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Main - Posts by Zieldak |
Zieldak |
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Crow Level: 42 Posts: 341/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
I'm not dead yet! ... I think. I have some spare time now, about 4-5 hours a week, so yeah, some small progress-like thingy here and there.
==> - Snake Man's stage is much more alive now. - Maybe the background palette should be different, I dunno. - I should do something with the Gorillas. I have also played some Azure Striker Gunvolt recently and I really like it! Well, no wonder since it's basically a Megaman Zero game. It's kinda hard to blast through some stages without getting hit though (or I'm just that bad), but it's still very fun to play, huh. If you don't know what Azure Striker Gunvolt is, be sure to check it out! |
Zieldak |
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Crow Level: 42 Posts: 342/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Posted by kuja killer I saw it. I will definitely finish the game no matter what. Well, now two games. I don't know if I mentioned it before, but it will use my scrapped levels which I didn't like, it's called "Mega Man Scrap Metal", and it actually has way more completed levels than Crimson has right now. It will not get a seperate thread here, but it will get a progress page on my guglisites webpage thing. - I updated the Progress Page on my site. And some changes and fixes I made this week. Some of these were not in any videos or in those demos or maybe not even mentioned '*', but I'll still list them. Old changes are marked with a '#': - Snake Man's sprite now doesn't sink into the ground by 2 extra pixels. It may affect the fight a bit though. - Snake Man's stage graphics has another revamp and is even more colourful. Maybe I will also update the snakes too to be much more robotic. - The game now uses FCEUX's palette and all stage palettes are adjusted to it. Previously, it used Nestopia's YUV palette. I don't want to make the same mistake with MMR (which will be updated at some point) - Updated Title Screen (Moved menu text up a bit so I can have an extra line of free space for text) - The Password Screen once again uses dots instead of a white line and nothingness. - Mega Man's palette is now correctly updated to the MM9 and MM10 colours. (When you teleport in and before changing weapons) - Needle Cannon is now slightly more effective than the Mega Buster. It destroys most of the enemies with one less hit than the buster. I also plan to make Spark Shock way more useful and made specific enemies weak to it. - Adjusted many enemies' HP and damage data (because of the Needle Cannon). - Hard Man's stage's unfair platforming section is changed so it actually teaches you how to pass it, without penalty (death). Newly encountered enemies can't knock you into the lava anymore either. - Many Boss Doors are using wrong animations. Well, this is not really a positive change, but it will be fixed one day. - Mega Man's HP Bar and Weapon Bar are now swapped. * After defeating all 8 RMs or 4 Doc stages, the boss windows correctly fade and the incorrect cursor (dots) on Mega Man's window is also updated to the new one. * The Boss Selected screen now shows the boss' name correctly (previously it had blue BG in a black box because I messed up everything very badly) * Air-Crash and Flash-Quick stages are now swapped, so Air is in the top row and Flash is in the Bottom. Passwords may need to be tested at one point because of this change to make sure the correct windows are cleared. # Destroyed Wall (5D) objects now don't respawn if scrolled out of the screen, not even after dying! # The Enemy TSA (those eggs in Gemini Man's stage) doesn't spawn Poles anymore, because they are now used as "Destroyable Blocks" from MM4 and onwards. Pole enemies are now also unused enemies because of this change. # Those ladder climbing bots are now deadly spikes. Literally. (Wily 2 Thingy) # Gemini Man's stage has been totally redesigned. It has snowmans! The old stage will be used in another hack with a remade tileset. Well, that's all for now. EDIT: I probably should update my project page more often. |
Zieldak |
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Crow Level: 42 Posts: 343/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Posted by TrinitronityDon't worry, I'm not an expert either. But if you're trying, you will eventually learn ASM. Posted by kuja killerMy dumb tiny brain only knows JMP, JSR and NOP, but not this much. I'm happy I could even find something in the ROM now without asking for help. And I had a TON of questions back then. Off-topic: That second hack I mentioned in my thread. It has a name now. "Mega Man Scrap Metal". |
Zieldak |
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Crow Level: 42 Posts: 344/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
That one vote doesn't count because banned people can vote for some odd reason. So -1 NO.
