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Please chime in on a proposed restructuring of the ROM hacking sections.
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NetSplit
Posted on 06-11-08 05:15 AM, in Your favorite Mega Man game Link | Quote | ID: 84906


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Your list is so incomplete, it hurts.

I'm torn between Mega Man 1 and X1-3. Mega Man 3 is pretty good, and ZX is really fun. Rockboard is definitely good, though clearly not sporting the usual Mega Man gameplay. Super Adventure Rockman is pretty good and makes me wish I knew a lot more Japanese so I could follow it better. Legends was pretty fun, as well. So many to choose from!

Of the ones I own, I can at least say that the following suck and should be avoided:

Rockman & Forte WS
Mega Man PC
Mega Man 2 LCD
Mega Man 3 PC
Mega Man Network Transmission
Mega Man X7
Mega Man X8

Every other one I own has at least some decent level of fun, including MM Soccer. It's really a hard decision to make, as it's really a great set of series, and its spinoffs that I own (Rockboard, Battle & Chase, SAR, Soccer, Power Battle, Power Fighters (still working on getting the arcade boards, but I have console ports)) are all pretty good, as well. Haven't tried the Misadventures of Tron Bonne yet; wonder if that's any good.

Probably Mega Man X3, though. I should play through the PSX version again soon.

NetSplit
Posted on 06-12-08 01:28 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 84982


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It's a WIP. The stage is probably too hard right now, as I've having a lot of trouble beating the second half consistently. And yes, that's a new enemy I programmed based on the one from Mega Man 2. It's far more dangerous than its MM2 counterpart.

NetSplit
Posted on 06-13-08 08:43 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ 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.

NetSplit
Posted on 06-13-08 10:05 PM, in Megaman 9 Link | Quote | ID: 85103


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I'm excited. It had better further the story; it'd be nice if it filled in the gaps between the classic and X series, though I don't see that happening. I also really hope it's released in disc or cart form, and not for XBox360 and PS3, as I have neither. Downloadable games have always irritated me because there's no physical copy to own and sell if need be, and I really don't want this game to follow that trend.

Regardless, a new classic game is awesome. I hope it plays like Rockman & Forte, which is my favorite modern MM game.

NetSplit
Posted on 06-13-08 11:51 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (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.

NetSplit
Posted on 06-17-08 10:29 AM, in Megaman 9 Link | Quote | ID: 85254


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Posted by Arbe
Oh dear god. And I thought Network Transmission would be the only 3D mega man game that didn't suck. I can't wait

Whaaaaaaaaaaaat? That game is awful. It is by far the worst console Mega Man game. It's right up there in shittiness with games like Mega Man X7 and Rockman & Forte WS. If you want to see a good EXE game with classic Mega Man gameplay, check out Rockman EXE WS. That game is pretty well done.

I still can't get over how absolutely worthless Mega Man's standard blaster is in Network Transmission. What a joke.

NetSplit
Posted on 06-18-08 05:31 AM, in Megaman 9 Link | Quote | ID: 85291


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Well, Network Transmission is shitty. It's boring, slow, and bland. Rockman & Forte for WonderSwan is also shitty. The graphics are dippy, the bosses are the most ridiculous in the series, and the gameplay is awful. Still, though, it's possibly even a little better than Network Transmission in that it was cheaper.

NetSplit
Posted on 06-22-08 07:06 AM, in Megaman 9 Link | Quote | ID: 85531


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Posted by Raccoon Sam
Grr I liked Rockman & Forte WS. The music was rockin' and well yeah it was a bit slow-ish.
But that can be fixed since I remember finding the offset for bullet speed! :>
That doesn't cover up the gravity wonkiness but hey, maybe someday.

I've gotta admit, I did not expect that. I thought you liked Network Transmission, not R&FWS!

Rockman & Forte WS is just an odd game. Overly difficult, too many spiked ceilings you have to slide under, poor control and physics, things move too slowly, and it's just not Mega Man, for the most part. It's very clear that it was not made by Capcom. Even the metools don't act right!

As for the music, it's appreciable for the simple fact that the songs are decent low-quality renditions of the R&F's music, but I continue to be confused by why it doesn't have new music, considering that the game's only similarities to R&F are the fact that you get to choose between Rockman and Forte and you fight the green (monochrome?) devil in the intro stage. It's supposed to be a sequel, of sorts, yet it has the exact same music. Very strange.

It's not the worst Mega Man game, by far. With some control/physics improvements, it might even be halfway decent. In its current state, though, I find very little in it to like. But to each his own!

