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Please chime in on a proposed restructuring of the ROM hacking sections.
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Synthetekh
Posted on 02-25-17 04:59 AM, in Super Mario Bros. 2 - Standard Mario Patch v1.2 Released Link | Quote | ID: 164918


Ninji
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That would be a really nice feature, though it does feel a little cheap since different characters can sometimes achieve very different things in many levels, while each having their own drawbacks, and that eliminates that aspect to the game (unless the person doesn't get tempted to switch when they want to play the game normally).

Hmmmm... maybe have the normal restricted character select mode and also the unrestricted mode that can be chosen at game start.

Like:

> Normal Game
  'Unrestricted Character Select' Game - (can't think of what to call it atm)

I'm not sure though lol..

If you felt like doing some extra work, you could make it so it shows how many times the player switched to each character, while also showing how much total time they played each for.
Though yeah it's really not important, but rather just a thing for satisfying that little bit of curiosity.


Synthetekh
Posted on 02-27-17 06:24 AM, in Super Mario Bros. 2 - Standard Mario Patch v1.2 Released (rev. 2 of 02-27-17 06:25 AM) Link | Quote | ID: 164927


Ninji
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Nice, glad I could help!

Hmm, good question. And you can beat some levels of a World, get a Game Over, use a Continue, and then select a different character and then beat those levels in that World over again.

Synthetekh
Posted on 03-04-17 08:28 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 164969


Ninji
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I appreciate the thoughtfulness, but NP at all, feel free to ask as many questions as you want, and also to ask about details of any questions already asked .

I am interested in adding in an Endless Mode like in MM9 & 10, and also very short challenge stages, but I might leave them both for the Deluxe version as they'll be custom stages that I'll just have to make up, and since I'll want to leave the Basic version more original.... but we'll see, maybe I'll do it for both versions.

To elaborate on the Challenge Stages:
They would be kinda like in MM10 (also with an order of progression of difficulty), but with most of them having more to them~ that is, using enemies and objects in rooms arranged to be like fun but challenging little obstacle courses.
Part of the reason I want to do this is to give the opportunity to experience alternative creative ways that many objects etc. in the game can be used.

I also will make a version of the game that will be solely for making and playing custom stages, and downloading and inserting other people's custom stages.

Synthetekh
Posted on 03-21-17 06:37 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 2 of 03-21-17 06:42 AM) Link | Quote | ID: 165245


Ninji
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Posted by flamepanther

If you do run out of space, would you consider moving the game to CD-ROM?

I'd like to avoid that if possible, but I suppose if it becomes the only option, then maybe so (and would have to to add a 'Continuous' mode).
I like the idea of having support for it though, so people could edit the game and use it if they desire.



(32x Port)

Yes please!

;D !! (plus it can have the Genesis' Hardware in combination with it, and can support the CD too haha)
Definitely happening someday!!



How about a "continuous" mode? You'd start with your character's full set of normal abilities (slide, charge shot, Power Battle wall kick, etc.) and weapons would carry over between games (all MM1 weapons available in MM2, etc.)... but you'd have to go through all 10 games in order and nothing from a "continuous" save counts toward the individual games in normal mode.

Oh!!, that sounds awesome ;D. I'd love to include that as a game mode. Yeah I feel goo about making all of the character's abilities available from the start in this mode.
And maybe to make it a true continuous mode, I could even add limited 'Continues' (with some ways to gain more perhaps).


It would be interesting to (perhaps optionally) have two fire buttons--one for MM7/arcade style and one for MMB/10 style. Of course you'd need to support the 6-button controller if you've already got a separate dash button.

Yeah I think I'll go ahead and do that, along with allowing a way to switch the primary plasma type in the weapon menu (would be like equipping a different weapon like the Hyper Cannon in X3, just in the sense that there's two Plasma options in the menu). Definitely going to need to add 6 Button support!


