies, especially the Robot Masters are very hyper-active. Look at how fast a Hammer Joe throws his projectile compared to the Genesis version.

I'm not going to change the Health + Weapon Energy in MM1 to use from MM2 and up because I feel that it's tampering a little too much (on a side note, I won't remove the score + score balls even, though they are quite pointless), but I'll do it in my Branch of this project where I'll tamper a bit more.

-------------------------------------------------------------------------------------

For the controls to be so horrid, what kind of controller do you have, and how do you set your buttons in the Genesis emulator?
Is it a standard controller that has 4 primary buttons laid out in a diamond pattern like the SNES, PSX, and X-Box would have them?
Or are you maybe just using your Keyboard?
Could you share your setup with me so I know why it's working so badly for you?

Either way though, I've already included an 'Original Controls' version in the zip for you (and for anyone that wants to flash this game to a real Genesis Cartridge).


This is the Controller I use: - Logitech F510

Here's how I set my Genesis Buttons in the emulator:
Blue = A
Green = B
Red = C
(Yellow = Turbo A)

I feel like that's just the most natural way to do it. Even if I put B on Blue and C on Green to compensate.. where do I put A?, and then what happens when I play a game that actually uses all 3 Genesis Buttons? I don't know, it just seems weird to do it any other way.
Castlevania Bloodlines for example has Whip on A, Jump on B, and Special Weapons on C. If I set my controls different than I do it would absolutely wreck that game; the controls would be horrid unless I want to go into its Options every time I play it, and I can't count on every game having a Control Config.


Alien-Type-0
Posted on 08-12-18 10:34 PM Link | Quote | ID: 166462


Level: 20

Posts: 28/92
EXP: 42117
Next: 322

Since: 01-02-18

Last post: 1659 days
Last view: 1507 days
You must have tiny claws over there and yeah it still bothers me to game like that.
I have x= A a=B b=C on this controller shown below, A is what I use to jump I use b to shoot.
So its like playing on the nes or FECUX its nimble and quick for rapid shooting.


Bit offtopic but check this link and consider upgrading controllers I do 90% of my emulation and pc gaming on it.
https://www.amazon.com/Controller-Gamepad-Windows-PlayStation-Android/dp/B072JJHBRN/ref=sr_1_2?s=electronics&ie=UTF8&qid=1534105592&sr=1-2&keywords=zd+t

Synthetekh
Posted on 08-13-18 12:55 AM (rev. 13 of 08-13-18 04:05 AM) Link | Quote | ID: 166463


Ninji
Level: 35

Posts: 177/239
EXP: 260614
Next: 19322

Since: 08-15-10
From: New Mexico, USA

Last post: 66 days
Last view: 4 days
Woah.. omg... alright so if I've got this right you reach all the way across the Left and Right Buttons (if you have a gigantic thumb than I could see that work alright..ish, but except then I would imagine you'd hit the Top and Bottom Buttons sometimes), and then reverse the controls of how the NES works, where the NES games of course put shoot/run stuff on the Left and jump on the Right. And then also the gap between the NES's B and A buttons is smaller than reaching strait across with a diagonal 4 Button area.
How do you rapidly press shoot when you have to lay the back end of your thumb down on it over and over o.O?
None of the games I've ever played do that (and the SNES sure doesn't work that way), and even Wily Wars's default is okay to me on an actual Genesis Controller (but NOT on 4 Button Controller) because it has a line for its buttons, where you're simply shifting positions by making B shoot and C jump but the layout ends up the same (although that line is slightly upside down which is awkward but it's only by a slight bit so w/e).



Edit:
Wait hold on that doesn't even make sense because you don't use the Genesis A Button.

--- I'm thinking this is more what you meant (due to an inconsistency in how you described your buttons and what Wily Wars uses originally) ---
Did you mean 'a' on your controller is jump and put it as capital A by mistake? Either way it looks like you reverse your controls from the standard way most games adhere to, and even from the way Wily Wars officially does it because they put B as shoot (bottom button) and C as jump (would be the right button) and you would then have described it as reversing B and C (if you meant 'a' as in your controller's 'a').

And then that doesn't even make sense because Wily War's official default wouldn't work for you then... did you mean the bottom button is shoot (normally B in the game) and the right button is jump (C in-game) but just switched that up in your explanation as well??

And on the claw like finger thing you were saying, are you using two fingers instead of your thumb so you'd think I was probably using two fingers as well (which yes then would be awkward with shoot on the left side)?

Alien-Type-0
Posted on 08-13-18 05:28 AM Link | Quote | ID: 166464


Level: 20

Posts: 29/92
EXP: 42117
Next: 322

Since: 01-02-18

Last post: 1659 days
Last view: 1507 days
My thumb is on the A green button to jump when I need to shoot, I roll my thumb over and back to A
while running.
Think of it as Mega Man X on the snes, its kind of like that, keep up the good work.
I look forward to your next update, if you don't mind, give mega man in MM1 a little jump power.
That game alone has been the only one that I have trouble with the most and haven't beat it yet.


Synthetekh
Posted on 08-13-18 03:03 PM (rev. 4 of 08-14-18 08:10 AM) Link | Quote | ID: 166466


Ninji
Level: 35

Posts: 178/239
EXP: 260614
Next: 19322

Since: 08-15-10
From: New Mexico, USA

Last post: 66 days
Last view: 4 days
Hmm alright. Sounds maybe like Megaman X but with shoot being on the right?
I do mine exactly as Megaman X does it with shoot as the SNES Y button (Left) and jump as SNES B (Bottom).

Oh well anyway though, thank you for the support and encouragement!~ I will keep making awesome things happen with this game!


