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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ New thread | Thread closed

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smkdan
Posted on 06-13-08 11:40 AM Link | Quote | ID: 85071


Ninji
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While I don't use a Mac at all here it's nice to see some tools for a platform that is sorely lacking in them.

Ailure
Posted on 06-13-08 07:02 PM Link | Quote | ID: 85082

Hats
Steam Board2 group
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It would been preferable if most hacking programs would be on multi-platform rather than dependent on a single one.

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Insectduel
Posted on 06-13-08 08:09 PM (rev. 3 of 06-13-08 08:12 PM) Link | Quote | ID: 85094


Hammer Brother
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Posted by NetSplit




I kinda notice that the score has been removed. And what's that 2 thing on the energy meter.

Posted by PSlugworth
Insectduel,

The new enemies are interesting and clever re-interpretations from other games, but I would rethink some of the palettes--the harsh contrast with the white in both the Break Man and Quint sprites just looks a little funky to me.




I never begin to edit the sprite palette yet unless I edit the level. However, I would copy Quint's Palette from Rockman Exhaust in Flash Man's level though.

NetSplit
Posted on 06-13-08 08:43 PM Link | Quote | ID: 85096


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Yes, I removed the score a long time ago. I always thought it was worthless, and it's taking up vital ROM space I want to use for other things (and I've been opting for a style more in line with later Mega Man games). As for the 2, it's a lives indicator. This is necessary because I redid the weapon menu, so it no longer displays lives; the only way to know how many lives you have is to check this counter, and lives have been capped at 9 rather than 99. I also have an indicator beneath the weapon energy bar that serves a special purpose.

RetroRain
Posted on 06-13-08 10:53 PM Link | Quote | ID: 85106


Fuzz Ball
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Posted by Insectduel
Posted by Googie
hacking 10 levels in MM1 is better than 32 levels in SMB lol!
Exactly! But I'm going to edit all levels for last after all ASM stuff. I'm on my own now and got to be more creative.

Try SMB3. I'm never hacking this game ever again after Dark Mario is done. The insane amount of work involved is just ridiculous. And what sucks even more, is yesterday, I designed an awesome level, which I planned out fully on graph paper, only for it to corrupt a previous level I already did, because I exceeded the limitations for the original level.

Posted by NetSplit
Yes, I removed the score a long time ago. I always thought it was worthless, and it's taking up vital ROM space I want to use for other things (and I've been opting for a style more in line with later Mega Man games). As for the 2, it's a lives indicator. This is necessary because I redid the weapon menu, so it no longer displays lives; the only way to know how many lives you have is to check this counter, and lives have been capped at 9 rather than 99. I also have an indicator beneath the weapon energy bar that serves a special purpose.
Nice. Personally, when it comes to lives in games, such as Mega Man, I think lives are pretty much pointless. Because if you die and get Game Over, you don't really lose any progress you've already done, which means that the lives are again, pointless. I think it was Mega Man IV I was playing, where I had a few E-Tanks, and just 1 life left. I think I was able to keep all of the E-Tanks I had, after getting Game Over, so I was able to go back in the level and rack up more of them. So, in a sense, having lives gave me an advantage, rather than a disadvantage. Lives are pointless, but I still think its cool that you are able to display them underneath the health bar. Nice work there.

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Googie
Posted on 06-13-08 11:42 PM Link | Quote | ID: 85109


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Posted by NetSplit
Yes, I removed the score a long time ago. I always thought it was worthless, and it's taking up vital ROM space I want to use for other things (and I've been opting for a style more in line with later Mega Man games).


Oh snap I didn't even noticed, that's really cool you did that though, I was never really a score type'a person. ^.^'

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Raccoon Sam
Posted on 06-13-08 11:43 PM Link | Quote | ID: 85110


Cobrat
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Aw man guys page break



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NetSplit
Posted on 06-13-08 11:51 PM (rev. 3 of 06-14-08 12:01 AM) Link | Quote | ID: 85111


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Lives play a role in Mega Man in that they force you to return to the level select if you lose all of them; you're no longer able to continue from the checkpoint you were at. Furthermore, it refills all of your various weapon energies (sort of useful in Wily's fortress). In my hack, losing all your lives affects one of the new features I put in the game in a detrimental way. If I ever add an exit function (probably not), then the preferred way to leave a stage you've visited before will be to use exit rather than beat it again or lose lives.

Edit: Googie: I'm rarely a score person, myself, and in the case of Mega Man 1 the score is worthless because you can just keep beating a stage over and over or killing enemies over and over within a single stage to get more points (and who the hell dies in Mega Man 1? It's such an easy game ), and bosses give a random number of points, which in itself is rather absurd. Some of that ROM space went to useful things like the displays beneath the energy bars, and I don't think I've even touched the score table yet, so it looks like I have another #$3B or so bytes of free space in the last bank of the ROM left to use, which is awesome. Hopefully I'll be able to avoid using it until I'm about done with the hack so I can try to use it for implementing a second quest, assuming the code will fit in that space.

Edit 2: Raccoon Sam: I hadn't seen or heard of that game before. It actually looks really cool. Good luck on the translation; I might actually play it when it's done.

GreyMaria
Posted on 06-14-08 12:36 AM Link | Quote | ID: 85112

>implying even the Japanese understand the Japanese
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I demand to know exactly what the heck that game is.

Fortunately I have the magic of going back a couple of posts.

Now, as soon as I find a Sutte Hakkun ROM... I might be able to appreciate that translation attempt more.