Yes, we had a collab project before... which you know, that happened. But, I'd actually like to see a successful Mega Man Board 2 hack, hopefully for Mega Man's 30th Anniversary. Especially because it's one of the most hacked games on the board. The idea is simple: 1. Game used: We should choose a game from MM1-MM6. MM1 has much less levels (10L) so we would have much less work with it and much higher chance to make a project like this, successful. And MM2 is everyone's favorite game (12L). But, I'd prefer MM3 for this (so many levels), because Improvement 2.1 is a thing. About MM4-6, I dunno. 2. Levels: Hey, actually, this is the easiest part! We need some ppl who make 1-2 levels, send me IPS patches and I import those levels into the game, or someone else who knows how to do that... And that's it! The hard part is we would have to decide who makes which levels then, without doing the bad thing that no one likes. But everyone can do levels, right? That isn't that hard, right? But some important stuff: - We should make the RM stages first. - MM1, MM3-6: no palette animations. It's really limited. - MM3-6: no multiple doors in a stage. In my hack, I have some not-even-near-the-boss doors, but they're somewhat special: some levels share the same doors. - MM3 only: Proto Man fights will remain on their stages and no new ones in others. The Proto Man thing in Gemini Man's stage doesn't have to be used. - MM1-MM6: No SBD bank changes and other crazy stuff. - MM1-MM6: No overloads with enemies. We don't want to make a lagfest hack, we want to make a FUN hack. - No Mission Impossibru stages if it's possibru. - And other stuff. I dunno. 3. Graphics: I leave it up to you. I don't think should do fancy tilesets and stuff, so freely use the default one, import from other games, or you can make your own tileset(s) if you want. 4. Music: I dunno. Ideas? 5. Q&A: Q: What about the story? A: I don't know, Board 2 HQ is attacked by Wily and Mega Man must stop him. Q: So, I want Duo in the game and have Quick Man do crazy stuff and whatever and make op weps and playable Bass because he's overrated. A: No, we don't want to make a Mega Man Forever, Odyssey or 4MI, just a simple hack. Q: What if the project fails and never gets finished? A: Well, maybe someone will want to finish it and credits those who made levels for the hack? I dunno. Q: Aki Light's design looks horrible! And Mega Mini! Mega Man is doomed! A: That is not a question. And no he's not. So yeah, that's the idea in a nutshell. About sharing the unfinished game, so everyone has access to it. I could always make a new IPS with the newly imported levels and upload it somewhere, so don't worry about that. |
Zieldak |
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Crow Level: 42 Posts: 345/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Posted by InccubusWell, maaaaybe if Nintendo somehow... But they did something similar with F-Zero and Metroid... Posted by Quick CurlyWell, I did not even know Balloon Fight existed before . Well, I had a multicart, and Balloon Fight was on it, but I never played it. I had to try it out before making a stage. The difference is I didn't have to use utilities and it wasn't hard to design a one screen level. Posted by Termingamer2-JDShort answer: Posted by Quick CurlyYes. He's the one. I didn't even submit the poll, but he already left his mark. Posted by kuja killerWell, actually, I forgot water, lava, stars and other stuff exist. And you are right, palette animations are fine. If there are too many, we can simply remove them if necessary, and levels still can share palette animations. I'll fix it later. Posted by MegaEliteGamersThat's why I made this poll. There are so many of us working on Mega Man hack and I felt like I'll give it a shot since there's nothing to lose. I don't know... It would be awesome if everyone could contribute to it, but I do know that not everyone has the time, the energy to do so. Posted by MegaEliteGamersYes, that's true, unfortunately. If there are not enough contributions, I'll try to finish the hack. Except if it's too much for me. I already have two hacks on my hands. |
Zieldak |
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Crow Level: 42 Posts: 346/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Don't ask.