Why not use the first DOS game (Volt Man, Dyna Man, Sonic Man) as a basis for the second Wily Tower? Then the Killers are still reserved for the DLC stages ...unless you decide to incorporate the GameBoy games
I feel like that's a pretty good idea... except.. gosh I just can't stand the way Voltman looks. The other two look like they'd work well though.
Maybe I can cut Voltman out, and put in some of the better looking Gameboy Robot Masters... so that there's more than 2 lol.
I've seen pictures of the Gameboy Robot Masters, but I need to play those games and get familiar with them still.
It's certainly a consideration though.



If you're considering bonus characters like X and Zero... Gunvolt and Beck would be a fun idea
Heh.. I honestly feel very disappointed with how the characters look from that game (plus the character names...)... but maybe I could make yet another version of the game with characters outside of Megaman and put them in that.... hmm this could actually get quite interesting lol

I also feel like... Inafune would have preferred to just have the rights to the Megaman series anyway, and if he had his way I imagine he would have just kept on with Megaman. Even though a lot of people say Might No. 9 is Megaman's spiritual successor, I just feel like it was a degraded version of Megaman that was an attempt for him to have his Megaman series one way or another.

Synthetekh
Posted on 05-08-17 02:22 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 2 of 05-08-17 03:12 AM) Link | Quote | ID: 165579


Ninji
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Red-Capped Hedgehog:
Thanks! I really hope so too. Someday I imagine for sure lol
It's going to be slow going probably for a long while though I'm seeing due to real life stuff.

flamepanther:
Hmm, it doesn't look like they actually redesigned the DOS Robot Masters in their remake, but I found this picture that shows an idea of what could maybe be done with Voltman's ridiculous shoulders. I may just redesign them myself.
http://3.bp.blogspot.com/-c5VqhBrk6_A/VdJrEp5BPvI/AAAAAAAAUCw/5AVXIPeUlv4/s1600/Screen%2Bshot%2B2015-08-17%2Bat%2B6.15.04%2BPM.png
The NES style of Beck I found looks pretty good, though not so sure about Gunvolt.. but yeah it's not any high priority anyway... hmm I'll see about it.
https://www.technobuffalo.com/wp-content/uploads/2014/08/Gunvolt-Mighty-No-9.jpg

PKstarship:
Yeah I think I'll include Quint. A pogo stick weapon could be pretty interesting if done right hahaha; could be of a type kinda like Charge Man's weapon. You wouldn't be able to shoot but could bounce off of enemies + hurt them and maybe it could even be a weak shield piercing weapon (like the ability to kill Hardhats / Mets while safe), or maybe knock away small shields like the Picketmen have.

I'm thinking I want to group the games into sets.. in a sense, having a "Wily Tower" (maybe Wily 'something else') like game after each, for example maybe like this :
(remember Wily Tower uses enemies and objects throughout MM1-3, so I would continue that for each particular 'Set' of games)

MM1, MM2, MM3 + Wily Tower
MM4, MM5, MM6, MM7 + Wily "Tower" 2
MM8, MM&B, MM9, MM10 + Wily "Tower" 3
Wily "Tower" 4 (uses enemies and objects from all the sets of games)

(I kinda want to keep Set 2 as just MM4-6, but this layout might be too much..)
(or I wonder if it should end with 'Set 3'.. having the last 5 games lol... )
MM1, MM2, MM3 + Wily Tower
MM4, MM5, MM6 + Wily "Tower" 2
MM7, MM8, MM&B + Wily "Tower" 3
MM9, MM10 + Wily "Tower" 4
Wily "Tower" 5

Synthetekh
Posted on 06-03-17 05:01 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 2 of 06-03-17 05:03 AM) Link | Quote | ID: 165657


Ninji
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Hmm, those look useful for the most part, thanks for sharing that.

Though the more I look at the DOS game the more it looks like something extremely unofficial/3rd-party anyway (but having permission by Capcom to be licensed), and really just a cheaply made quality game; similar quality level as a student or teen developed thing, like "hey cool look, I made my first ever game haha" sort of thing.

