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Zieldak
Posted on 08-18-12 11:58 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 3 of 08-19-12 12:07 PM) Link | Quote | ID: 152086


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I have finished Fire Man's level. But I'm not sure about the background palette. I think it will be the 'Eruption Basement'.



Also, I have 'upgraded' some of Wily's tileset a little bit, to be much smoother.


Zieldak
Posted on 08-19-12 12:03 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 2 of 08-19-12 12:10 PM) Link | Quote | ID: 152095


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Reloaded is 80.5% completed right now with the update yesterday.
And a small question.
1.) Shall I release the second demo of the game, the 'Sliced Bomb', featuring Bomb Man and Cut Man, and an obtainable Fire Storm replacing Magnet Beam, then the Third demo, the 'Hot Rocks', with Fire Man and Guts Man, and the Hyper Bomb weapon?
2.) Or I should already release the 'Robot Mastered' demo, with the completed Robot Master levels?
The choice is yours.

And I think you wondered why every stages are stated to be only ~95% completed in the first post. It's because I may do some changes to the stages, even if they are said to be finished.

Zieldak
Posted on 08-21-12 12:46 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152125


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MMR-Demo02-RobotMastered-DuoPack
Mega Man Reloaded - Mega Man 1 hack, August 21 2012, Robot Mastered Demo 1.00, Electric Ice Demo 1.02

The second demo of Mega Man Reloaded, 'Robot Mastered'.
The downloadable zip file contains Demo 01, Demo 02, their documents, and a Weakness Table for Demo 02. Also Lunar IPS, in case if someone is missing it. That's why this is a 'DuoPack'.

Only the Robot Master stages are completeable in Demo 02. You can access every Wily levels, but you can't continue, only with savestates from other games, but most likely, they will reset or freeze the game. This way, you can only access the Robot Master levels. All of the graphics are also deleted, so you won't be able to search for other things in the ROM. However, none of the enemies were deleted from the levels, so you can still see the current enemy placement.

Posted by NetSplit
If it's of any help, here's what I have in my notes about checkpoints...

Thanks for these notes, NetSplit, I'll look into it, when I will have time. I have much more important things to do in these days.

Zieldak
Posted on 08-21-12 07:14 PM, in Mega Man 3 Memento - Project Revived! (rev. 5 of 08-21-12 08:02 PM) Link | Quote | ID: 152128


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Some bugs I have found while trying it out.
And I knew it we will have to go through a piramid!

1. Snake Man's stage - In room ID #14 (0E) you can scroll through the wall, next to the ladder. It seems the wall is not solid there.

2. What the...? If you die in Snake Man's Boss Room and go into there again. He won't be there until you turn back! Weird... You have also made 2 safespots there, the two platforms in the air. Snakes can't get there, Snake Man is easy to avoid from there, huh.

3. In Needle Man's stage, you can't take the E-Tank without taking damage. That yellow jumping enemy (I forgot it's name, seriously) will always hurt you.

More to come.

Zieldak
Posted on 08-22-12 11:36 AM, in Mega Man Compilation - NEW Demo Relase (11.2012) (rev. 5 of 08-23-12 01:26 PM) Link | Quote | ID: 152140


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Heh, you have made an SMB1 reference in Pharaoh Man's stage. You can skip those enemies in that long hall, where those cannons and Joes are. Some walls are not walls, so you can jump up there and run, run and run, without a problem, huh.
And you can even go to the boss, above the Boss Door and the Stardroid logo... But you will die up there. If you use Rush Coil there, you can fall to the Boss' landing point too, huh.

At Ring Man, the Boss Gauge Fill sound is infinitive! It won't stop until you die, or do other things what can stop that sound. Freaky, huh.

In King 2, if you die at the checkpoint, and come back, the scroll and the enemies will be screwed up. You won't be able to go back from the chechpoint or continue.The scrolling won't let you go anywhere! Same at King 1, but the scrolling will let you to go back to the boss. But the enemies will be scrtewed up.

The game is full with bugs in some stages, especially at the checkpoints. Before releasing the final version.

Hire some Beta Testers. I can help you finding bugs too.

Zieldak
Posted on 08-23-12 12:42 PM, in Mega Man 3 Memento - Project Revived! (rev. 4 of 08-23-12 02:17 PM) Link | Quote | ID: 152149


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Posted by NARFNra

I've fixed the problem with the E-Tank in Needle Man's level, as well as the respawn problems in Spark and Snake Man's levels. Spark Man's level in particular has had some major design changes in a few rooms. Snake Man's has been altered to be a bit more interesting, and the enemy choice has been changed up. Also, that nasty green color in the pyramid is now a dark gray/black variant, which I think works much better. Some tiling has also been changed, and the boss room is different.