Hmm I increased the jump power slightly already for all the games including MM1 (they all use the same value).
In my other hack (Mega Edition) with the redrawn Megaman sprite I have the jump slightly higher, but due to a bug that makes him then able to barely jump up 4 block high walls (only on the right side, it boosts him up the top of the wall) I left it slightly lower in Classic Fluency. Once that's fixed this hack will get a slight further boost to the jump power as well.



Edit: Huh, well I guess I forgot to check Rush Marine on the NES while inside him... you can shoot 3 shots lol (but oddly not while outside). Why they downgraded him in Wily Wars to only have 1 shot I don't know, but I feel like realizing this + also now that all games from MM4 and up let you shoot 3 with all Rush/Beat/Eddie etc. abilities gives much more validation for just changing the more basic version of Classic Fluency to allow 3 shots.
What do you guys think, should I just do it?

Alien-Type-0
Posted on 08-14-18 01:49 PM Link | Quote | ID: 166467


Level: 20

Posts: 31/92
EXP: 42117
Next: 322

Since: 01-02-18

Last post: 1659 days
Last view: 1507 days
Posted by Synthetekh

Edit: Huh, well I guess I forgot to check Rush Marine on the NES while inside him... you can shoot 3 shots lol (but oddly not while outside). Why they downgraded him in Wily Wars to only have 1 shot I don't know, but I feel like realizing this + also now that all games from MM4 and up let you shoot 3 with all Rush/Beat/Eddie etc. abilities gives much more validation for just changing the more basic version of Classic Fluency to allow 3 shots.
What do you guys think, should I just do it?


Just go ahead and do it if it falls in line with the other mega man games.
You should let these guys know here what you're doing.
I'm sure they get a kick out of it and provide more support to further your project.
http://board.kafuka.org/forum.php?id=8

Ness
Posted on 08-22-18 01:24 PM (rev. 2 of 08-22-18 01:24 PM) Link | Quote | ID: 166488


Red Goomba
Level: 14

Posts: 32/38
EXP: 11907
Next: 1164

Since: 03-02-17
From: France

Last post: 1441 days
Last view: 1441 days
Good job.
Like stated before I really hope you fix MM's hit detection.
Considering MM's sprite is bigger than on NES, I suppose this could make things harder and not in a good way at times, but I suppose it's the only solution.

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

Synthetekh
Posted on 08-27-18 05:23 AM Link | Quote | ID: 166494


Ninji
Level: 35

Posts: 179/239
EXP: 260614
Next: 19322

Since: 08-15-10
From: New Mexico, USA

Last post: 66 days
Last view: 4 days
Thanks!
Yeah his hit box should be changed, and I'm thinking it should just be in his sprite mappings, so should be quick and simple.
I'll try to put out another update soon and will make that part of it.

gadesx
Posted on 10-27-18 08:06 PM Link | Quote | ID: 166595

Newcomer
Level: 8

Posts: 8/8
EXP: 1633
Next: 554

Since: 12-20-09
From: Spain

Last post: 1979 days
Last view: 1267 days
Tried the Airman stage, well, this hack have a good control atleast.
I've tried some hacks that try to makes imitations to nes and they eliminates
the neccesary "step" after press right/left to get closer to a position to jump over pits.
In this hack the step ocurr but there's less time/frame.


- Megaman - The Wily Wars (E)
Airman passed without die

- Megaman - The Wily Wars (E) (Faithful hack- Wily fix)
Airman stage, die twice because trying to get closer to a pit, go advance instead do a step, and fall, closed the emulator because frustation (It's will sound like that meme of the airman)

- This hack
Airman passed without die, easier battle

I don't know if I will have problems in the future because the control it's different
and I've been playing since the release, own PAL cartridge (now seems that it's rare)
Using Genesis plus gx via retroarch.





Synthetekh
Posted on 10-30-18 08:05 AM (rev. 2 of 10-30-18 08:15 AM) Link | Quote | ID: 166600


Ninji
Level: 35

Posts: 181/239
EXP: 260614
Next: 19322

Since: 08-15-10
From: New Mexico, USA

Last post: 66 days
Last view: 4 days
Oh nice, I'm glad the controls worked well for you.
I thought about making the step just slightly longer than I did (delay value of 0x03 instead of 0x02), but it's hard to decide because I like when you can start to walk faster to avoid obstacles even easier too.

If anyone feels any issue with it being just slightly too fast, let me know and I'll consider making the delay 0x03 (which is also quite fast).

Alien-Type-0
Posted on 10-30-18 01:26 PM Link | Quote | ID: 166613


Level: 20

Posts: 42/92
EXP: 42117
Next: 322

Since: 01-02-18

Last post: 1659 days
Last view: 1507 days
Posted by Synthetekh
Oh nice, I'm glad the controls worked well for you.
I thought about making the step just slightly longer than I did (delay value of 0x03 instead of 0x02), but it's hard to decide because I like when you can start to walk faster to avoid obstacles even easier too.

If anyone feels any issue with it being just slightly too fast, let me know and I'll consider making the delay 0x03 (which is also quite fast).



Any new news, updates, status, issues with your mega man editor you were steadily working with ?
http://acmlm.kafuka.org/board/thread.php?id=6744&page=7

Synthetekh
Posted on 11-06-18 02:06 AM Link | Quote | ID: 166626


Ninji
Level: 35

Posts: 182/239
EXP: 260614
Next: 19322

Since: 08-15-10
From: New Mexico, USA

Last post: 66 days
Last view: 4 days
Not yet =/
Been busy with some stuff. I keep thinking to work on making a basic full release soon though.
Pages: 1 2


Main - ROM Hacking Related Releases - Megaman: The Wily Wars - Classic Fluency New thread | New reply

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

Page rendered in 0.029 seconds. (333KB of memory used)
MySQL - queries: 103, rows: 133/135, time: 0.018 seconds.