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Matrixz
Posted on 11-07-08 09:41 PM, in Mega Man Forever - One-level demo release Link | Quote | ID: 93792


Ninji
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Posted by "KP9000"
Jolt Leader is freaking awesome too, though I see a lot of boss spamming with this weapon. I know it's got a huge energy consumption rate, but still...


Yeah, alot of people said it seems over-powered. However its pretty difficult to control it when you have to move around and avoid being hit at the same time. Especially in sections which scrolls horizontally.

Posted by "Insectduel"
I'm surpised you lasted this long for just a one level hack. Every one across the globe should enjoy this.


Originally, i wasnt planning on doing a demo at all. So not until a few months ago, i started working on completing the intro stage and everything needed for this demo.

Posted by "Kawa"
You know spoilers don't work for images, right? Considering they set the text color...


They did? Fixed now.

Matrixz
Posted on 11-08-08 12:36 AM, in Mega Man Forever - One-level demo release Link | Quote | ID: 93827


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Posted by Logical Operand
That game freeze I had, could it have been because of the order in which I visited the passcode machines?

It should not. It never happened during the play-troughs i did, but im going to see if i can find that freeze.


And the beginning of the level, where you had to jump ladder to ladder, all of those enemies coming at you. Too many of them clumped together. I got by when they knocked me down, and I just slid on the spikes.

Its fun to launch a charged shot at those for mass-destruction. But i agree, there's too many for ideal stage design, i'll probably change them to appear less frequent.


- The skeleton guys at the beginning of the level, the game started to flicker and have that slowdown. There was too much going on there. Maybe take one or two of them out?

Hopefully, i can make the game faster by rewriting and optimizing some of the routines in MM4. Although that doesn't reduce flickering. Oh well.

Thanks for the rest of the input. I've been thinking of implementing an Easy mode eventually, where some screens are less challenging and there are less enemies. But i dont want to get overly ambitious, with implementing ideas and then getting it all to work together.

Posted by "kuja killer"
I noticed that the item drop rate seemed to be 100% or something, cause I don't think there was ever a time that a enemy wouldn't drop something. Did you change that? I know you'd have to fit in the little bolt items, but ah well.

Yeah, i made it so a metal is dropped whenever the enemy would normally not drop anything. Also in the jump-table for items i simply over-wrote the address for e-tanks.


I recently had just added text scripting to my hack too, so that I can initiate a text box at the bottom of the screen anywhere, anytime in the game I want to with no trouble at all. Even with a fancy window border around the text.

Sounds awesome. Its a pain to work with CHR-RAM.
For the password input text i had to plan alot to organize the tiles so everything would work together.

Matrixz
Posted on 11-08-08 06:26 PM, in Mega Man Forever - One-level demo release Link | Quote | ID: 93888


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@Dr.Hell: Okay, i'll try something new for that room. Also, getting down from the ladder without dying, requires knowing how to make Rush Coil appear on the bottom floor, which not everyone might try, and requires a bit of pixel-wise timing, too.
The room was even worse before, actually

@Jigglysaint: Such a hack of MM4 would be really interesting. But im sure you got your reasons.

I've already planned much the items/upgrades aspect. I decided i dont want to do any upgrades for Megaman's speed, mobility, or weapon power. That way, for all the levels, i can design things so that the difficulty will be the same. Otherwise, im thinking the levels might get so that they depend on the player getting all upgrades first, which i dont want. Or the levels would become such that its way too easy if the player gets the upgrades. Plus, i can add items to the levels which depends on making good use of the limited arsenal.

Anyway, the currency system will be made use of. And there will be secrets and extras in the stages. Heart tanks is a good idea, maybe, just maybe

@PSlugworth: For the charge meter, currently its taking the charge level value, and divides it by 3. I tried to decide between 3 and 4, but none of them looks just right. Talking about this gives me some ideas. Maybe i can try do: Bar level = (Charge level / 3) + (Charge level / 8) or some other multi-step math operation.

The boss music is actually done in another MM hack, Rockman2DX. I don't know if its used, but i found it when making a NSF of the hack.