Okay... The game glitched out and this happened. |
Zieldak |
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Crow Level: 42 Posts: 347/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Yes, there is actually. There's a specially placed enemy on the top-left ($FF) with a Peng ($07) on the bottom-center (which by the way has nothing to do with the glitch, it's just there) of the screen, in Room #08. You can open a ROM and go to Room #08 if you want, but here is a screenshot instead:
This weird placement of the $FF enemy seems to change the current sprite set used in the game. However, if it's respawned (I think you are not supposed to backtrack there), it seems to mess up something in memory. Now, if it's rapidly reloaded by passing the red line multiple times in a short amount of time, it basically screws up the game's memory very badly, and causes weird effects you can see in many videos and stuff. And no, the Peng enemy doesn't have to do anything with the glitch. It's weird placement simply stops the Peng enemy from respawning, once it's on screen. There is another similar place to this in Ice Man's stage, in Room #04, but it also uses an $1F enemy, which I think is used to change the used sprite set, along with $FF. In Guts Man's stage there is a similar method to swap the enemy graphics after the lift section, twice, in Room #05 and #06. Two $FFs and the $30 enemies are used here. The X and Y coordinates of the FF enemies seems to be imortant too, because it seems to determine which sprite set is loaded. I do know that if you move any of the FFs from their original places, the sprite set swaps will no longer work. You can't place them back with the editor either, you have to place them back manually in a hex editor. You can also play with the $FF enemies in other stages. For example, if an FF enemy is placed in the first room of a stage, in the top-left corner, everything seems to do nothing, I often used it to make sure the game doesn't crash when you respawn after dying to a boss in Mega Man Reloaded (You can use an editor to check it out if you want). For some reason MM1's engine or whatever doesn't like empty rooms. It also goes crazy if the $32 enemies are missing from the first room of Fire Man's stage. Depending on the $FF's X and Y coordinates, it may cause crazy stuff to happen. So yeah, basically that's it, I think. I'm not 100% percent sure, but I can't think of anything else. NetSplit may know more about this glitch and these weird enemy combinations. |
Zieldak |
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Crow Level: 42 Posts: 348/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Sorry for the late reply, I was really busy with this:
Posted by Quick Curly MegaFLE X is the most advanced stage editor, so if we are going to hack MM3-MM6, everyone should use that. For MM1, Rock And Roll is the best choice. About MM2, I don't really know. I tried out visine, but it's DOS based. It also seems to have some minor bugs that messes up the disappearing blocks. Rockman 2 editor seems to be a good one, but it only works with the japanese version of MM2. The game is not decided yet, so I think we should decide it soon. And yeah, if we are really going to start the project, that will be the deadline. Posted by Zynk Yes, it is only a level hack. I don't think we want to do more, do we? Well, we could, but it will be a lot more work, and then there's the AI programming and other stuff. I'm not an expert in ASM, but I can do really simple tasks. Kuja is busy with Odyssey, and I don't really want to slow him down even more. |
Zieldak |
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Crow Level: 42 Posts: 349/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
For those who might want to change the Mega Man (U) title screen layout:
The (U) and (E) versions basically work the same way as the Japanese version. It reads the graphics from left to right too, but the drawn lines are seperated differently. 10ED7-10EDA: The palettes for the bottom half of the screen. The first byte seems to be used for the top 16x16 line of a 32x32 block, and the second byte is for the bottom line. The last value at 10EDA is used for the PRESS START text. 0: LEFT: BG PAL #1 | RIGHT: BG PAL #1 1: LEFT: BG PAL #2 | RIGHT: BG PAL #1 2: LEFT: BG PAL #3 | RIGHT: BG PAL #1 3: LEFT: BG PAL #4 | RIGHT: BG PAL #1 4: LEFT: BG PAL #1 | RIGHT: BG PAL #2 5: LEFT: BG PAL #2 | RIGHT: BG PAL #2 6: LEFT: BG PAL #3 | RIGHT: BG PAL #2 7: LEFT: BG PAL #4 | RIGHT: BG PAL #2 8: LEFT: BG PAL #1 | RIGHT: BG PAL #3 9: LEFT: BG PAL #2 | RIGHT: BG PAL #3 A: LEFT: BG PAL #3 | RIGHT: BG PAL #3 B: LEFT: BG PAL #4 | RIGHT: BG PAL #3 C: LEFT: BG PAL #1 | RIGHT: BG PAL #4 D: LEFT: BG PAL #2 | RIGHT: BG PAL #4 E: LEFT: BG PAL #3 | RIGHT: BG PAL #4 F: LEFT: BG PAL #4 | RIGHT: BG PAL #4 10EDB-10EDE: The palettes for the logo. 10EDB is the bottom 2 lines, 10EDC is the middle 2 lines, 10EDD is the top 2 lines. 10EDE seems to be either unused or is used for the remaining tiles of the logo. At least it didn't affect anything in my ROM. Maybe it's for the black background? 10EDF-10EE5: These values are used for the logo. Some sort of Y thing. The first value is for the last line of the logo. 20 means it starts drawing that line from the top. 21 places that line 8 lines lower. 22: 16 lines lower. 23: 24 lines lower. There's no point in using 22 and 23 actually. 10EE6-10EEC: Some X coordination thing for the logo. 00 places the graphics to the first line of the previously chosen height stuff. 10 starts drawing from the middle half of the screen. 20 is the second line and stuff. It's easy to figure it out. The first value... is... the last one again. 10EED-10EF3: How many tiles are drawn in a line. And 1st is last again. 1F9CF is the same thing as 10EDF-10EE5 for the TM logo. 1F9D5 is the same thing as 10EE6-10EEC. 1F9D9 is the tile ID for T. 1F9DE is the tile ID for M. I should have uploaded this as a file, but meh. |
Zieldak |
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Crow Level: 42 Posts: 350/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Only one thing. DON'T leave any board if you don't get an answer in hours.
