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Synthetekh
Posted on 03-20-16 04:54 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 2 of 03-20-16 04:57 AM) Link | Quote | ID: 162947


Ninji
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Well, I've made some progress on the Editor. I haven't been working on it all the time, but I've really accomplished a good amount so far. I will continue to work at this leisurely pace, but it will get done in time.
It's not the most important thing in my life, and there are many things that seriously precede this in importance, but it is however one of my major interests, and it is very important to me.

----
The core of the program has been needing to be redone, because things were not laid out in a flexible, systematic, and powerful enough manner to do what I've been wanting to do with this, but I've gotten most of that done now.

Once I finish that, I'll get to developing full functionality for it, and remaking and reworking a lot of the functionality already made (changing the structuring of my Program 'Functions' plus with other changes).

It will be a feature-rich Editor, including amongst other things, a lot of features that most other people don't bother to create or even think of, which are actually pretty simple a lot of the times to make, and would really improve efficiency and make the program more enjoyable to use. But before much of anything else, I will get basic level editing and saving functionality in place.


Synthetekh
Posted on 05-19-16 04:47 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 3 of 05-19-16 04:48 AM) Link | Quote | ID: 163099


Ninji
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Opps I forgot to respond, I saw this a while ago.
I'll do my best not to take forever, just got lots of other things I must do for myself that are more important (RL things that just need to be done, and much of them interesting and exciting for me too, other aspirations that I must work towards, and would not even be able to work on game stuff if I didn't do), but this is also very important to me too, and is still a major interest for me; I won't be giving up this project, and I finally am able to work on it more than before. There will be times where I'll get a lot more done, and times where I won't be able to touch it, but I'm still going at it. Thanks for being so patient.

It really will be worth the wait! It's gunna be awesome! ;D


I no longer have my Comcast Storage Space, as they apparently aren't offering that anymore (they've been trying to get rid of it for years now too, I think they thought it was too generous and "a mistake" to let people have, being greedy probably). I'm using DropBox now for online storage.

Here's a new link to the Editor (or more of a data viewer right now lol) in it's current beta state : (MegaRL / MRL v0.63 Beta)
https://www.dropbox.com/s/jza6r3717krwjbh/Mega%20Robot%20Laboratory%20v0.63%20%28Beta%29.zip?dl=0

Synthetekh
Posted on 05-21-16 10:16 PM, in Megaman the Wily Wars - Editor news and Game related info (rev. 2 of 05-21-16 10:28 PM) Link | Quote | ID: 163108


Ninji
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You're really welcome!!
I'm really glad to do this, not only for myself, but just as much for everyone else too.


I'm also simultaneously making a Wily Wars game (maybe I'll call it 'Megaman the Wily Wars - Mega Edition' or something) that will allow people to play all of the different characters (Megaman, Protoman, Bass... even Roll, and maybe as an unlockable bonus X and Zero and some others... some villains even hehe? lol).
- As well as include remakes of Megaman 4 - 10 + Megaman & Bass (hopefully there will be enough ROM memory to not have to split it into 2 different Game ROMs).
- Plus with something like challenge stages (similar to what MM10 has) and the ability to load custom / extra stages from a list, in separate menus.
- Also with 6 Button Controller support so you can switch weapons without requiring you to open the Weapon Menu.
- Plus Multiplayer modes; I know I could do a Battle game mode between players, and even a counter-op mode where different players could control enemies that come onto the screen, but a co-op mode would require basically a whole extra Palette line per Player Character (with an already full use of the available Color Indexes for the Levels + Sprites in the Levels), so a 32X port of the game will be required for co-op (since the 32X has 16 Palette Lines instead of 4, plus can simultaneously utilize the Genesis Hardware allowing for 20 Palette Lines in total, though the Genesis' 4 Palettes will still have more limited color values). Same screen for all players would be the way it would work, and split screen (which I would normally find less desirable) would require even more Palettes, since different areas of levels have different Sprites and can + do load new colors for the levels themselves.
- And various many other improvements.