I think it would be best to scrap the DOS games as any idea to use. I could come up with my own Robot Masters for one of the Wily "Tower" games if absolutely needed (even though I'd prefer it all to be 'Cannon'), and if I used the DOS ones then I'd still have to create my own stage music (since non-existent) and stages (as they aren't that well designed) anyway.


"In 1990, Hi-Tech expressions (under license from Capcom) produced a DOS game based on the series simply titled Mega Man. It was followed by a second DOS game titled Mega Man III in 1992. Both games were released exclusively in North America. Despite their titles, neither games are ports of their corresponding NES counterparts, but original games. There was no PC version of Mega Man II. Aside from handing the license to Hi-Tech expression, Capcom themselves were not directly involved in the PC games. Both games were programmed and designed by Steven Rozner."
https://en.wikipedia.org/wiki/List_of_Mega_Man_video_games#PC_games


----------
I've been pretty busy for a little while, so I haven't been working on this stuff much right now, but I'll get a lot done as I have time to.
I'll try to keep you all updated at least with some info pretty often though, but there will also be periods where I'll just need plenty of time to focus on other things in my life.

Synthetekh
Posted on 12-10-17 07:44 AM, in This board needs activity... (rev. 4 of 12-10-17 08:31 AM) Link | Quote | ID: 166013


Ninji
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Umm, how about no, please~ haha.
Yeah there's periods where there's much less activity here, but things still happen and anymore it feels like a very nice environment to post your stuff, at least with Rom Hacking topics if nothing else (I haven't focused on the other areas of the Forum in years).

Maybe something that would help with activity some is.. I guess we could have an easier to find section where uploads/hacks/editors etc. can be found and are organized nicely. I personally only really visit RHDN for it's hacks lol; it doesn't seem like there's a lot of focus on Board2 except by those who are already familiar with it.
Totally maintaining a hack + editor etc. section I imagine can be a lot of work for moderators, but we seem to have a nice community here where most people have the sense not to screw around and try to mess it up, so maybe they could self-manage their uploads with a nice wide-range set of pre-made + well made sections to categorize under. There could be a way where users could flag anything that looks like spam, and maybe only allow so many uploads of different content a day to discourage bots / spammers (how much to allow at once.. perhaps based on age and/or posts of the account or something).
We could also have a section (not just sticked posts) for well made tutorials and collected Console Hardware info etc., which certainly would be some work up front, but would probably ease back down after enough would be collected.
Could also have hacking notes available to people for specific games in an organized section too.
And just, maybe other things like that too. To me it seems a lot of people go looking for that sort of thing and find themselves at whatever sites have it.

I dunno, but I've noticed sometimes that sites which are basically or entirely 'just a forum' get little attention.
I played on a private RO server (Lor-RO) way back in the day, and it was actually as far as I saw one of the very best ones, but super unknown because they did basically nothing to bring attention to it and all it had was a Forum for its website; I don't think it looked welcoming or intuitive enough to most people. Here we at least have a much nicer forum, but maybe a hack/editor download section would liven it up. Heck I still go to Zophar.net sometimes (since the early 2000s or late 90s) for that sort of thing because it's all organized and such. I go to it much less though as they don't seem to keep up on it as much in some areas (though I do see regular posts in their news stream or w/e).

Synthetekh
Posted on 12-10-17 08:52 AM, in This board needs activity... (rev. 5 of 12-10-17 09:05 AM) Link | Quote | ID: 166015


Ninji
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Yeah the moderation activity seems almost dead and fixing that certainly helps, especially with all the non-hacking etc. sections; the hacking areas seem to manage themselves pretty well anymore as people are just focused on their projects and what others share, and the egos have really died down tremendously.

Personally I kinda feel like the Rom Hacking parts were always sorta the main point to this place.. just naturally somehow, but yeah I understand how it is when the other sections are so dead.. it's as dull as playing a multiplayer game or MMO by yourself lol.
Not sure what all would help for that since I haven't spent time in those sections in such a long time. I know my brother visits reddit anymore because people post some pretty creatively hilarious stuff there.. and that's something I'd go for myself if I had more time for it (been busy a lot).