Seriously, for example someone asked in a post how I did the stage select thingy for my hack, and I couldn't answer him, because he left before I could and that makes me sad. I wonder if he's still working on his hack or he already gave up. |
Zieldak |
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Crow Level: 42 Posts: 351/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
HOLY COW. What is wrong with the number of views on this thread?? 100K+ in 2 weeks. O.o That is actually really awesome!
Okay, soo... I guess it will be a MM3 hack then? So, any ideas? Because I don't have any, except for the story, that joke "Board 2 HQ is attacked by Wily and Mega Man must stop him" thing. I'll make a custom Improvement 2.1 patch for those who want to make stages with extra bug fixes that were not present in 2.1. I could also add this extra if I find some free space for it (because in MMC, this extra line of code replaces the Pole enemy spawn thingy): - Wall (5D) code extenstion that prevents it from respawning if it's destroyed. - New title screen (and logo) with more space for text under Game Start and Password (still limited because it's graphics based text). Some gameplay stuff: - All levels should be visually playable. (EDIT: Wake up properly before posting) - All Robot Master stages should be beatable using the Mega Buster only. (No forced special weapon usage) - All levels should be 20-26 screens long, no more. This is one thing that I don't like in Fan-games. Fan-game stages are ridiculously long sometimes. - We could skip the Doc Robot stages... I see many people don't like the Doc Robots anyway,. Uuhh... Okay... Enemies and objects... If this will be a MM3 hack... What enemies from other games would like to see or use in the Board 2 Collab? I think this is something we really need to discuss. But I can't really promise any new enemies... because ASM obviously, but I'll stop working on MMC for one or two months to actually practice. And I probably should do some music stuff too, because I won't get anything done at this rate. And now I have several questions: - Do we want to mess around with the weakness order and stuff, or give every weapon specific damage values, that apply for every enemy (and those enemies which are weak to that weapon take 2x damage) and stuff? - Do we want to mess up the Stage Select screen order? - New bosses? As Zynk said, new bosses would be nice actually... - Is there anything that you don't like in MM3 at all? - What about weapons? Shadow Blade -> Metal Blade MK.II? And now some off-topic stuff: During a GeminiLaser/FlashMan85 livestream, the leader of the Make a Good Mega Man Level contest (I really want a second contest ) said MM6 is not getting enough love... Well, it's kinda true now, after Skype and Innocent are cancelled because that person whose name shall not be written leaked it. |
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Crow Level: 42 Posts: 352/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Posted by MathUser2929Now that is just simply being a rude @ssh0le, you know. And uh, nice necro, I shall say. 6 years and 5 months, definitely the best necro I've ever seen in my life! Don't forget to do this on RHDN too once a while. I kinda wish there was a reputation system on RHDN, because now you would get a ton of -1 reps from a bunch of people. Posted by MathUser2929That is definitely not an excuse for being an @ssh0le. Posted by Termingamer2-JD And I must agree too. Googie is indeed a good and probably the friendliest person on this forum! Posted by MathUser2929We decide what we want to hack and what we love to hack. Make one yourself, Math. Okay, I'm done. I wanted to swear a lot, but I can't do that, I don't really want to hurt my image even more. But I can get very offensive if I want to, especially when the topic is Daniel Page. Oh, I hate that "self-proclaimed computer scientist guy" so much. And now you're on my list too. I really hope Googie doesn't see this by the way. Can someone lock the thread and take care of this mess please? |
Zieldak |
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Crow Level: 42 Posts: 353/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Okay, why not? I rarely post anything anyway.