You haven't fixed that problem. You still fall on that enemy. If I were you I would have made that sliding point under the Giant Spring Head to be opened, but unreachable from the ladder. Yes, the grey colour is much better for the pyramid.
Other levels seems to be fine to me. Also, a Snake Head is placed into the platform in Needle Man's stage.

Also, now the Password Screen Music is weird too now. Or it was weird before too?

And... A bug that can be done in the original too, without the wall, but with a fall. This is why I hate those platforms. Grr... Those platforms can throw you into the wall if you're standing at a certain point on the ground.


Zieldak
Posted on 08-23-12 06:13 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152154


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Please, tell me your opinions about the levels if you have tried Demo 02. Anything you say can make the game much better.
And is it like an official Capcom game? I'm trying to make it more "official", because it's still for MM's 25th anniversary.

All Wily levels are getting finished now, and Wily 4 is finished. Just to keep you updated.

Wily 2 - Skull Base Level 2
'I hope Wily is not that evil to lead me into a Spiked Wall Room. It's my weakness!' ~50% Completed.

Wily 3 - Skull Base Level 3
'Eww, that thing stinks.' ~90% Completed.

Wily 4 - Skull Base Level 4
'Something tells me I'm very close to Wily now.' ~95% Completed. A 'fake' recover system has been added to the boss rush, to make life easier.

Zieldak is off.

Zieldak
Posted on 08-25-12 12:40 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152166


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Posted by Googie
I can't wait to see this finished, you're puttin' alotta love into this project now I feel like workin' on my MM1 hack that's been on ice since 2007.

Yes, but this is not my only project. I'm redrawning Rockman 3 Beta's Snake Man and Top Man's old beta graphics!
Snake Man's graphics is almost done, but the Small Snake Head and the Giant Snake Head sprites aren't complete yet. Once it is finished I think I'll upload the scan which I draw these from and the finished tileset somewhere to show I really redrawn these sprites. There's a lot of work in it, but it's worth it. And it looks pretty neat. It's actually much better than the current graphics in MM3. I don't even know why did they even redraw these tiles... But Capcom is Capcom, isn't it?

Zieldak
Posted on 08-26-12 11:18 AM, in Mega Man 3 Memento - Project Revived! (rev. 3 of 08-26-12 11:20 AM) Link | Quote | ID: 152174


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Magnet Man's stage is good, but it's... Err... Short, like my Ice Man stage. It's much shorter than the original level was. Gemini Man has some glitches, because you have used Ladder Top property for all ladders. Also, at Gemini Man's Room, using Jnes, you can scroll through the right wall, and go into the last room with the black background, before the Boss chamber. Also, I don't really like that red for background in Hard Man's level. I think the blue was better. But it's only me. I only checked 3 levels, more to come later. I have to finish Top Man's beta graphics, huh. And I see you repaired the music.

Zieldak
Posted on 08-29-12 04:37 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 3 of 08-29-12 05:07 PM) Link | Quote | ID: 152205


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I haven't got much time nowadays to work on MMR, but there is some progress on it:
Note: The game's levels are really close to be finished now, but they are only the levels. It's still missing important things like Weapon and Boss AI changes, and remixed or new music.

Ice Man's stage - Chill Dungeon
'Another icy place, but the ground isn't slippy' Finished, redesinged a bit.
Made some changes to the level, and the graphics is a bit upgraded. There are no places where the ground is slippy now.

Wily 2 - Skull Base Level 2
'I hope Wily is not that evil to lead me into a Spiked Wall Room. It's my weakness!' ~85% Completed.

Wily 3 - Skull Base Level 3
'Uh, why would wily build a place like this into his base?' ~95% Completed.


As a sidenote, I have finished redrawning Snake Man's beta graphics in my spare time, the big and small snakes are redrawn too. I'm going to redraw Top Man's in my free time. The graphics may not have the corresponding palette, and the graphics may not be totally the same. Redrawning graphics from scans is pretty hard, huh.

Click here to see the scan.
Click here to see the redrawn graphics.