- Plus Sega CD support if desired for more Data space.
- Plus a 32X port of the game (also with ability to utilize Sega CD if desired).

I'll make a new Thread for this game in 'Rom Hacking Related Releases' and make an initial note of it in this Thread whenever I'm ready to start releasing demos of it (I almost have the programming changes done so it loads different characters!!~ at least individual Graphics and Palettes so far, and separate programming for each character will be next).

Synthetekh
Posted on 05-24-16 03:12 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 2 of 05-24-16 03:28 AM) Link | Quote | ID: 163116


Ninji
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Alright, thanks for that link! I actually want to draw them myself, so I doubt I'll use it, but I really appreciate it.

I made the layout of the Sprite Editor Window in MegaRL, but still need to program it to actually do stuff. I'm in the middle of redoing the Core of the program, so I have to wait until that's finished D:


Here's the characters so far (I just put some of the frames for an example)
Protoman's cape still needs to be done while on the ladder, but that's not so much to do, otherwise he's almost complete. His 1up Helmet needs a little touching up on.
And Bass only has that 1 Frame so far lol, he'll be a project for sure, but I look forward to getting him done when I have time for it.
I also need to add shine / lighting effects to most of the frames still, especially for the hands and boots, but that can come later as it's not so crucial.


Synthetekh
Posted on 05-30-16 03:13 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 163188


Ninji
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Thank you Zynk, I really appreciate it!! If I decide to seek help with drawing Roll, I'll certainly ask you!

Yeah the original Protoman sprite in Wily Wars is basically a NES port that they added more colors to; it really shows that they just were lazy there haha. I'm going to fix the sprite gfx used for when you encounter Protoman in the levels as well (it'll be the same as the player character Protoman sprites I showed).


---

As far as which Roll sprite gfx to use goes, what I want is something that looks like the same style as the style used in Wily Wars, so it doesn't look out of place at all, and also because I like the kind of quality of the size + style in Wily Wars. I haven't looked to see what kind of 16-bit Roll sprites exist out there, but I have a feeling her sprite gfx will probably need to be created specifically for this game, but anyone at all feel free to show me anything that you think looks good; it doesn't matter if I end up using it or not, I'm still interested in taking a look.

---

When it comes to her abilities, I was thinking of making her a Megaman clone character that just looks like Roll, or at least mostly that with some minor differences (if I come up with any awesome ideas of unique abilities or tweaks for her). She'll have the ability to slide and use Boss Weapons and have her own Arm Cannon and with the ability to charge, just the same as Megaman and Protoman.

All the characters will be given their full abilities, but with the proper restrictions that fit the individual Megaman Game (with built in unlockable cheat options to customize it however desired for any Game).

Synthetekh
Posted on 01-15-17 05:17 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 6 of 01-18-17 10:01 AM) Link | Quote | ID: 164738


Ninji
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Okay, so I did a bunch on redoing the Core of the Game Editor, took a break for many months (just had other things to do in life, everything's been going really well), and recently have picked back up on it, but it's going to take me a while longer to have a good solid release ready.

... However, until then, I'm patching up the previous code of the Editor to allow for saving (without expansion for right now, but I'll add that after I get all the data able to save); I want you all to be able to at least make some modifications and play around with the game soon.


I've got it so it can save Room Data (placed 16x16 Tiles in the Level), the Palettes, and the 8x8 Tiles (just for levels using Uncompressed Gfx atm, as I still need to go through the programming of the Decompression Routine in the game, but I know where it is located).

I still need to add a Sprite editing feature, as well as Saving a Level's 16x16 Tile Structure and Collision property data (these two won't take more than a few hours of work), and the Level Matrix (the level map, where the Rooms themselves are placed in the Level).

I also need to figure out the data format for how levels load Palettes etc. and change BG screens and positioning mid-level (it loads some stuff using custom programming for each level~ this being included in that, but there seems to actually be a format for it).