As a side note, the default theme is a little hard for me to look at, which at least.. sometimes a simple thing like that might affect newcomer activity (aka the initial attractiveness of the Forum); I chose the Acid (Iceman) theme as it's a nice dark basic attractive theme with a little extra style to make it more interesting. Sometimes the subtle details can be powerful too (businesses of course greatly use that to their advantage for example).

Synthetekh
Posted on 12-10-17 09:21 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 166016


Ninji
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Hey everyone, sorry I've been so absent this summer and fall- right after I just about to get this project going. I've been doing very very well with my health (I've had issues with that before, and had done over a year of Physical Therapy that began in late summer of 2014) but just been super busy getting some things with my life together now that I've recovered so much, but no job or school or anything like that to deal with at all fortunately.

I'm trying to get back to spending some time here with this stuff and making progress. I almost have the core of my Editor for Wily Wars fixed up enough to start using some, so that'll help a lot.

Synthetekh
Posted on 02-12-18 11:22 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 2 of 02-12-18 11:23 PM) Link | Quote | ID: 166218


Ninji
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For the hack I could show a little more than I had shown before, but it's nothing recent, and unfortunately nothing just yet for the Editor. I have a few basic structural systems to make in my Editor before I'll be ready to work on features that the user will see and interact with: for example, C#'s Arrays seem sadly limited when it comes to nested/grouped data, so gotta use a single layer Array and make a system to basically auto-structure the internal stuff with limitless nested layers myself, because I don't like to put limitations on what I'm building. But soon after some more is done, the rest should fall into place pretty quickly and I'll have something to start showing; I'm pretty much just waiting on that now.
I'll put together a short video soon demonstrating some things I've done in my hack so far, and with a little explained of what my plans are for various things that'll appear in the video.

Synthetekh
Posted on 08-09-18 09:19 AM, in Megaman: The Wily Wars - Classic Fluency (rev. 9 of 08-11-18 08:55 PM) Link | Quote | ID: 166453


Ninji
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What this is:

A hack of just the basic game to fix the issues with Wily Wars and implement various improvements wherever fitting so the game plays very smoothly.
- It should feel classic, but I don't mean it as in the sense of being just like the NES version, as that isn't really my goal. It's really meant as a fix for all the issues Wily Wars has.
- There are a few Graphical and Color adjustments done where I thought appropriate, but I want to leave that stuff as original as I can.


There are so many tons of things to fix / improve that finishing all of that will take me quite a while longer and I need a break, so for now the essential + other major issues with the game are improved / fixed, except very notably the unfortunate lag when certain sprites are on screen such as the Yellow Devil, Gemini Laser, etc, as that is most likely due to a slow Collision Detection system.
For now you can remove the lag with the CPU Overclock option in either the Regen or RetroArch ('Genesis Plus GX' Core) Emulators (let me know if there are others).

An EEPROM version is planned for later but I still have stuff to understand with how to restore that properly and while still fully removing the Checksum Security (seems like both Routines are mixed together or something weird), so the SRAM version is the only option right now.
I would like to provide all of these things for the Jap version at some point too.