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Raccoon Sam
Posted on 06-14-08 01:32 AM Link | Quote | ID: 85113


Cobrat
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Sutte Hakkun is a super awesome game, be sure to try it out, everybody.

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GreyMaria
Posted on 06-14-08 02:04 AM Link | Quote | ID: 85114

>implying even the Japanese understand the Japanese
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Mom found it after digging through her long list of ROM sites.

The game is indeed awesome. You're like this little glass hummingbird thing and you can suck up most of the sprites (or their colors) and put them somewhere else. The game gets some real difficulty around stage 4, however.

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Raccoon Sam
Posted on 06-14-08 02:12 AM Link | Quote | ID: 85115


Cobrat
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Posted by Grey Mario
Mom found it after digging through her long list of ROM sites.

The game is indeed awesome. You're like this little glass hummingbird thing and you can suck up most of the sprites (or their colors) and put them somewhere else. The game gets some real difficulty around stage 4, however.

Hah, stage 4 is nothing when in comparison with the stages from island 3..!
Man, my mind is already ripped in half because of those levels :X

Keep in mind that you can view the level's solution if you want, but it will split your total score to half and give you a STAPLE OF SHAME

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Jimmy52905
Posted on 06-14-08 05:29 AM Link | Quote | ID: 85120


Paratroopa
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Here are some new screenshots of my MM1 hack that I'm working on.


(Title) (Thanks to insectduel for pointing out that problem with the title)


(Stage Select)


(Guts Man)


(Cut Man)


(Fire Man)


(Ice Man)


(Bomb Man)


(Elec Man)


(Wily Stage 1)


(Wily Stage 2)


(Wily Stage 3) (I'm still not finished with this one yet...)

I am almost finished with all the stages, and already changed some of the music. And I even plan on changing the ending soon...

Oh and good luck with your hacks, Netsplit and Insectduel!

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kuja killer
Posted on 06-14-08 02:42 PM (rev. 2 of 06-14-08 02:43 PM) Link | Quote | ID: 85129


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Hehe, i've got a exit ability that I coded into my mm3 hack about half year or so ago. It's fully functional and simply will let you exit a stage only if you beat it.

Insectduel
Posted on 06-14-08 08:44 PM (rev. 2 of 06-14-08 08:48 PM) Link | Quote | ID: 85139


Hammer Brother
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First thing is to thank you for my support Jimmy. MegaGirl is still a long way to go. I recently finished all frames and also fix a few tiles that I saw on sight. Now I'm currently working with ASM with Enemy AI's and Bosses. I'm not exactly going to program into something like NetSplit did. Just modifying a few codings and add some new ASM codings into the freespace.

Do you have to use Bomb Man and Elec Man level with the same GFX. That's kinda bad though or maybe you us. And I think NetSplit pointed out the Title Screen first before I started commenting. I kinda thing those level screens are nice. I'm gonna get to it someday.

RetroRain
Posted on 06-19-08 02:08 AM Link | Quote | ID: 85322


Fuzz Ball
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Here is a sneak preview of my new hack, Super Mega Man II.


New Title Screen, I also cut out the intro sequence, and Mega Man's warp.


New Boss Names. Not yet sure if they will be different bosses or not.


You can now toggle between all weapons via the select button.


Also, making its way to Mega Man II, is the W Tanks.


Will restore a single weapon's energy completely, on the spot.

I have planned, a lot more major ASM hacks, which will be shown in the trailer, coming soon.

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EggplantPimp
Posted on 06-19-08 11:36 PM Link | Quote | ID: 85381


Buzzy Beetle
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From: Boo York, Home Of The Big Pumpkin

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Love the MM hack pics, it's good to see ol' blue gettng the love.

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Jimmy52905
Posted on 06-20-08 06:15 AM Link | Quote | ID: 85411


Paratroopa
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Posted by Insectduel
Do you have to use Bomb Man and Elec Man level with the same GFX.


Actually, in my hack, Bomb Man and Elec Man's stage are just supposed to be 2 different bosses in the same level, but since you can't put 2 bosses in the same stage in MM1 Hacking, I just did 2 seperate leves instead.

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RetroRain
Posted on 06-20-08 07:51 AM Link | Quote | ID: 85417


Fuzz Ball
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I'm just showing this, because the title is definately going to be changed. I didn't put much thought into the title at first, because I just wanted to have fun with this thing, and to me it sounded cool, but its going to have to be better. Right now, its called Mega Man: Fully Loaded. I set up a page for it. As with Dark Mario, you can find it in my sig for quick access.



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Insectduel
Posted on 06-20-08 07:59 PM Link | Quote | ID: 85432


Hammer Brother
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I'm gonna comment something about your new project in the future.

Posted by Rockman


New Title Screen, I also cut out the intro sequence, and Mega Man's warp.


That's a good Title screen. BTW, you cut off the intros. WOW. I recommend doing the Japanese Rockman 2 since RM2 has no Normal and Hard Difficulty unless you have the code to remove it in the US or Euro versions of MM2.


Posted by Rockman

You can now toggle between all weapons via the select button.


How that happen?!? I realize that most of you toggle weapons with the select button in each MM hack. That's a good ASM. I wish I need it too But I've plan to use the start and select buttons to open the weapon menu in MM1 for mine.

Posted by Rockman

Also, making its way to Mega Man II, is the W Tanks.


Will restore a single weapon's energy completely, on the spot.


That would be a good ASM too.

My conclusion, it's a good start. I really love it. I hope you don't lose focus on this one because I know you still working on Dark Mario.

Focus on one project at a time.
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Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ New thread | Thread closed

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