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mickevincent
Posted on 02-26-11 06:31 PM, in Maverick Revenge II Link | Quote | ID: 139864


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I'll let this be the MR2 page were I can show new pictures and other news

mickevincent
Posted on 03-02-11 07:17 PM, in Mega Man MaverickRevenge 2 first beta release (rev. 2 of 03-06-11 06:30 PM) Link | Quote | ID: 139944


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Hi all.
I have decided I should release the hack in the form it is. I will call it beta one since it realy is a beta. You can't finnish it, you can only play til the last Wily stage. Then it ends. The reason I release it is cause I may not have time to finnish this hack for a long time. There are a few graphical glitches here and there, but not as much as the first one I think.

One BIG NOTE!
You can continue after Proto Man stage 4 but it will take some time before the game continues because the text is gone so the game will wait until the text has showed up, wich just aint there anymore.

I hope everybody will enjoy this beta as it is. And Iam sorry I first had to release it like this first. I don't know when/if the next release will be .
Thanx.

Here is the URL to the IPS.
http://acmlm.kafuka.org/uploader/get.php?id=3745

Patch it with Mega Man V


mickevincent
Posted on 03-06-11 06:29 PM, in Mega Man MaverickRevenge 2 first beta release Link | Quote | ID: 140022


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Oh damn, you are right of course hehe. Yes it's a hack of Mega Man V and will probably work with all MM5 roms. Thanx for your comments on the graphics

mickevincent
Posted on 03-13-11 08:27 AM, in The Prnt Scrn Thread Link | Quote | ID: 140147


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I think the most will look the same. An editor, and then probably FCEUX or something similar. This is how it may look when I do things. A little hex editing and alot yy-chr working. I also work with photoshop, yeah I have to when ripping graphics from Mega Man games on PlayStation












mickevincent
Posted on 03-17-11 11:01 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140215


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Iam sorry I can't help you with anything. I just wanted to say that this is very nice. Actualy, it's fucking awesome

mickevincent
Posted on 03-17-11 08:03 PM, in Megaman the Wily Wars - Editor news and Game related info (rev. 3 of 03-17-11 08:07 PM) Link | Quote | ID: 140224


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Posted by Synthetekh


ps. One thing I love about this game is that it uses 16x16 Tiles in the Level Layout, rather than those horrible 32x32 Structures that the NES games use.


Is it much different then how Capcom has made the Mega Man games on the NES? There it is 16x16 tiles and then you build up the tsa with 2x2 tiles and then 2x2 tsa into the structure.

I guess you already know, if not, I recomand you check out Matrixz MegaFLEX(wich you already have probably ) for Mega Man 3-6.

I don't know if it's possible to make a similar program for Wily Wars? It would be nice, very nice. I love the SDB editor in MegaFLEX, you bassicly just build your levels with the tsa blocks then the editor makes the structures for you automaticly. It's rather brilliant.

*EDIT*
Sorry, I missunderstood you first. Or.. I read sloppy, I guess Wily Wars builds up levels completely different then NES Mega Man.


mickevincent
Posted on 03-17-11 08:36 PM, in Mega Man MaverickRevenge 2 first beta release Link | Quote | ID: 140227


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Posted by Insectduel
That was a great game so far but can you please not borrow music from the Original Dood in Gate. Chiko can't even compose music in the past versions of the game. I'll give you 2 .NSF files to use them in your project.

Fixed version of Dood in Gate/Wily's Last BGM

Darkness of Shaow World




Ok thanx, I might use it in a future update Iam having alot of difficulties, after all, I don't know asm...

mickevincent
Posted on 03-17-11 08:46 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140229


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After 3-4 years of work with the very limited NES and early Mega Man games, what you are telling me, sounds like a dream. You could just say "there are no limits" The structure in Mega Man 4-5 has always ben the biggest limit for me.
But the tiles are still limited to 16x16 per level?

A question about bossdoors. Maybe you havent got there yet? Just wondering if they would be easy to change?

And a question about the tsa. Do you still choose what kind of structure the block should have? Like "water", "wall", "spike" etc?