Here's what's been changed so far:
- Region changed from Europe to USA so it runs at normal speed.
- The (SRAM Patch) disabled Checksum Security Routine still added up every Byte of the ROM making it take a few seconds to show the Sega logo, now it skips doing that so it's instant.
- Default Controls: From B C A -to- A B C (an original Control Config. version is included)
- Plasma Shot Speed is like the NES, and Repeat Fire Delay on it is completely removed.
- Repeat Damage Delay is completely removed on all Non-Boss Enemies and most Castle Bosses, and Robot Masters have a shorter delay. I adjusted everything to what felt natural and is similar to the NES.
- Can open Weapon Menu while firing, and all Weapons/Items that broke from this are fixed; Electric + Fire Storm + Platforms 2 & 3 (couldn't fire any weapon again for an almost infinite length of time), and Flash (would not unfreeze some enemies).
- MM3 Weapon Menu: Delay Time after choosing Rush reduced.
- The MM3 Weapon Get Screen now lets you hear the full song twice (instead of just the beginning), and you can end it early by pressing any button except the D-Pad as soon as Megaman changes color.
- Jump Power: Slightly higher so you don't get caught on the corners of 3 Block high ledge as easily, and can more reasonably jump over 4 Block wide pits while still leaving it a slight challenge.
- Plasma: Fixed the collision box size and placed in the center of Megaman's Arm Cannon (rather than underneath some); although it changes the position of it while he's on a ladder, so now that needs it's own Y Position added.
- MM3 Wily Machine (Stage 5) Sprite Mappings: Since I made the plasma hitbox correctly sized, the hit box for the thing you hit under Wily's Machine had to be pushed up a pixel so you still have to jump + shoot.

~ Graphics ~
- MM3 Weapon Icons have color (Snake needs to be green still, must load in more colors); they look the same as WT's now.
- WT Weapon Menu Icons are fixed where needed (see Rush and Air Shooter for example), except Leaf and Snake need to be green.
- MM2 Wily Stage 1: Removed a small piece of cloud in the BG that was missing its left side (I think I removed it because it looked cluttered with the extra cloud maybe?.. I made that decision a long while ago).

~ Level Color Palettes ~
- Gemini Man: Adjusted the Purple Crystal Cylinders to be Blue like they should be. Made the inside area's BG look slightly more defined by bringing out one of the colors more.
- Ice Man: Made the colors bright and clear instead of being sorta gloomy and drab, although it looks like a sunny day now instead of perhaps stormy. Adjusted the Brick blocks to be slightly more blue and also some of the inside area's BG.

~ Player Color Palettes ~
- Fire Storm: Made the yellow less green-ish and the red slightly less orange.
- Atomic Fire: Made the yellow less green-ish.


------
The changes made at this point may not look like much more than what I plan to work on fixing next, but I really simplified the details of what it took for what's done so far.
I could make a video to demonstrate while comparing to the original game, but I'll leave that for another day soon.
If you see any changes that you really think don't belong (such as Iceman's Stage colors being adjusted), let me know and I'll consider reverting them.
------


Major issues that are likely to be fixed next:
- Give MM2 and WT their own delay time after defeating a Boss, as now they exit a bit soon since fixing the long delay MM3 had (they all share values).
- Magnet Missile Derps out when turning a corner, delaying and thus causing it to more easily miss enemies.
- When completely up against a wall, Megaman can't slide away from it (fall next to it off a ledge or get hit to push you up against it).
- Flash (Time Stopper) needs to be cancelled when a Boss appears, or it wastes all your Energy before starting the battle.
- Flash (Time Stopper) needs to not consume Energy while opening a Boss Door.
- MM2 Weapon Get Screen is a bit slow to go through; speed up the text and allow to skip through it.
- MM3 Wily Castle Map slowly drawn paths and taking a while to start drawing.
- Firewaves in Fireman's stage spawning at too fast of intervals to walk through.
- When loading a Stage it only resets full bars of Weapon Energy while skipping the fractions. For example if you use Needle Cannon which consumes a value of 0x0040, and a stage is then beaten with the second Byte at 0xC0, your refilled Weapon Energy will be 0x1CC0 instead of 0x1C00, giving you 3 extra shots at the start of the next stage.

Spoiler:
Three planned features for a bit later:
- A 'No Save' game file.
- 6 Button Controller support and the ability to switch Weapons on the fly.
- I have a couple ideas to make Frozen enemies blue and icy looking (Ice Slasher). I can make a Sub Routine to change them to Megaman's Palette line and redraw with his blue and white colors (making a copy of the sprite's gfx in VRAM but NOT in the ROM data), or I can set an icy looking sprite overtop or both, and if you switch off of Ice (they stay frozen) it can just keep the icy overlay; we'll see what looks best.



