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

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Alien-Type-0
Posted on 11-07-18 12:26 AM Link | Quote | ID: 166628


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Posted by Synthetekh
Not yet =/
Been busy with some stuff. I keep thinking to work on making a basic full release soon though.



Hmm that rom hack was looking good, but I know you are working on that editor in the dark.
If not you would have never release this hack here.

Keep us informed.

Synthetekh
Posted on 11-08-18 08:56 PM Link | Quote | ID: 166632


Ninji
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Okay, will do. I've been a bit quiet lately because I've been busy.
I think I'll do more work on the hack this week/end and try to release an update after that.
And I'll work on the Editor this week as well. I really want to get these things moving along much quicker.

erpster2
Posted on 12-21-18 05:47 PM (rev. 2 of 12-21-18 05:47 PM) Link | Quote | ID: 166794


Red Goomba
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I do not recommend playing this in Regen 0.97x as game saves do not work (it's an emulator problem with Regen itself). game will not remember game saves in Regen, no matter what

use Gens or Kega Fusion to play this game instead

phamyen123
(post deleted) ID: 166799

Synthetekh
Posted on 03-19-19 08:47 AM (rev. 3 of 03-19-19 08:58 AM) Link | Quote | ID: 166944


Ninji
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Hey, I was going to wait until the next update to make another post but I've been quiet for so long again and this next one has plenty for me to do, so I want to let you guys know I'm in the middle of working on it right now.

So far I've been fixing Rush:
Currently I just made it so that you can shoot 3 shots (they do it for Rush, Beat, and Eddie in all games after MM3, so yeah might as well lol), and also while inside Rush Marine (the NES allows 3 there so wth Wily Wars haha).
As well I just made Megaman able to shoot his plasma still when Rush runs out of energy (it skips spawning Rush).
I have a little more to finish up on Rush's code, and it was oddly challenging and time consuming (taken a week so far) to track down what all was responsible for what, but that's almost done.


For the next update here are my other goals besides the Rush changes just mentioned:

Add:
- A 'No Save' game file (maybe WT can be unlocked on it if any saved game file has it unlocked).
- 6 Button Controller Support and ability to change Weapons without opening the Weapon Menu. Make option to have buttons that switch between Weapons and Items, and just Weapons / Items separately (can use X/Y, and Z/C for these); can also do for example Weapons and Items on X/Y, and switch only between Items on Z/C. Of course I'll update the Control Config in the Options Menu to support this too.

Change:
- When visiting the Save screen after defeating a Boss, display the Robot Masters for the game you're playing rather than always starting on MM1's.
- Allow cursor to loop from top to bottom in WT Weapon Menu.

Fix:
- Allow opening Weapon Menu while sliding (will need extra work, as it changes Megaman's animation after closing).
- Give MM2 and WT their own delay time after defeating a Boss, as they now exit a bit soon after having fixed MM3's.
- Magnet Missile - Derps out when turning a corner, delaying and thus causing it to more easily miss enemies.
- Plasma position while on a ladder: It was correct by default, but moving it back to center while standing also moves it while on ladders.
- Projectiles and other sprites pass through a good portion of Megaman's head (though his head not so much with a roof when jumping into it).
- Rush Marine's shot is positioned too high.
- Rush Marine (inside vehicle) - Cancels jump if Weapon Energy runs out.
- Firewaves in Fireman's level spawning at too fast of intervals to walk through.
- Make all Sprite block collision boxes the full size of the blocks.
- Part 2 of Wily Tower Octo Machine's HP fills up super slow (not just because of the lag).
- Make extra colors load for Weapon Menus so Search Snake (MM3 & WT) and Leaf Shield (WT) can be Green (code's already made for this actually, just needs to be ported over from my 'Mega Edition' hack).

Alien-Type-0
Posted on 03-29-19 01:01 PM Link | Quote | ID: 166949


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Posted by Synthetekh
Hey, I was going to wait until the next update to make another post but I've been quiet for so long again and this next one has plenty for me to do, so I want to let you guys know I'm in the middle of working on it right now.

So far I've been fixing Rush:
Currently I just made it so that you can shoot 3 shots (they do it for Rush, Beat, and Eddie in all games after MM3, so yeah might as well lol), and also while inside Rush Marine (the NES allows 3 there so wth Wily Wars haha).
As well I just made Megaman able to shoot his plasma still when Rush runs out of energy (it skips spawning Rush).
I have a little more to finish up on Rush's code, and it was oddly challenging and time consuming (taken a week so far) to track down what all was responsible for what, but that's almost done.


For the next update here are my other goals besides the Rush changes just mentioned:

Add:
- A 'No Save' game file (maybe WT can be unlocked on it if any saved game file has it unlocked).
- 6 Button Controller Support and ability to change Weapons without opening the Weapon Menu. Make option to have buttons that switch between Weapons and Items, and just Weapons / Items separately (can use X/Y, and Z/C for these); can also do for example Weapons and Items on X/Y, and switch only between Items on Z/C. Of course I'll update the Control Config in the Options Menu to support this too.