NetSplit
Posted on 06-26-08 11:11 AM, in Problems with some of the doors in MM1 Link | Quote | ID: 85933


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Object #$03 is a strange door-extender of sorts. Touching it will activate the scroll and door animation, whereas otherwise you have to touch the edge of the screen. It operates independently of the door data itself.

What you want is $15F07 and $15F12. The former is the list of door 2 screen numbers, while the latter is the list of door 1 screen numbers. They follow the typical order (Cut, Ice, Bomb, Fire, Elec, Guts, Wily 1, Wily 2, Wily 3, Wily 4) and are the ID of the screen on which the door is located. You can use this to move a door or disable it entirely (by setting the screen ID to a high value).

Hope that helps.

NetSplit
Posted on 07-03-08 08:20 AM, in Strange Checkpoint Glitches in MM1 Link | Quote | ID: 86658


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You fix it by doing it by hand. Don't rely on any current Mega Man editors to get checkpoints right, as they typically don't.

From my notes:

$153B0 - Checkpoint scroll byte numbers [ie, if you're in the third corridor, set this to 02]
$153DF - Table of values defining the slot number of the last enemy on the midpoint page (second checkpoint)
$1540A - A table containing the first screen ID in the scroll byte selected for the checkpoint
$15422 - A table containing the last screen ID in the scroll byte selected for the checkpoint?
$1C2E4 - Screen numbers which activate the checkpoint
$1C2FB - Where Mega Man respawns after dying
$1C52A - Checkpoint y coordinates

If you continue to have trouble, please let me know.

NetSplit
Posted on 07-04-08 12:22 AM, in Strange Checkpoint Glitches in MM1 Link | Quote | ID: 86728


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$153B0 is the data for the starting point. There are 12 bytes (Cut, Ice, Bomb, Fire, Elec, Guts, Wily 1, Wily 2, Wily 3, Wily 4, [Wily 5], Ending). $153BC is the data for the second set of checkpoints, which is the stage midpoint. Most of the data exists for all 3 checkpoints, and they typically go in order at the data locations, but sometimes the initial checkpoint is left out because the data is assumed to be the same for all stages and thus is hardcoded. This is very irritating for me, as sometimes I want to do some changes to initial checkpoints and have to find space for new initial checkpoint data.

NetSplit
Posted on 07-04-08 12:46 AM, in The Secret to Making Good Mario Levels Link | Quote | ID: 86731


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When I make a level in my Mega Man hack, I typically have a vague idea of what I'm going to do beforehand and then just throw things into the level that don't look too difficult, adhere to the theme or gimmick of the level, and keep it varied and interesting. Then I play through to make sure that the basic level design is good enough and not too difficult. Jumps are one of the most important things to playtest; pixel-perfect jumps or jumps you miss way too often need to be removed. I populate the level with enemies after I've done the level design and basic testing, and if need be, I'll change the level to accommodate good enemy placement.

It's important to have a basic understand of what the level will be like and needs before you start on it. I knew one of my stages would be exceptionally quick because of the gimmick I made for it, so I swapped a different level with the title screen in order to allow for more level data space. With the extra space, I was able to make a stage that feels like the right length, but is actually much longer than normal stages.

With other games (Battle City), I just throw something together and scrap it if it doesn't play well. If it plays at least okay and looks to have potential, I consider it worth keeping and then mess around with the design it until it feels just right.

A lot of it has to do with good level design intuition. It's also worth keeping in mind who your audience is. If you're exceptionally good at the game, make your levels easy for you (but not stupid-easy) if you intend to make it playable for everyone. My levels are typically very hard mostly because I'm good at the game and I make my hacks primarily for me, so I want them to be an entertaining challenge for me.

NetSplit
Posted on 07-04-08 01:49 AM, in Strange Checkpoint Glitches in MM1 Link | Quote | ID: 86739


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This thread should contain most or all of the info on doors you'll need for your hack.

NetSplit
Posted on 07-04-08 02:54 AM, in Strange Checkpoint Glitches in MM1 Link | Quote | ID: 86743


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The only Wily stage with a door that opens is Wily 4, which has a door 2 value (oddly, no door 1 value). Perhaps the order of the door values doesn't matter. The other Wily stages only have doors that close; these are handled by bosses.

NetSplit
Posted on 07-04-08 03:33 AM, in Strange Checkpoint Glitches in MM1 Link | Quote | ID: 86745


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Why would you want to? Some sort of outdoor battle?