Enjoy~
Megaman - The Wily Wars - Classic Fluency v0.9 - (Not the actual North American version, but region converted from the European ROM)



Synthetekh
Posted on 08-09-18 05:15 PM, in Megaman: The Wily Wars - Classic Fluency (rev. 3 of 08-09-18 07:12 PM) Link | Quote | ID: 166455


Ninji
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Thanks Zynk!

I pretty well went into hiatus this past year. I thought for a while I'd start having more time and then the opposite just happened lol.
Btw if there's anything you're still needing help with just let me know and I'll get back to it!~ I think it's safer to say that I'm finally back; I'll take breaks here and there of course, but it feels much more the time in my life to start getting things done.


Yeah his walking speed is certainly quicker, and his slide slightly longer to match, although... I kinda like it.. a lot haha. That was the issue I found with the NES games~ although the shooting is faster the walking always felt slow to me.
If you want to play with it, the Walking Speed is at (2 Bytes for each direction):
2E06C: Megaman Walk Speed (outside Water) / Amount (X Axis) - Left
2E094: Megaman Walk Speed (outside Water) / Amount (X Axis) - Right
Note however that something needs to be fixed with it: He can more easily land on X Coordinates that are in between a solid pixel (that's another programming fix that needs to be made), but that's more a tiny tiny issue for jumping over 4 block-wide pits really.

Yeah you're right, the collision box on his head does seem a little short. Not as much when jumping into the roof from what I can tell, but with projectiles and enemies landing down on him. Glad you mentioned it, I forgot to write mark it down in my 'fix list' a while back.

I'm glad you're enjoying the new colors for Iceman's Stage, I couldn't stand the drab look either lol, and I think I'd hate to revert them.

Spoiler:
Yeah I'm not sure what to state the region as, since data-wise it's USA region converted form the European ROM. I feel it's a little deceptive (though people do tend to assume it's the Europe ROM anyway it seems) since it's not the Capcom of America produced ROM. I was thinking that if I ever get the actual North American one, maybe I'd name it with (U)..?, since games are typically listed as (U), (J), or (E).



Question of preference: Should I make it so you can shoot 3 shots instead of 2 with Rush? - I could personally go for 3, but it is actually only 2 in the NES version as well, so would that feel a little over-reached to anyone (I noticed too that it actually counts spawning Rush against his available shots... I wonder if that's a bug by any chance)?
- I'm also thinking of making Rush Marine's single shot (while inside) more of a small torpedo than a dinky little plasma shot.


Synthetekh
Posted on 08-11-18 07:46 PM, in Megaman: The Wily Wars - Classic Fluency (rev. 6 of 08-11-18 08:50 PM) Link | Quote | ID: 166458


Ninji
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1. Wow, I'm a little surprised when it comes to the controls. I could see that when it comes to playing with an official 3 Button Genesis controller since the A Button doesn't stick out as high as B and C, or if for whatever reason you like to map B on the left and C at the bottom of the 4 buttons that controllers these days have and stick A off somewhere else; I just do mine from left to right as it would normally be (I think it would mix up my mind to stick A on the right side or up top).
I feel it awkward as can be to have shoot where jump always is (bottom) in just about every single game, and jump off on the right of the four buttons. And no other Megaman game that I'm aware of does that. And I found it unfortunate that all the buttons on Genesis controllers have that reversed angle and the A Button sunken in a little (B as well, just less so).
I just added a separate patch with the original controls for anyone that prefers it that way which I was already thinking would be the way to go, but it would drive me absolutely crazy to have to deal with that as the standard. I could also make a feature to have a user made default (that can be reset of course), and the option to set different controls for each save file.


2. I could play with that, and I might like that too.

3. Yeah I thought that might be what they were doing but I don't know, for some reason I just really like the sunny look.. and it makes the ice feel a bit cooler to me as it's a little brighter. Really the Arctic can be either, it's not always stormy, so I guess it's more a matter of preference. Even if stormy, I think I'd still go for slightly different colors than they used to avoid the drab look. I'll play around with it more.