--
Here's a little editing example I've made - These levels are for the most part semi-challenge & puzzle oriented (I've actually spent many days and many hours working on this haha) :
Megaman the Wily Wars - Mega Edition - Edited Levels
(levels are unfinished, but beatable - Magnet Man, Needle Man, Gemini Man, and Top Man which is the least worked on... and I changed Mega Water S Stage's Palette to night time using the Editor in its current state, I'll add stars and a moon when I can more easily expand the data in an organized way)

Edit: Use Gens to play if you want to play as Protoman. Kega Fusion will freak out and crash when playing as him~ I need to figure out what's going on with this).


The Hardhats / Mets are oversized slightly, because for now they are ripped strait from MMX (I couldn't stand the way they originally looked lol).... same with Batontons. I'll adjust the size of this specific version for those two enemies later on.

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.

Synthetekh
Posted on 01-15-17 06:10 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 9 of 01-15-17 07:16 AM) Link | Quote | ID: 164740


Ninji
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Ehh darn it, let me try it again.

Edit: Ahh, oops, I apparently accidentally modified something in my "original" ROM lol .

---
I loaded up a program... I guess called "E.S.E -> Genesis / 32x CheckSum" (a CheckSum Fixing utility), and it says the correct one should be 0xAD23.

With the ROM I thought was original (but I accidentally modified), it says 0x125A would be the correct checksum.


Edit 2: Okay, should be fixed!~ .. I should have just unzipped a fresh copy from the start to be safe lol.
~ Let me know if you have anymore problems with it.



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

Here's some more screenshots.

Note: In Magnet Man's Stage, while hovering under a Magfly (Magnet Enemy), you can lift yourself up more and more by pressing the Jump Button~ and it's essential to do so in this Level.

There's a few cosmetic issues (I need to expand upon the graphical data to fix this).
.

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Top Man's Stage is highly incomplete, but there are a few finished rooms, and the first Hallway is done (I'll get a lot more done on this Stage soon).

. . .

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. . .

Synthetekh
Posted on 01-15-17 07:53 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 4 of 01-15-17 08:06 AM) Link | Quote | ID: 164742


Ninji
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Ahhh, wow I'm sorry, this really sucks.... the frustrations of using Patches D:

------ (ROM File last Modified 12-24-1996)
No-Intro Name: Mega Man - The Wily Wars (Europe)

(No-Intro version 20130710-102701)
ROM format: BIN
ROM Size: 2,097,152 (0x200000)
External Header: No

CRC32: DCF6E8B2
SHA-1: EA9AE2043C97DB716A8D31EE90E581C3D75F4E3E
Internal Header Found : Yes
Interleaved : No

~ Ahhh, I had gotten mine from Emu Paradise (I hope it's not in someway against the rules to mention where I got a ROM from). I just downloaded it from there to make sure, and it works.
I also used Lunar IPS to Patch it (and Created it with it).

Synthetekh
Posted on 01-15-17 08:15 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 10 of 01-15-17 09:30 AM) Link | Quote | ID: 164744


Ninji
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Yeah he is ;D. I'm using Gens (Rewind 1.0 and also Gens Plus); no issues in Gens at all. It works in Regen as well (but crashes if you slide and fall and then press against a wall and shoot~ one of his frames that's used in this case needs the Sprite Mapping fixed).

Wow, Fusion just totally bugs out when he spawns ... (his Palette doesn't even load).... I wonder if something I programmed is technically erroneous on actual hardware (I didn't do anything crazy though...).

Not all of Protoman's Frames are Graphically inserted yet (most the ones you normally see are there, except when using Top Spin or a Throwing Weapon), and I had some weird stuff going on (playing tricks on my mind some) when redirecting the Pointers to the correct Addresses for Protoman's Sprite Mappings (there is a LOT of them to change, when including the Sub-Pointers involved).

It's possible the error that Kega's freaking out about is from that.

Edit : Just did some tests (I changed the Pointers of Protoman's to Load Megaman's Data instead, and it still has the same exact problem), and I think it may be something in the programming changes I made that Kega doesn't like (something involving reading the correct Addresses when the Player ID is something other than 0x00).

~ Ughhh, and Kega is the only of the 3 Emulators that doesn't have a debugger (as far as I've seen...).