Change:
- When visiting the Save screen after defeating a Boss, display the Robot Masters for the game you're playing rather than always starting on MM1's.
- Allow cursor to loop from top to bottom in WT Weapon Menu.



Well its finally nice to see you making sega mega man hacking lively again.
I'm still waiting on your demo play through of your current editor.
What is this i hear you doing sonic hack on the sidelines, is this why you've been preoccupied ?


Synthetekh
Posted on 03-30-19 05:25 AM (rev. 2 of 03-30-19 05:27 AM) Link | Quote | ID: 166950


Ninji
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Yeah same here, glad I'm back at it too.
Which demo, the Mega Edition hack?

I've been preoccupied mainly with other things in life, including little oddities and stuff to take care of that come up from day to day, but things have calmed down a lot now.
I was really in the mood for Sonic 2 and got to spend a solid amount of time on it for a while. I had a better "tool" to work with on the programming end since there's a disassembly, which gave me much needed practice working efficiently and consistently.
With Wily Wars, it's hex and Regen's & Gens' debuggers, which is decent but more tedious.

But yeah, ready to be back at it and staying on it better than ever.


Here's a little that I did on Sonic that I can easily show for fun:
(1229 bytes collapsed: )
I'd just make its own thread and link to it, but not ready yet.

Alien-Type-0
Posted on 03-30-19 06:25 AM Link | Quote | ID: 166951


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Sweet I can tell right from the get go you are pulling ideas from sonic mania and some other game I can't quite put my finger on.
Keep an eye on sonic mania steam forums, its really good place pull some ideas from that place.

Synthetekh
Posted on 03-30-19 07:56 PM (rev. 2 of 03-30-19 08:05 PM) Link | Quote | ID: 166952


Ninji
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Other than a few things I described below, they're all my own ideas.

HUD:
I went with the shape and basic coloring- but richer shades, used in Sonic Mania's HUD (big numbers and Score, Rings, Time, but completely drew in the golden and silver shine and some other details. It fits with the Sonic logo text and I really like that style. Then I modeled Sonic's name/lives by it.

Sonic:
I realized that Sonic's outer shape is almost identical between S2 and S3 and works about perfectly, so the inner details were mostly the focus. I wanted him to retain a look resembling S2 and the Japanese box art, but needed to spiffy up his shading a little more so he wouldn't appear flat against dark BGs (he needs just a little more work); so he took on a little bit of a S3 shine.
- His shoes are take from S3, but I changed some details and redrew the angle a little on the back shoe as I didn't want it facing towards the screen so much.
- The hands aren't finished.

My approach became, scrap all details and draw out each shape with only one of the proper color (head, face, eyes, hands, feet, etc.), then add layers of shading.
I just kinda knew that graphic artists must work more like this, and I see why; get the basic shapes clearly known and refined first before adding the details, otherwise it ends up a disaster that you keep adjusting/refining over and over into oblivion.

Dust Hill:
The BG sand for Dust Hill was a little weird with two lines at the top originally (from magazine screenshot), so I wanted to mix it up. I ended up trying a triangular pattern quick because I know Sonic games use shapes in the artwork sometimes for its style.
Reminded me a bit of the Star Crumb item in Ragnarok Online

Also gave the sand more of a wave than flat strait lines. Needs more added to the lower section still.
The bottom of small Desert Monument was my own idea, I just thought more like how a real one might look so I could get rid of the bland flat lines.

Magazine image: (126 bytes collapsed: )


Chemical Plant
Everything was my own idea there, but ironically some of the BG colors are similar to the fan remake Sonic 2 HD.

Death Egg and Mystic Cave
Completely my own ideas here.

Alien-Type-0
Posted on 04-01-19 02:13 AM Link | Quote | ID: 166953


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Yeah I remember seing that image in 2 magazines.
One of them from electronic gaming monthly back in 1994.

Synthetekh
Posted on 11-17-19 06:10 AM (rev. 2 of 11-17-19 06:13 AM) Link | Quote | ID: 167168


Ninji
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Hey, sorry it's been so long again and no update, only a partial one that I don't feel ready to post.
But I finally know the root answer to why I'm having so much trouble producing much... so anyway, I have Fibromyalgia.


Here's a page that basically sums up a lot of what people with this go through:
https://themighty.com/2017/08/fibromyalgia-30s-relatable-experiences/
(Note: Men get more fatigue, Women more body inflammation and pain)


Or in four statements, basically it comes down to this:

"not having a social life and not being able to commit to anything. I never know how I’m going to feel tomorrow."

“I have learned I can’t achieve a lot each day due to chronic fatigue, so pacing myself is key.”

"I’ve learned to weigh the cost against my body vs. what I’ll get out of what I’m doing"

“fibromyalgia is easier in my 30s than my 20s (in many ways). Not because the symptoms are less severe, but because I’ve learned how to control them as much as possible.”
(but I have less time, energy, or physical ability to work on anything other than taking care of myself)

Jwashere
(post deleted) ID: 167284

Synthetekh
Posted on 12-21-20 11:03 AM Link | Quote | ID: 167456


Ninji
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Well I'm consistently doing a lot better with ways I've found I can manage my health (I also have a chronic sinus infection I realize, and getting deep congestion out helps me tremendously), so progress should be more steady whenever I get time to work on my projects.