4. I'm thinking to completely agree on that as I don't want to change anything in such an unofficial way, and rather make an enhanced branch/version of this project that includes a few such little enhancements (also for example I find it ridiculous that Magnet Missile uses 2 bars, you hardly get to have any fun with it).


@ Zynk: On the Rush Marine shots for my now decided Branch of the project, I'd like to have 3 shots as well. I think it would be neat to maybe have the 1st of the 3 shots a torpedo hehe, but maybe that would feel awkward.. I'll have to play with it when I get there. And yeah Rush should open his mouth, so that'll be done for both versions of the project.

Synthetekh
Posted on 08-12-18 07:40 PM, in Megaman: The Wily Wars - Classic Fluency (rev. 4 of 08-12-18 07:50 PM) Link | Quote | ID: 166461


Ninji
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Even if whatever Rush power thing in the Gameboy MM5 were to lag it, it's honestly sorta irrelevant to Wily Wars since this has its own game engine + on more powerful system and Rush Marine isn't really a large nor complex sprite (if I remember right it even replaces Megaman, becoming one sprite).

Rushes Plasma is actually Megaman's when it comes to programming and gfx+colors. Though if needed for any reason I can easily give him his own. Rush does however have his own limit on # of shots and energy consumption (of course 0), and his own programming that adapts/injects Megaman's Plasma code into it.
All of the assets in Wily Wars are shared / completely accessible between all 4 games (while none are dependent on each other, for example you could remove any game from the compilation and it wouldn't harm the others), unlike SMAS where each game is literally its own game. Wily Wars is set up beautifully in that regard and in so many other ways .
The Sega's AI of these first 3 Megaman games is actually quite a bit slower, at what feels like a natural pace.... . Check out Megaman 3 on the NES again, many of the enemies, especially the Robot Masters are very hyper-active. Look at how fast a Hammer Joe throws his projectile compared to the Genesis version.

I'm not going to change the Health + Weapon Energy in MM1 to use from MM2 and up because I feel that it's tampering a little too much (on a side note, I won't remove the score + score balls even, though they are quite pointless), but I'll do it in my Branch of this project where I'll tamper a bit more.

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For the controls to be so horrid, what kind of controller do you have, and how do you set your buttons in the Genesis emulator?
Is it a standard controller that has 4 primary buttons laid out in a diamond pattern like the SNES, PSX, and X-Box would have them?
Or are you maybe just using your Keyboard?
Could you share your setup with me so I know why it's working so badly for you?

Either way though, I've already included an 'Original Controls' version in the zip for you (and for anyone that wants to flash this game to a real Genesis Cartridge).


This is the Controller I use: - Logitech F510

Here's how I set my Genesis Buttons in the emulator:
Blue = A
Green = B
Red = C
(Yellow = Turbo A)

I feel like that's just the most natural way to do it. Even if I put B on Blue and C on Green to compensate.. where do I put A?, and then what happens when I play a game that actually uses all 3 Genesis Buttons? I don't know, it just seems weird to do it any other way.
Castlevania Bloodlines for example has Whip on A, Jump on B, and Special Weapons on C. If I set my controls different than I do it would absolutely wreck that game; the controls would be horrid unless I want to go into its Options every time I play it, and I can't count on every game having a Control Config.


Synthetekh
Posted on 08-13-18 12:55 AM, in Megaman: The Wily Wars - Classic Fluency (rev. 13 of 08-13-18 04:05 AM) Link | Quote | ID: 166463


Ninji
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Woah.. omg... alright so if I've got this right you reach all the way across the Left and Right Buttons (if you have a gigantic thumb than I could see that work alright..ish, but except then I would imagine you'd hit the Top and Bottom Buttons sometimes), and then reverse the controls of how the NES works, where the NES games of course put shoot/run stuff on the Left and jump on the Right. And then also the gap between the NES's B and A buttons is smaller than reaching strait across with a diagonal 4 Button area.
How do you rapidly press shoot when you have to lay the back end of your thumb down on it over and over o.O?
None of the games I've ever played do that (and the SNES sure doesn't work that way), and even Wily Wars's default is okay to me on an actual Genesis Controller (but NOT on 4 Button Controller) because it has a line for its buttons, where you're simply shifting positions by making B shoot and C jump but the layout ends up the same (although that line is slightly upside down which is awkward but it's only by a slight bit so w/e).