Synthetekh
Posted on 01-15-17 11:25 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 17 of 05-31-22 10:44 PM) Link | Quote | ID: 164746


Ninji
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I'm working on making an Expansion + Improvement hack of 'Megaman - The Wily Wars' to include all the Classic Megaman Games from 1 - 10, plus MM&B, instead of just 1 - 3.

So far I've decided to call the game 'Megaman the Wily Wars - Mega Edition'.

It's in pretty early stages (total WIP), but here's some main points of my plan :


It'll undergo tons of bug fixing and game mechanic changes to improve the playability / enjoyment, added features, and improvements to the Game Engine to fix further issues.
Everything I fix/implement for my Classic Fluency hack will be a base for this. http://acmlm.kafuka.org/board/thread.php?id=8962
- I suspect an inefficient Collision Detection system may be the main reason for the unpleasant slow-downs the game suffers.
And I've seen some times where the game loads some Data & Addresses every single frame instead of just when needed, so that could also be a reason.



Expanding to include all MM Games:
Hopefully I won't run out of data and have to split the game into two parts. The Genesis allows for a Game to be up to 4MB max, but there is 4MB reserved for the Sega CD, and another 4MB reserved for the 32X as well, and from what I've researched that full memory range can be used by just the Genesis itself. There's an 8 MB Indie made Genesis game called "Pier Solar and the Great Architects" that was released on Cartridge & works on real hardware.
I also eventually plan to make a 32X port of it.


Extra Playable Characters
- Protoman, Bass, and Roll.
- X and Zero for a ridiculous romp-through of the game.
- Robot Masters & Enemy characters as bonus unlockables, for anyone that wants to experience a crazy-fun play through or battle against other players (same for any character).


Multiplayer :
- Co-Op: I will make a (non-split screen, and maybe optionally a split screen) co-op Multiplayer mode (this will mostly be for the 32X version, due to Palette limitations on the Genesis, but I should be able to at least do 2 Players on the Genesis).
- Turn based: Just like the old Super Mario Bros. games do it. Optional scoring method(s) selectable to determine a winner.

- Battle: I'll also make some kind of nicely made Battle Arena multiplayer mode.
- Counter-Op: A mode where other player(s) can control enemies that come on-screen in a Level.


Graphics & Sound:
- I'm will enhance the Sprite Artwork where I see fit, and some of the Level Art.
- As well I will make some enhancements to the Music / Sound Effects wherever it feels helpful to do.
Note: I will also make an alternate version of this game without the Graphical & Sound enhancements for a more original experience. I'll draw original styles of the additional characters for that version.


Cheats & Customizations:
- Optional Cheats will be accessible for each game beaten in the collection, and the cheat unlocked will be based on the game the feature is from, for example being able to slide & charge in games you normally can't, etc. So to charge your Plasma in MM1, you'd beat both it and MM4 (where charging is introduced).
- Other customizations such as complete control config, and saving profiles of sorts to allow for loading in different customization sets.
- And whatever else I come with for customizing the game!



Some images at their current progression:

.
Credits to Zynk for drawing the first versions of Roll.
The Energy Tanks shown here are just for the Weapon Menu (too many colors to use in stages).

(94 bytes collapsed: ) - Wily Wars Characters from 11-10-2020





...
The Door on the Left will be for the 8 Robot Masters
The one in the Middle for either special stages such as Doc Robots & 1st Castles like Cossack - Fake Protoman - Mr. X.
The Tall Door on the right for either Castle Bosses or just Wily himself (perhaps Yellow Devil as well).
And a short sized Door for MM5.


- I made a mock-up "in game" example of Wind Man's Level, but it's not finished. Also in this image, the Health and Weapon Energy revivers feel slightly large to me, so I'll shrink them down a little at some point.
The Clouds are a work in progress (for now I just recolored the ones from the NES game).

HP Bar is a concept design, it'll need some reworking. Weapon Energy Bar is my completed design.

- Block Sets for Wind Man's & Grenade Man's Stages; currently incomplete.
...