I did have a special case in one of my levels where there is a boss door that does not close. It's still there, but I set the door size to 00. This caused a problem with the sound engine, as it kept making the door sound for a very long time. I had to change some of the code to not trigger the sound if the door size is zero. I don't remember how I did it and would have to use a debugger to find the data. That's not something I'll have time to do until next week. There might be a better way to do it, but I don't see it being better unless you're only removing the door from one or two boss battles.

NetSplit
Posted on 07-04-08 05:48 AM, in Strange Checkpoint Glitches in MM1 Link | Quote | ID: 86752


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You'll still be able to hear them. You can make them invisible by making the game draw the same tiles that are already there, but you'll still hear every sound. Anyway, I'll be able to help you more next week.

NetSplit
Posted on 07-07-08 09:26 AM, in Strange Checkpoint Glitches in MM1 Link | Quote | ID: 86997


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Well, typically that means some of your checkpoint data is out of whack. One that comes to mind is the enemy slot number for the last enemy on the checkpoint page. Make sure that value is correct. Also, make sure your Y coordinate for where Mega Man beams in is okay. A good method for getting the Y coordinate right is to compare it to values that the original game used and to also try making the coordinate value lower so that Mega Man beams in above the ground. This ensures that he isn't getting stuck in the ground. Finally, it's probably not this, but check to see if your scroll byte number is correct. All of the other checkpoint stuff probably wouldn't be able to affect this; you'd be seeing graphical or scroll problems, instead.

There's a lot of data to change when working with checkpoints. Some care is necessary to ensure you've done everything right.

NetSplit
Posted on 07-07-08 12:46 PM, in Strange Checkpoint Glitches in MM1 Link | Quote | ID: 87003


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I've run into mysterious checkpoint crashes a few times, myself, and they've been cleared up by double checking values and making sure everything's okay. The enemy slot number table seems most likely to cause trouble, as it's one of the easiest to make a mistake with and sprite problems can do some fugly things to the game.

Anyway, glad that fixed it. If you run into any more problems, please ask.

NetSplit
Posted on 07-11-08 01:19 AM, in Megaman 9 (rev. 2 of 07-11-08 04:32 AM) Link | Quote | ID: 87259


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It won't run on real hardware. This was apparent from the very first screenshots. The screenshot with the pendulum platforms has more than 64 sprite tiles onscreen at once (with the potential for many more), and Mega Man has never used 8x16 sprite tiles. It'd use a lot of trickery to do that on the NES if it's even possible, which I doubt they'd do for something of that sort, especially after seeing the ugly looking spinning that's featured in the video. Furthermore, the platforms would have constant flickering due to the 8 tile per scanline limit, although said limit could be eliminated through inaccurate emulation. Finally, all of the screenshots have a vertical resolution of 224 with no evidence of the other 16 pixels. The NES has a vertical resolution of 240, and even when displayed on a TV and cut down to 224, you can still see all 7.5 onscreen structures (15 blocks) with half of the top and bottom ones cut off. Here, all screenshots are 224 pixels with 14 blocks in their entirety onscreen.

The proof is in the video. The screenshots aren't enough to determine for sure that the game is running with a vertical resolution of 224 rather than 240, but luckily the video scrolls upward, so if there's another block hiding off the top or bottom of the screen, it'd be shown there. The ladder at the start is 5 blocks tall (sitting next to a lifebar that's 7 tiles, with 1 tile below and 2 tiles above. 10 tiles, 2 tiles per block, 5 blocks). When scrolling upward, the ladder is shown in its entirety and is 14 tiles (7 blocks) tall. When done scrolling, the remaining portion of the ladder is 4 tiles (2 blocks). The point: if the extra 16 pixels were hiding, they'd have made the ladder 2 tiles longer during the scroll. Therefore, the resolution is 224, so this is NOT an NES game.

Now that it's clear that this isn't working within NES specs, I'd venture a guess that it's not being written in 6502. I definitely hope it is, though, as that'll make it much easier to hack.

Edit: After some thought and discussion, it's decided that this unfortunately isn't proof, but rather just evidence. There's no practical reason why they'd do this, but it's possible to do this on the NES (and I don't think any game has ever done it before). There is one bit of proof, though: sprite coordinates use more than 8 bits. Sprites are able to smoothly move off of the left side of the screen, which isn't possible on the NES, as it requires sprite coordinates with 9 or more bits.

NetSplit
Posted on 07-23-08 01:07 PM, in Dragon Warrior 1 Link | Quote | ID: 87875


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Yeah, I'm sure it's possible, too. Wouldn't that be cool?

Make it happen.
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Main - Posts by NetSplit

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