Zieldak
Posted on 08-30-12 10:17 PM, in MegaMan hack venture/Progress Thread (rev. 7 of 09-01-12 10:33 AM) Link | Quote | ID: 152229


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'Removing' the repeating screens is not hard. You have to give new Room IDs to the rooms in the Room Order Editor. (If you are using Rock And Roll editor.) I have only edited 2 unused room IDs in Ice Man's stage, $1D and $1E. But I'm not sure if you can just freely edit all the rooms, without corrupting other levels. Make a test rom and test it out. And don't forget, two levels are sharing the same Scrolling Data, like Cut Man and Wily 1, so they are sharing the same Room ID table too.

The level scrolling can be really limited if you don't know how to repoint the checkpoints, without corrupting their data. If you are using R&R it's piece of cake, but repointing checkpoints makes checkpoints glitchy. You just have to understand how it works. I'll try to tell you how the scrolling works, and the scrolling codes.
20 is scrolling right
40 is scrolling down
80 is scrolling up
Adding 1 hex means, the scrolling is 1 room longer. 81 means you have to go through 2 rooms before going up, the same with 41 and 20 works exactly the same. I think A0, C0 are special scrolls, but I don't know how they work exactly. Maybe infinite loop scrolls? And it seems 60 is something like that too.

I had short time writing this so this is what I can help. Search for Bisqwit's MM1 Disassembly Document. It will help a lot while hacking.

And something NetSplit gave me:

Posted by NetSplit
If it's of any help, here's what I have in my notes about checkpoints:

$153B0 - Checkpoint scroll byte numbers
$153D3 - Table of values defining the slot number of the last enemy on the checkpoint page (start, mid, end)
$1540A - A table containing the first screen ID in the scroll byte selected for the checkpoint
$15422 - A table containing the last screen ID in the scroll byte selected for the checkpoint?
$1C2E4 - Screen numbers which activate the checkpoint
$1C2FB - Where Mega Man respawns after dying
$1C52A - Checkpoint y coordinates

These tables should be a multiple of #$0C bytes long, with 1 entry for 12 stage slots in order, and up to one set of 12 entries for each of the 3 kinds of checkpoints, in order. Not every table has a set for every checkpoint; for example, the table at $15422 doesn't have data for the startpoint. Setting the data in all of these tables properly should be enough to make edited checkpoints act correctly.

Edit: I updated the table for enemy slot numbers to include the startpoint data; the address previously started at the midpoint data. For the enemy data, the byte is the slot of the last enemy of the page; if there have been no enemies in the stage so far, that should be FF.


I also seemed to think that changing $150F7 to 4CF690 was a good idea when I wrote this many years ago, but my notes aren't clear on why, and glancing at bisqwit's disassembly doesn't make it immediately obvious. I wrote: "the game calculates the data itself that it needs if you're hacking the ROM. If you don't make this change, it ignores its calculation and uses a table elsewhere in the ROM. Has to do with checkpoints". In the disassembly, I see that all my change does is skip past this chunk of code:

$90E7> A5 AB: LDA LastRestartPointType
$90E9> F0 0B: BEQ + ; $90F6
$90EB> 18: CLC
$90EC> 65 31: ADC CurrentStage
$90EE> AA: TAX
$90EF> BD 0694: LDA Label9412-12,X
$90F2> 85 28: STA CurrentEndScreen
$90F4> E0 08: CPX #$08

I'm betting LastRestartPointType contains #$00, #$0C, or #$18 (Edit: This seems to be the case), representing the 3 checkpoints (start, mid, end). If not 0, it uses it plus the stage number as an index into the table at $15422 (treating the start of the table as $15406 so the midpoint data starts at the actual start of the table). This is used as CurrentEndScreen, so the meaning does match up with the table from my notes. Looking a bit before this code, there is some stuff that does indeed calculate a value for CurrentEndScreen. This strikes me as silly; either they should add an additional 12 bytes to the table and read from that every time, or they should do the calculation every time and do away with the table.

You could try making that change and seeing if it means you don't have to do anything with $15422 anymore. I see two potential problems with this. First, the table may exist because their calculation code does not work properly for mid and end points. Second, there is a compare at the end of this code; I don't know if it's used for anything, but it may have some significance that makes bypassing it a problem (Edit: Following the code briefly in a debugger, it doesn't look relevant anywhere). I'm not planning to dig through the code any further now to see if those actually are problems; I leave it as an exercise to the reader!

Edit: As an additional note, if you're specifying the index in the scroll data for this corridor and the screen at the start of the corridor, you shouldn't need to include the screen the corridor ends on because it's easy to calculate. This table doesn't seem like it has much of a real point.