Note that this is a hungarian Win7 OS, so Felhasználó = User, Számítógép = Computer and Lomtár is Recycle Bin (obviously). #learninghungarian I also renamed the folders so that's why they're in english. And as you see I like having things organized so they are not all over the place. It gets a bit messy sometimes however. And there's pxtone for some reason too, I wanted to figure out how you can enable pttune support in this version. (Open it in a HEX editor and change the value at 301AD from 74 to EB) |
Zieldak |
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Crow Level: 42 Posts: 354/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Posted by TrinitronityHe does, huh? I didn't know that, good for him! I don't really care about it anyway, especially not after this.Posted by Zieldak I literally don't know anything about Donald Trump btw, the only thing I know about him is his hair, it's hilarious! XD and he's stone hearted... and he's the second Hitler... Okay too much politics and stuff. |
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Crow Level: 42 Posts: 355/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
I once again updated the Progress Page on my site.
I like these. (EDIT: I just got them to work properly ). And why am I working on a fortress stage instead of the RM stages??? I dunno... I have to figure out how to make those quick lasers now... - All weapons are now dealing fixed damage. 1.75× damage is dealt to enemies which are weak to that weapon. Not all weaknesses are set yet. DMG: Damage - ENE: Energy usage - MOS: Maximum Shots on Screen Needle Cannon - DMG: 1 - ENE: 1/3 - MSS: 3 - Some enemies are weak to it so it's still superior to the buster. Magnet Missile - DMG: 2 - ENE: 2 - MSS: 2 Gemini Laser - DMG: 3 - ENE: 2 - MSS: 1 - Maybe it should pierce enemies... It's a laser after all. Hard Knuckle - DMG: 5 - ENE: 3 - MSS: 1 Top Spin - DMG: 4 - ENE: 1? - MSS: 0 - Now hurts more enemies. More love for the Top Spin!!! Search Snake - DMG: 2 - ENE: 1 - MSS: 2 Spark Shock - DMG: 2 - ENE: 1 - MSS: 2 - Yes, it's actually useful now. (Ice Slasher Mk II? - No it doesn't freeze enemies) Shadow Blade - DMG: 2 - ENE: 1 - MSS: 2 - I'm not making a Metal Blade Mk II. You can now use 2 at the same time and shoot it in all directions, but it's range is still limited. - Enemy HPs are reverted to the original values, but some small enemies got a HP boost. And no, not the Metools, they all still have 1 HP, this is not Reloaded! And yeah, that's it. And most levels are looking like this right now, but it'll be fixed anyway. I'll have to hurry up if I want to release this hack for the 30th anniversary. So many of these small unnecessary changes... |
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Crow Level: 42 Posts: 356/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Posted by RadioJoNES I will look into it, but don't except anything, because I still don't know what I am doing. It's not that easy to do, I do know you will have to block all cursor movements to slots that don't exist, that's for sure. Disabling a slot is easy. Hmm... The Password system may not like this change either, and I still don't really understand how it actually works. And finally, there's the code that initializes that Doc Robot broken window cutscene thing, that is the main think that needs to be changed somewhere. Posted by TrinitronityPosted by RadioJoNES Changing the order on the SS screen is actually very simple, but you have to change many things for it to work in MM3, but I had a lot of trouble with it. Unlinke in MM5, where you can simply change the stage IDs and everything works (except window clears after defeating a boss), in MM3, you even have to change the animations for each boss, the name pointers for each (or change the names, that works too), change which weapon you get from which stage and etc... Hmm... Intro stage. I can't really help with that one actually. I do know how it should work logically, something like *when you "game start" load stage* and after defeating the boss *load stage select* or something, but I definitely cannot program something like that. The Break Man fight is actually pure coding and I don't know how it works. The castle stages things isn't hard at all, but you would need to add extra SBD Banks and stuff. And don't move the Gamma fight. It's totally glitchy in my hack right now, but I haven't tried fixing it yet anyway. EDIT: Okay, the level length is actually an easy thing if you extend the ROM. Especially if you are using Improvement 2.0/2.1, you can copy an SBD bank data to another bank (,add that bank to the editor if it's a new level) and that's all. And you also have to change which SBD bank that stage uses... Maybe I should do this too...? I'm still limited af with the Wily levels. |
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Crow Level: 42 Posts: 357/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