I slapped in Fire's Icon for Plasma temporarily, since it would be similar enough looking and Plasma doesn't originally have its own. Haven't modified the Text yet. The Selected Energy Bar is an initial concept and will be subject to some changes.



Weapon Bar Icons:

MM1:                                                                                                                                                             MM2:
                                   


MM3:



MM4 - MM6 Weapon Bar Icons:
(346 bytes collapsed: )


MM7 - MM&B Weapon Bar Icons:
(350 bytes collapsed: )



MM9 - MM11 Weapon Bar Icons:
(350 bytes collapsed: )







~ Post History ~

Edited - 10-02-17 06:10 AM
(7854 bytes collapsed: )

Synthetekh
Posted on 01-15-17 11:33 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 5 of 01-15-17 11:50 AM) Link | Quote | ID: 164747


Ninji
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Ahh that's right, very good point...


... and as I'm writing this, I just figured it out. It's the way Kega is applying the PAR / Game Genie code lol. It's forcing it as 2 Bytes instead of 1, and not writing to the correct Address in RAM apparently. Or I think what it really is, is that the Bytes in RAM are reversed in either Gens or Kega, so in Kega it thinks it's making the Character ID 0x0100 instead of 0x0001 (though I'm pretty sure I only Programmed the game to use 1 Byte for the Character ID... so that's odd).

Make the code FFCA8F:01 for Protoman to work, instead of FFCA8E:01.

Hopefully that's the end of its fussiness.


Edit : I updated the Game Genie code txt file in the download to mention Kega's particular change in the code.

Synthetekh
Posted on 01-15-17 08:59 PM, in Megaman the Wily Wars - Editor news and Game related info (rev. 8 of 01-15-17 11:12 PM) Link | Quote | ID: 164749


Ninji
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Glad I figured out how to get it working in Kega too

Oh hahaha, yeah I switched Flash Man's music... I get kind of annoyed with it sometimes lol, and it's technically a modification (although small), so yeah haha.
I also changed Ice Man's music to Buster Rod G's stage as I felt it was fitting enough and far more enjoyable.
And then changed the battle with Breakman to Wily Tower's Stage 4 theme.

I also changed the sky in Guts Man's stage, but need to do some Graphical changes / rearrangements to be able to finish it. The sky right now is the color of the cliffs in the BG, but will be a light blue, fading into a golden yellow-orange color to flow with the cliff BG when I can separate the two from each other. It'll be like the early onset of a sunset sky or semi-early morning sky.

Note: I also reorganized the Character Palette to make more sense, and as a result the Weapons need their Gfx updated, so many of the weapons will look a bit messy. I'm going to wait until I get my editor able to edit sprite gfx and palettes to continue fixing them, as the Addresses the weapon gfx etc. are located at are not by default well organized in the ROM and mixed in with some enemy gfx.....

~ All of those things I actually changed a while ago and forgot to mention.

---

Sure you're welcome to give bug reports! I appreciate it.
Hopefully though, all bugs you'll come across are just due to the game's original limitations and issues, and made accessible through me editing things to open up more of the game, before I've had the time to fix the bugs & limitations.

- I made it so that you can pause the game when a weapon is on the screen (so you don't have to wait to pause, or switch weapons, and can cancel a Gemini Laser when needed), and as a result, if Fire Storm, Thunder Beam, or Platform 2 or 3 are canceled, it causes the issue you mentioned. There seems to be a bug in those weapons where it doesn't clear everything, causing you weapons to lock up.
I'm actually surprised they made the others work haha, since you normally can't pause when firing any shot.

- I made Gemini Man's stage Screen Transition Left into the boss' room, but you can see that even though functional, it graphically messes things up (until a Transition in any of the other 3 directions is made).
They slapped together functionality for Left Transitions for brief use in Wily Tower (in those secret rooms that you enter from the Right, and then exit back to the Left); instead of having it actually graphically load the room tiles (the collision of the tiles load properly), it creates a cache of the previously loaded room and just reloads from that on Left Transitions.
The doors to the boss also auto-open when going left. I found an existing way to configure them to at least do that, but doesn't seem to have a way currently to open on contact when going left.