My curiosity won out and I wound up putting this to the test. At every checkpoint I tried (Cut Man mid and end, Fire Man mid and end, Wily 1 mid and end, Wily 2 mid), the table always yielded the same value calculated by the routine. I'm pretty sure that you can just do that 3 byte assembly change and ignore that one table, but feel free to check up on this yourself.



Good luck to you.
That's what I can tell you now. I haven't got much time to make this reply, so I had to cut it short.
And good luck on your hack!

Zieldak
Posted on 08-30-12 10:42 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 6 of 09-01-12 07:05 PM) Link | Quote | ID: 152230


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Posted by Thanatos-Zero
Have you tried out the recently released japanese Rockman ROM with the MMC6 mapper?
I think with this you have more options at your disposal.
[...]

No, I haven't tired it yet but I know it exists. I don't think the MMC6 mapper will be used in this ROM Hack.

Zieldak
Posted on 09-01-12 07:04 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 5 of 09-01-12 11:33 PM) Link | Quote | ID: 152249


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Update:

Cut Man's stage has been remodelled. The pipeline has a new background, and was expanded with 2 other tiles. The grass graphics has been changed too. I won't put up a screenshot of it.
Wily levels are now finished! Check the first post for further information.

Also, some screenshots from the first post are removed. 2 screenshots per level is enough I believe.

I'm going to start Boss AI editing. But I'm not really an expert in AI edits. It will take a lot of time for me to edit it. I would appericate any help or advice.

Oh, and Insectduel has gave us a preview run of Demo 02's Cut Man and Guts Man stages:



Thank you Insectduel!

Zieldak
Posted on 09-01-12 11:32 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 152254


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I have made a custom tileset which you can have if you want. It was designed for MM1, (32 16×16 tiles) but I can make a 8×8 tileset from it for MM3. It was made from scratch, huh.
And good luck on the Doc Robot Stages!

Zieldak
Posted on 09-02-12 10:09 AM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152259


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Oh, there was a project like that? I bet it's NetSplit's.
I'm not sure about it. It would take a lot of time for me, cuz I'm still a beginner hacker, and I don't want to steal his idea. But it seems, I've already made a similar level. But with much less water. And without a Guts Man.

Zieldak
Posted on 09-02-12 10:03 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 3 of 09-03-12 05:52 PM) Link | Quote | ID: 152268


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Update:

The enemies in the game has just got more health, that means, most of the enemies will need more shots to be destroyed now. You will be even able to destroy the Ground Detector with the Plasma Cannon. But it will need a lot of shots. All enemies will be able to deal more damage to Mega Man. Big Eye (10), Flame/Electricity Thrower (8), and Fire Wall (8) are much more deadly now as you see the numbers next to their names. And no, no more Energy Capsules will be added to the levels, the game is still very easy, even if the enemies can hit this high. Elec Beam will be really underpowered, because of the 2 unit cost, as well as the Fire Storm, but it doesn't mean you won't be able to destroy anything with them. Most of the enemies will need 2 shots to be destroyed with these weapons now. The best weapons in the game are now the Rolling Cutter, and the Fire Storm. Elec Beam was the best, and most overpowered weapon in the whole series, but this is now drastically changed. It's now a weak weapon, but it can do equal damage to 3 or more enemies at a time, as the Fire Storm, because it shoots in 3 directions.
Also, High School is starting tomorrow for me, so I will have much less time to work on the hack. I hope I will be able to fully finish the hack in 2 months. Boss AI and Music hacking will take a lot of time for me, as I said before too, huh.
After the hack is totally finished, I'm planning to make some secret unlockables after defeating the game. But it's not very secret now.

Be sure if you get the next demo or the final version of the game, use your weapons sparingly! Oh, and I think I'll add some puzzles to the game, what won't be completeable without certain weapons. Like on small platforms you need to destroy a Screw Bomber on the floor, but no weapons can reach it, only one. So you will have to use Hyper Bomb.

That's all this time.

Zieldak
Posted on 09-03-12 08:10 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 09-04-12 12:52 PM) Link | Quote | ID: 152275


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Ah, I see you are already working on it. It was fast.
It looks good. Why don't you make a project page/thread?
Edit: Oh, I forgot you actually have one.