I just noticed I messed up the animation for the weapon absorbing stuff. Oops. EDIT: Oh, it actually wasn't me! I didn't know it was like that in the original game too, huh. It's fixed now, huh. I'm getting things done slowly. Very slowly. And yeah, the new stage is a bit different than the one in the early preview video... and probably way more annoying. Currently, I'm working on the menu screens, intro cutscenes and other minor stuff. And still no changed music... At all. I just don't have the time to even write a song or make covers. The Boss AIs are probably not gonna be changed, unless I start learning ASM already. Waah. Most of the levels are being tweaked a bit, fixing unfair enemy placements and other stuff. The Wily levels are missing some sections. I scrapped some of them, because they were horribly unfair or just not fun at all. And I'll consider making an alpha test version... It's true I always test the stages while making them and stuff, but... Are they good or not? Are they challenging enough, or not? Are they too easy or too hard? Are they fun to play or they are totally boring? Is there something that can be improved? |
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Crow Level: 42 Posts: 358/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Posted by DurfarCPosted by SynthetekhThank you very much for these words, I'm glad you like what you see, and of course, the music. I must admit I'm not really good with graphics and the visual stuff; all I can do is to import graphics from other games and hope that they match and fit in a level, so I'm glad it looks alright. You might not be good with graphics (I'm not either), but your 'new' enemies and music are awesome! And you use graphics from the MM9-MM10 endless modes, and I really like that, it's not often you see them in hacks. I wanted to use MM9-MM10 graphics for my hack the this first when I started making it, but then I decided not to, because these tilesets are all kinda the same to be used as regular RM stage tilesets, with some exceptions, like the underground ones. But they are a very good source of Wily Castle tilesets (for example my Wily 4 tileset is custom, but it's a heavily redrawn version of the pink tileset from MM9 Endless, or my old tileset for Wily 2, which was a mix between MM2 W2-3 and MM9 W4 graphics). And unfortunately, this "lazyness wave" as I call it when you don't want to do anything, or just work on stuff, often gets to me too. Or you run out of ideas... I made so many stages for MM3, I can't make completely new ones anymore... Or you are trying to make something new, but it just doesn't work. Or someone uses the same idea you came up with and releases a game with it earlier than you, that's the worst thing ever, because 'hey you copied this', even if it was an original idea and you didn't know someone else also came up with it. For example, in Mega Man Endless - a new fangame by Blyka and many other level creators - there are rooms that use the Magnet Force with conveyor belts as a mixed gimmick. And believe it or not, in Wily 3 in my hack, I did exactly the same thing in my hack before Endless was released (when I made that post about Wily 3 in my thread), a little challenge with conveyor belts and Magnet Forces. Or the SPark Man platforms with the spike walls... When I saw these same ideas in Endless was like... Why...? Why...?? XD I'm so tired right now, I had to re-read this whole mess and fix it. Sorry if it's all engrish. |
Zieldak |
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Crow Level: 42 Posts: 359/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
Well, translating ASM to HEX is pretty easy. Making the code itself, is not. |
Zieldak |
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Crow Level: 42 Posts: 360/387 EXP: 512560 Next: 8802 Since: 12-01-11 From: Hungary Last post: 1314 days Last view: 1205 days |
That is a way too helpful program. :O
Question... Should I waste a lot of time to make a 3DNes version of the game? I've been messing around with it, and it's a neat emulator, but it still has it's faults. Like not saving the edits I made to the 3D levels. XD Right now, the very first screen, the title screen, password screen, stage select screen, the first sections of Needle Man's, Shadow Man's, Magnet Man's, Snake Man's and Gemini Man's stages are corrected in that emulator, but there are still many rendering glitches and stuff. Unfortunately, the auto-detection in the emulator is crap, so it doesn't really work with Mega Man games that well, and it also overwrites your changes a lot... It also seems it shares data between objects that use the same graphics. :/ But they could be able to add a special auto-detection mode for MM, which would check for block types, I dunno, that would be pretty neat. Here are some screenies: http://imgur.com/a/uvNYW |
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