Edit:
Wait hold on that doesn't even make sense because you don't use the Genesis A Button.

--- I'm thinking this is more what you meant (due to an inconsistency in how you described your buttons and what Wily Wars uses originally) ---
Did you mean 'a' on your controller is jump and put it as capital A by mistake? Either way it looks like you reverse your controls from the standard way most games adhere to, and even from the way Wily Wars officially does it because they put B as shoot (bottom button) and C as jump (would be the right button) and you would then have described it as reversing B and C (if you meant 'a' as in your controller's 'a').

And then that doesn't even make sense because Wily War's official default wouldn't work for you then... did you mean the bottom button is shoot (normally B in the game) and the right button is jump (C in-game) but just switched that up in your explanation as well??

And on the claw like finger thing you were saying, are you using two fingers instead of your thumb so you'd think I was probably using two fingers as well (which yes then would be awkward with shoot on the left side)?

Synthetekh
Posted on 08-13-18 03:03 PM, in Megaman: The Wily Wars - Classic Fluency (rev. 4 of 08-14-18 08:10 AM) Link | Quote | ID: 166466


Ninji
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Hmm alright. Sounds maybe like Megaman X but with shoot being on the right?
I do mine exactly as Megaman X does it with shoot as the SNES Y button (Left) and jump as SNES B (Bottom).

Oh well anyway though, thank you for the support and encouragement!~ I will keep making awesome things happen with this game!


Hmm I increased the jump power slightly already for all the games including MM1 (they all use the same value).
In my other hack (Mega Edition) with the redrawn Megaman sprite I have the jump slightly higher, but due to a bug that makes him then able to barely jump up 4 block high walls (only on the right side, it boosts him up the top of the wall) I left it slightly lower in Classic Fluency. Once that's fixed this hack will get a slight further boost to the jump power as well.



Edit: Huh, well I guess I forgot to check Rush Marine on the NES while inside him... you can shoot 3 shots lol (but oddly not while outside). Why they downgraded him in Wily Wars to only have 1 shot I don't know, but I feel like realizing this + also now that all games from MM4 and up let you shoot 3 with all Rush/Beat/Eddie etc. abilities gives much more validation for just changing the more basic version of Classic Fluency to allow 3 shots.
What do you guys think, should I just do it?

Synthetekh
Posted on 08-27-18 05:23 AM, in Megaman: The Wily Wars - Classic Fluency Link | Quote | ID: 166494


Ninji
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Thanks!
Yeah his hit box should be changed, and I'm thinking it should just be in his sprite mappings, so should be quick and simple.
I'll try to put out another update soon and will make that part of it.

Synthetekh
Posted on 10-30-18 07:55 AM, in Mega Man 2/Rockman 2 Slide and Charge Shot Link | Quote | ID: 166599


Ninji
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Oh wow, that looks really neat! I'll definitely get this.

Synthetekh
Posted on 10-30-18 08:05 AM, in Megaman: The Wily Wars - Classic Fluency (rev. 2 of 10-30-18 08:15 AM) Link | Quote | ID: 166600


Ninji
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Oh nice, I'm glad the controls worked well for you.
I thought about making the step just slightly longer than I did (delay value of 0x03 instead of 0x02), but it's hard to decide because I like when you can start to walk faster to avoid obstacles even easier too.

If anyone feels any issue with it being just slightly too fast, let me know and I'll consider making the delay 0x03 (which is also quite fast).

Synthetekh
Posted on 11-06-18 02:06 AM, in Megaman: The Wily Wars - Classic Fluency Link | Quote | ID: 166626


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