Zieldak
Posted on 09-04-12 07:55 PM, in MegaMan hack venture/Progress Thread (rev. 3 of 09-04-12 08:04 PM) Link | Quote | ID: 152281


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Oh, this stage (Guts Man - Bridge) is much better than Bomb Man's (Mega Volt) level. And I also see you gave the shining effect on the Metool's helmet.
And the Stage Select... It's brilliant! Oh, and that right scroll before the Big Eye can glitch you into the ground if you jump too low. It should be changed a bit.

@NetSplit - It doesn't supports editing it, but it's not a big deal, if you know how to use a hex editor, and if you can find the palettes.
You have to just search for the current palette and scroll down by 32 bytes (2 16-byte lines) to get the first palette, or just search for the original game's first palette. It's much easier. And you can even Copy and Paste the palettes, so, editing that palette us not a big deal.
But disabling the flashing effect would be a much better way to do this. It must be possible somehow, however I don't know how to do that. And I don't bother to look into it right now.
Yes, that scrolling at ~1:47 is a bit dangerous when you jump too low.

Also, you are hacking the (U) version of the game right? I can tell you where the enemy healths are (actually these are not the health of the enemy, but the weapon damage chart to enemies. It seems an enemy has a maximum of 20 health in this game.) and the Wily Machine #1 palette locations, and the Yellow Devil's after death palette. That means you can 'remove' the outlines of it!

If you will edit the damage data, don't forget, $14 (20) means the enemy can be destroyed with a single shot. $1 means the enemy will need 20 shots, $2 is 10 shots, $3 is 7 shots... The enemies are in the same order as they are in Rock and Roll. The first byte belongs to the Blader, the next is Metool and so on.

$1FC61 - The first byte of Plasma Cannon's damage data chart.
$1FC9C - The first byte of Rolling Cutter's damage data chart.
$1FCD7 - The first byte of Ice Slasher's damage data chart. Don't worry because 00's are everywhere. It only means no enemies can take damage from it. But you can power up it against some enemies to not only freeze but deal damage on the enemies. I did this for Tackle Fire.
$1FD12 - The first byte of Hyper Bomb's damage data chart. Mostly $14s...
$1FD4D - The first byte of Fire Storm's damage data chart. Mostly $14s again...
$1FD88 - The first byte of Elec Beam's damage data chart. $14s...
$1FDC4 - The first byte of Super Arm's damage data chart. The same as above...

$1CB10-$1CB11 - Boss 6 (Yellow Devil) Killed Palette. Change 0010 to 0f0f to 'remove' the Yellow Devil's outline.

$CD04-$CD0B - The flash colours on the Wily Machine #1 when it's hit. This is actually the alternate/flashing palette for Wily 4 too.
$1F079-$1F07B - Um. Yeah, I actually didn't touch this 3 byte palette before, but I think this is Boss 9 (Machine #1) Killed Palette.
$1F272-$1F275 - Err, I think this is the colour of the glass of the Wily Machine #1, but I'm not sure. My memory isn't the best, huh.
$1F276-$1F291 - The colours of the Wily Machine #1 while it is appearing.
$1F3A8-$1F3AA - The palette of a small part around of Wily of the Wily Machine #1, after the first phase of the battle.

$1F3F2-$1F3FC - Also, the background palette animations, the first 5 bytes are the green red blue, and the next 5 bytes are for the lava. I'm sure you would edit these.

I'm pretty sure you will need these offsets later in the future.

Zieldak
Posted on 09-06-12 08:03 AM, in MegaMan hack venture/Progress Thread Link | Quote | ID: 152307


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Posted by NetSplit
You can disable the flashing effect by changing $1532D to EA EA.

So it IS possible.

Umm... Err... Yes, the repeat screens leading to different places. Remember, you can use unused Room IDs for the levels. Not all, I think after ID#20 some screens are not garbage layers. The only thing I don't like about the level is before 0:50, that room full with water. I don't like the fact the water is... Is in the air! And there is no water below that room which looks a bit weird. There are other screen scrolls which are looking weird too, becuase of the emptyness under the water. And I see you prefer making 'Overworld' type levels. Pretty good overall, but needs some fixes.

Zieldak
Posted on 09-08-12 09:42 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152336


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Well, It was a lot of time when I last posted.
Hmm... Update?

The music will not be drastically changed, they will be mostly remixes of the original musics. I haven't touched Boss AI's yet.

Also, some levels will be changed again, soo... Um... Yes...

After Wily 2 is fully completed, I'll give out the next demo, with the Robot Master levels, Wily 1 and Wily 2 levels.
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