- The SRAM Patch from Romhacking.net (so it'll save on an Emulator) no longer works after expanding the game past it's original size, so I'll have to go in and fix their fix (I've tried correctly changing the ROM size in the Genesis Header before too, and that didn't help). I want to see if it can be made to check for EEPROM first, and then SRAM if EEPROM weren't available.
(but this obviously isn't important to do for this simple level editing example)

~ I changed in the programming so that it graphically flips the Plasma shot horizontally, to work with my custom gfx for it. I noticed that when using Rush, your Plasma won't flip (it'll always face left); there's apparently some separate programming for it when using Rush. So that's unfinished.

~ I'm sure you've noticed by now that when you open the weapon menu in MM1 - MM3, the Palettes get all funky. This is just showing custom programming that I made (so the weapon menu can use all of the Genesis' available colors, instead of just loading the Plasma Palette). All I need to do to "fix" this, is disable the colors (in the Palette data) that I don't want to change. I still need to make it load separate Gfx for Protoman and other characters in the weapon menu.
Edit: Speaking of which, I just made a quick update to the download to clean up the colors in Protoman's Weapon menu (I wasn't thinking before about the fact that I can switch the green color used in his ear to red now for the menu lol, to make the weapon menu look totally right for him... other than the lack of alternate gfx loading for the 1up Helmet).

---
---
---

Alright!! You can totally work on drawing Roll for me. I really appreciate it!
Just try to get her character height approximately in accordance with Megaman's and Protoman's, which should be easy since they're exactly the same as Roll in height (Bass' helmet extends further, but that part doesn't count; if Rolls hair sticks up some that's fine too, I wouldn't count that towards the height either).
Character Height Chart, not that you'll actually need it

I used Sonic 3's sprites as inspiration to make higher quality character gfx (while still keeping the basic Wily Wars style) with color limitations, where they use a more clear difference between darker and lighter colors (in a simple but not obnoxious way, where Wily Wars by default has too great of a gap between dark and light colors, and in other cases not enough of one where the colors blur together too much), and small shines where appropriate. And I focused on accuracy of the shape of the character as much as I could seem to manage to.


Here's the Palette you have to work within :


- The Black, White, and 3 Grey colors in the front, the yellow, tan, and orange - are all required to stay the same (you could possibly adjust the shading of the yellow, tan and orange ones slightly if needed), as they not only affect the character, but common objects in the levels.
- The Last 6 Colors are for the Body of the character; the first 3 of those is the main-body, and the last 3 of those are the sub-body colors (in the case of Bass, the light grey on his body doesn't need to change with weapon powers, so that worked out okay fortunately).

- The Green color in Protoman's Palette is just for his Ear (I wanted to make it correct since it is actually barely possible). I used 1 Red color from his body for his Plasma shot, since he only needs it while using Plasma lol (if you look closely, the red in it is slightly darker than in Megaman's). So the Color right before the Body Colors can in some cases be changed, as with done with Protoman.

I don't mind what order you put the Palettes in in your Roll images, as long as they CAN fit within these limitations.

Synthetekh
Posted on 01-16-17 11:44 PM, in Taking requests for editing tools Link | Quote | ID: 164759


Ninji
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Has anyone made a good editor for any part of SMAS yet?

Synthetekh
Posted on 01-18-17 09:30 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 164770


Ninji
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I'll definitely include the MM9 DLC stage + Fakeman (and I like that it's a sort of small epilogue to the game).

The MM10 DLC is an interesting thing to figure out. Was there any story involving them in MM10 (I need to go and actually play those DLCs for myself still, though I've beaten MM10 otherwise), or were they just 3 tacked on bonus stages and weapons?
Someone else has a thread on sprites-inc of the idea of a Wily Wars 2 / Expansion Idea, and the thought of using the Megaman Killers as Bosses for a 2nd Wily Tower kind of game was brought up, but then to fit that format those 3 additional weapons from MM10 wouldn't be gained (although it's not like there's some rule that they absolutely can't...). I'm not sure what should be done with that yet. Any ideas are very welcome.