Iam so thrilled about this and I have alot more questions, but I guess answers will come in time.
I wish you all of luck to finnish this project!

mickevincent
Posted on 03-17-11 09:34 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140231


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Posted by Synthetekh
Thanks, I hope development goes well. So far so good!

the only thing I'm not happy about with that is the Enemy Eggs in Gemini Man's Level is not in the Collision Property List. Gemini Man's Level loads a special Property onto one of the TSA Tiles for the Egg Block. Hopefully I can figure out where in the ROM that special property is being set.

The Boss door itself is a Sprite, and there is a Room property that you set in the Level's Maxtrix. So Yes, Boss doors can be easily edited!


"But the tiles are still limited to 16x16 per level?"
Not sure what you mean by that, but I can just say that Rooms are made up of 15 Rows of by 16 Collumns of 16x16 Tiles.
So a Room is 15 16x16 Blocks High, and 16 16x16 Blocks Wide, in which you can simply place 16x16 Tiles anywhere in that space.


About the eggs, I think the eggs are the same in NES Mega Man 3 You can't just change it in the TSA. It's the same with the shootable blocks in Dust Man's level in Mega Man 4.

What I ment was the tile space for a level. In Mega Man 3-6 you can have 16x16 squares of tiles and these squares you build 2x2 tsa blocks with. Each square consists of 8x8 pixels. So.. you can have 128x128 pixels of graphics in Mega Man 3,4,5 and 6.
I guess it should be more space for graphics since the Genesis is a 16bit system.
Btw, importing graphics with for example tile layer pro wont work since the game compres graphics, right?




mickevincent
Posted on 03-18-11 06:06 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 2 of 03-18-11 06:06 AM) Link | Quote | ID: 140241


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Posted by Synthetekh
Some Levels have Uncompressed Graphics, like Shadow Man's, Gemini Man's, Magnet Man's etc..


Now Iam gonna beg you to make it possible to transfer graphics between levels with the editor It's just to throw in graphics in Shadow Man's level with tile layer then send it away to Heat Man or wathever

mickevincent
Posted on 03-18-11 02:15 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140248


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It sounds better and better, Iam looking forward for updates and releases Nice work!

mickevincent
Posted on 03-21-11 06:14 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140286


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Ok that sounds nice. It's realy cool that someone is actualy making a Wily Wars editor now.
How long do you think it's gonna take before it get's usable? Weeks? Months? Either way take the time you need

mickevincent
Posted on 03-21-11 09:18 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140290


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Sounds good "Capable of a wide range of things". Music/sound editing..?

mickevincent
Posted on 03-23-11 06:13 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140320


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Ok well music editing is maybe to much to ask for anyway hehe, it's good enough with a level editor.

mickevincent
Posted on 03-24-11 08:19 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140369


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Just gotta say that amarcums idea 'bout saving the rom so it's only the game you want on it(mm1,2 or 3) is a brilliant idea. I thought about something like that before but, he got to tell you first

mickevincent
Posted on 03-25-11 06:03 AM, in Mega Man MaverickRevenge 2 first beta release Link | Quote | ID: 140390


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Thanx amarcum.
Yes I know what you mean. But I have tried a little to get some help but it doesnt seem like anyone's interested, altough I'd rather do everything myself, but.. yeah, if I can't do ASM.....
But I have to say I have learned alot during the years I made MR and this one. Not that I can change much, but compared to what I knew when I started I think I know alot, more or less.

mickevincent
Posted on 03-25-11 06:05 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140391


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I have to say that it's realy wierd that Capcom made Wily Wars for Genesis and not Snes, anyone know why? I realy don't like the soundchip of Genesis also The Snes sounds waaaay better to me.

mickevincent
Posted on 03-29-11 06:05 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 3 of 03-29-11 06:09 AM) Link | Quote | ID: 140562


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Oh that's not fun But hopefully you will be able to start again soon. About the little demo I won't get it to load the game. I have tried several versions but it says some error about palette file

No nevermind that, I got it to work.

mickevincent
Posted on 04-29-11 04:15 AM, in MegaFLE X 0.701 release Link | Quote | ID: 141346


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The door editor ... wow, thanx!!

mickevincent
Posted on 06-09-11 07:39 PM, in I need help for Tile Layer Pro.(Colors) Link | Quote | ID: 143549


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Or you could just change wathever color to wathever with a hex-editor. If I can figure out how Iam sure you can do. And don't try to find a hexeditor, just download FCEUX wich has everything you need in it. Except the manual for 6502 .
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Main - Posts by mickevincent

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