Anyway, I've been looking at projectiles and other objects passing through a good portion of Megaman's head, and it looks like this is more of an endeavor to fix than I thought it'd be, so I think I'll put it off for a while.

Oddly there's interaction between the Top end of Megaman's Collision Box, and the floor of most Sprite Platform Objects, where if I raise his height much at all so that the collision boundary of his head isn't so short, then suddenly it behaves like his feet are inside the platforms and when you try to walk on them you get pushed out to the edge and drop.
Very buggy behavior.

I checked absolutely that the Bottom end of Megaman's Collision Box was not mistakenly lowered any (and if it were, he just stands higher making him graphically float in the air some, and walks just fine over them).

So I'm going to have to take plenty of time to dig into the programming between Megaman and his interaction with the Sprite Platforms sometime.

Side note:
I checked MM 1 - 7 + MM&B, and MMX, and many of those games have the collision for the height of his head a bit short. I'd imagine this is actually deliberate somewhat to give some leeway to avoid being hit a little easier.
In Megaman X his head's collision is very short.

I do think his head's collision should be just a little taller though.

LiquidMarble
Posted on 01-03-21 11:02 PM (rev. 2 of 01-04-21 08:45 PM) Link | Quote | ID: 167467

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I've been independently trying to make changes to Wily Wars then found this thread a couple months ago.
You know a lot more than I do, but I managed to find some things that may or may not be helpful. The patches I made for the European and US versions (from the Genesis Mini) are here:
http://s000.tinyupload.com/index.php?file_id=83494268098720068540
I also made a new sprite sheet for a taller Proto Man/Break Man but I don't know anything about editing the tile arrangement. That's in the download, too.

Edit: Updated the link to fix a mistake I made with the MM3 ending graphics.

Synthetekh
Posted on 01-17-21 05:59 AM Link | Quote | ID: 167472


Ninji
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Wow you've found a lot of hard-coded speed and delay values and such, very nice!
Looks like your efforts are coming along pretty well.

The stuff you've found are things I definitely want to have documented, but hadn't had the time to get to a lot of those yet. I appreciate the contribution and is certainly helpful. Thanks for sharing!
We both also seem pretty observant of a lot of the issues the game has to be fixed.

Yeah, I spent the past 10 years learning how this game works whenever I get time to, which isn't nearly as often as I'd like, but I've definitely learned a lot about it.

LiquidMarble
Posted on 02-06-21 04:53 AM Link | Quote | ID: 167482

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Thanks. I'm new to ROM hacking and assembly, but I can at least adjust some of the parameters.
I think I'm reaching the limits of my skill and free time, so I'll post my progress so far and slow down for now.
http://s000.tinyupload.com/index.php?file_id=83458598987464275413
The biggest change is that the Wily Machines now switch damage tables between phases. So for example WM2 phase 2 becomes immune to Atomic Fire and vulnerable to Air Shooter and Quick Boomerang.

MathieuN82
Posted on 03-03-21 02:21 PM Link | Quote | ID: 167504

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great hack when will be finished and take your time for that

Synthetekh
Posted on 03-08-21 10:27 PM (rev. 2 of 03-08-21 10:31 PM) Link | Quote | ID: 167505


Ninji
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Oh, very nice LiquidMarble! Thanks for sharing your update.
Yeah it gets pretty time consuming working on this as much as it could use, and yeah the skill level issue too.
For myself, I've gained the skills needed to see this project through all the way, but free time keeps me going rather slow, plus needing breaks with how tedious this stuff can get after many days of solid work.

Thanks MathieuN82, glad to make this happen!
It'll be a looonng time before it's truly finished, because some of what I need to do takes a considerable amount of time, and I'm just going to keep fixing any little bug / issue I find, which there's a lot of.
But I'm working mostly on the ones critical to enjoying the game first, and finding a lot more time to work on this now, so I'm really hoping by the end of this next year I'll have every main issue fixed (including the lag problem).

I'll later make a patching program for this too (for European, USA, and Jap versions) so people can individually choose what fixes & changes they want to apply / revert.


I'm working on trying to get another update released pretty soon, but I want to be sure to include a fix for how Magnet Missile turns corners in this next one, and I'm having to document all of Magnet's programming to make a proper solution (and a ton of Weapon related RAM Addresses as well), so I've been deep into that this past couple weeks. Good opportunity to get that documentation done anyway though to aid in making a full disassembly of Wily Wars at some point too.
A feature mostly done already in this coming update is the ability to still shoot your Plasma when out of weapon energy on Rush (plus the ability to shoot 3 shots with Rush & Rush Marine like in MM4).
I've now Increased the size of Plasma (1 pixel in height) to fit Wily Wars. It was identical to the NES games, which didn't feel right to me and doesn't fit the height of his arm cannon in WW (the smaller size does fit for the NES games though).
And then I'll clean up more issues to go with these things.
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Main - ROM Hacking Related Releases - Megaman: The Wily Wars - Classic Fluency New thread | New reply

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