The goal is to achieve the highest quality expansion / remake, and to fix any issues in any of the Classic games where appropriate without really changing the games.
Or at least, I would have a Basic version which would be just as I described, and a Delux version (or w/e to call it) that would add a few additional improvements where it would be fitting (such as fixing many of the boring and rather short MM1 Level Layouts, and perhaps giving Breakman his own mini-stage...).


Definitely, I will put out numerous demos ;D. And you all are very welcome to look for bugs and any other issues that may arise, and make suggestions (and I'll very carefully think about them all and be happy to discuss them plenty).

Yeah this is such a large project, I know that a good portion of the work will just end up getting done when I'm having some very efficient days where my mind is just clear and very well focused, but I feel highly confident that I have it in me to do it, and get it done well.

Thanks! And absolutely, I will keep the information coming!
I'm sure as well that this will be a very desired thing to have as a reality for many!

Synthetekh
Posted on 01-19-17 05:42 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 2 of 01-19-17 05:44 AM) Link | Quote | ID: 164775


Ninji
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- Megaman's and everyone else's abilities will be limited / changed by the game as appropriate for each character and game.
Since Megaman, Protoman, and Roll are pretty much the same in functionality, I'll have them gain abilities when Megaman gains his (sliding, charging), unless there's some supporting story to show that one character would gain an ability sooner than another. Also, I find the idea of allowing Roll something unique to her interesting, like Protoman has his shield~ and that keeps 3 of the 4 normal characters from being 100% clones (maybe there's something in her housekeeping etc. toolkit that could be interesting and adapted for combat or additional mobility, or some other feature that would be fitting for her).
And when it comes to charging for MM PM & Roll, I'm not sure if I'll just make it the same charge shot for each game (I honestly don't care for MM4's charged shot), or change it by the game.

However to allow the freedom to play any of them how you please in each game, I'm going to make a section of options in the main menu allowing you to customize your gameplay, with the additional option to save your customizations as presets that can be loaded up anytime (not bound to the game save file), or also set to auto-load for a particular save file if desired.
I'll also allow for grouping of those presets when desired (which can also serve as a "profile"), so if you have a friend play or simply just want to organize them even more for your own purposes, you can do so.

Perhaps the gameplay customization should either need to be unlocked, or if allowing it from the start you just won't be able to unlock other content by beating the games while it's enabled.


- I'll have Bass and Protoman play just the same as MM10, with maybe a few exceptions.
Bass' dash will be assigned to a separate button by default like Megaman X has (but the option to have down + jump to dash will be available, through very flexible Button customizations for any character; part of that flexibility being allowing for Button combinations to be set).
I don't know if the way Bass shoots in MM7 and The Power Battle / Fighters (plus the ability to charge) is how he is really supposed to be at that point in the story, or if they decided to reboot how he works later on to how he is in MM&B and MM10, but having some change in abilities by the game for him could be considered.
I also want to see if I can find an effectively good way to allow him to move around while shooting (maybe if standing still before shooting he'll stay in place so you can easily aim, and if moving before shooting he'll only stay in place if you let go of firing and then start again when standing), and also stand in place to shoot and aim when desired. And as far as rapid shooting, vs normal firing and ability to charge goes, maybe he could switch modes in the weapon menu (he is afterall more of a Robot that Wily created to be based around Power, and the rapid fire only does half the damage as Megaman's basic shot).
Bass also has a Double Jump to consider in MM&B... and while that might be a little cheap to have as a normal ability of his, I'm not sure if removing it would impact MM&B too much, or if it should only be available in that game... (without customized gameplay options set)

The only difference I'm aware of with Protoman that exists, is in MM7 and The Power Fighters he dashes with his shield in front of him. Not sure yet if that should even be included.

Feel free to give feedback and ideas about all of this.

Synthetekh
Posted on 01-20-17 01:23 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 2 of 01-20-17 01:23 AM) Link | Quote | ID: 164779


Ninji
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Hahaha yeah, that does actually seem pretty similar to Zero.
A secondary attack as a close range one could be pretty interesting though.

Realistically I think the wall jump would probably be too advanced for her though (except to maybe magnetize to certain surfaces and then be able to simply drop or push off of it to the side afterwards).

Thanks for sharing ideas though!~

Synthetekh
Posted on 01-22-17 02:02 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 10 of 10-02-17 02:13 PM) Link | Quote | ID: 164783


Ninji
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The idea for MM10 sounds like a pretty good solution (and I find it will be pretty interesting in this case that you get 4 more weapons unlike in Megaman 3).

The MM9 one however would alter the story of the game a little, and the ending would make less sense.
Megaman isn't sure if the Dr. Light he sees in the cage is the real one or a fake robot imitation (where Protoman comes in and tells Megaman that he thinks it's obviously a trap).
While killing Fakeman ahead of time wouldn't actually determine if that Dr. Light is a fake or not (or whether or not Dr. Wily actually captured Dr. Light at all~ Dr. Light could be held at an actual Police station or w/e, but arrested by Dr. Wily's fake police robot), Wily tells Megaman there at the end that the Police robot was his rather than a real Police robot (exposing this fact right then), and shows Megaman to Fakeman along with the supposed Dr. Light.
Dr. Wily and Fakeman leave the room, after Megaman is harmed because he decides to go for it anyway...

Then after Dr. Light is found innocent and returns to the lab, I guess it's presumed that you'd go and hunt down Fakeman (maybe so that there's not a fake Police robot still around... I guess, or maybe just to take out any of Wily's remaining robots).

Immediately following this scene, there's a tiny bit of story explaining what happened after defeating Wily. I think I'll probably make it so that at the end of this you have two choices:
-> 'Epilogue - Annihilate Fake Man' (afterwards the Credits will start as normal)
- - 'Continue to the Credits'


----
Btw, I updated Megaman X at the end of the first post~ attempt #2!
(looks far better, though still need to maybe adjust the arms a bit)


--- This is old now~ First post has more updated Roll Gfx ---
And here's a little demo of Roll's gfx after doing the retouching on what Zynk has given me so far (thank you so much Zynk for creating her standing frames, and working on the rest! ) :

I haven't worked on refining her MM8 sytle body yet, but I have done Classic style's body and hair, and on the right I have MM8 style's Hair done as well (I just used the Classic body with the MM8 style Hair for now).



(animated to blink :o)

Edit : Zynk made some even further improvements to the face and hair (his adjustments to the MM8 style looks far better), but I'll wait until we pretty for certain finalize it before showing any updates to it (not to say that we can't go back and make tiny adjustments etc. much later even.... it's honestly hard to 100% finalize anything I usually find haha).
Mainly I just wanted to let you all have a glimpse of what Roll may look like in Wily Wars style.

Synthetekh
Posted on 02-08-17 03:03 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 164841


Ninji
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Yeah the slide, and also the charge shot will be customizable so you can optionally use whichever you want in any of the games.
Really any differences in what the character can do from one game to the next will be fully customizable in every possible way so you can play to your preference.
I'm also going to make it so that you can set which Items you can use in a game (Rush of all kinds and Rush Adaptors, Magnet Beam, etc.), and I think a fun little bonus thing would be to allow you to set which weapons you receive from a Robot Master (say if you wanted to play MM3 with MM4's weapons, or mix weapons from different games, etc.).

And again, they'll be like having cheats on in a sense (so I won't count any of the games as beaten in your save file, unless completed while all of the cheat-like customizations are off).

Synthetekh
Posted on 02-11-17 06:41 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 164847


Ninji
Level: 35

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Since: 08-15-10
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The SRAM Patch breaks when I expanded the ROM past 0x200000 / 2,097,152 Bytes of Data (the normal size of the game). I just have to reprogram their SRAM Patch to not break when expanding the ROM.

Synthetekh
Posted on 02-24-17 01:47 AM, in Super Mario Bros. 2 - Standard Mario Patch v1.2 Released Link | Quote | ID: 164907


Ninji
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Very Nice!
And I always thought it was weird that shell's wouldn't bounce in Mario 2.
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