Matrixz
Posted on 11-10-08 04:40 PM, in Hack Ideas Thread Link | Quote | ID: 94052


Ninji
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Recently i was thinking of a NES Megaman hack which makes you play Zero from the X series, not just graphics-wise, but gameplay-wise. You can wall-jump, double-jump, and as you defeat bosses you get "moves" similar to those in MMX 4-8.
Megaman 2's engine could be the coolest to use as base, with or without level remakes.

Matrixz
Posted on 11-11-08 12:10 AM, in Mega Man Forever - One-level demo release Link | Quote | ID: 94077


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Posted by messiaen
The cutscenes make the hack really enjoyable, but I would like to see a faster text display rate.

Oh yeah, i forgot.
Its not mentioned anywhere, but the dialogues can be speed-ed up by holding down A.

Posted by "Trax"
I'm not a fan of Megaman, but the gameplay of this hack makes it a lot more to my taste, as far as this kind of platformers go. It makes a very nice change to the linear gameplay we are used to with normal Megaman games...

Well for the most part, the other levels im working on for this project won't be multi-directional or explorable like the demo stage, but i'm aiming for variation.

Also, thanks for all feedback from everyone.

Matrixz
Posted on 11-11-08 03:47 PM, in Mega Man Forever - One-level demo release Link | Quote | ID: 94145


Ninji
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Scroll-back is not supported by MM4, so i hand-coded the routine for doing it, by studying how Megaman 5 does it.
And in order to have all the multi-directional scrolling, i rewrote the scrolling code to use my own data format, instead of the old multi-path data.

Matrixz
Posted on 11-18-08 04:35 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 94523


Ninji
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Great work
Shows potential of what you can do with this hack.

Matrixz
Posted on 12-07-08 10:33 PM, in Mega Man Forever - One-level demo release Link | Quote | ID: 96094


Ninji
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Okay..
i'll try hacking them in. Then post a video for everyone

Matrixz
Posted on 12-08-08 10:51 PM, in Mega Man Forever - One-level demo release Link | Quote | ID: 96193


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Each segment shows one of the different sprite sets.
I didnt use the "standing on ground, preparing to dash" sprites, becouse MM is always in the air before dashing.

In my opinion, this "does it", so i'd like to keep it.

I realize the double-post, but i think it's defendable.

Matrixz
Posted on 12-28-08 05:29 PM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) Link | Quote | ID: 97742


Ninji
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Chill Penguin ga taosenai!

I can't get close to beating him.
Anyway this has a professional feel to it, even if things are incomplete.

I hope you can get the time and energy forwards for this.

Matrixz
Posted on 01-02-09 05:32 PM, in Mega Man Forever - One-level demo release Link | Quote | ID: 98057


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It's slowly going forward.
I will seem to have a lot of free time down the road.

For the beginning of 2009, i decided to release a progress estimate:
http://megaman4unnamed.livejournal.com/
The percents are plainly based on how much i feel each element/level is complete.
If its weird, i do agree.

I will do one of these monthly.

Matrixz
Posted on 01-10-09 05:47 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 98512


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The forest/rocky scene looks excellent, only except for the black background tree in the middle of the screen which looks cut-off hanging from the air.

It would be cool if you had a split-screen scrolling effect on the depicted water stage (something like the second part of Waveman's stage in Megaman 5). But there are alot of concerns to get that working. (But it can be done, yes.)

As for the other screens, looks interesting and fresh.

Matrixz
Posted on 01-19-09 06:35 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 01-19-09 06:53 PM) Link | Quote | ID: 99064


Ninji
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Early progress on Capcom sprite/animation editor,named "Capcom Sprite Assembler". It can only do viewing so far. It's written in VB6.0.



What's with the "Capcom" thing? Well, the possibility is open for this to support multiple games released by Capcom on the NES. But for now i'm only focusing on Megaman 4 support, support for other Capcom games might be neglected.. but MM3, 5, and 6 should be little trouble to support.

I decided to make a Google Code account for this, for open source, and structured download lists, etc., and all good things. The early progress is downloadable both as source and bin.

http://code.google.com/p/capcom-sprite-assembler/

For those wondering, this will be a booster on my own hack project, so it's not like i'm taking a break.

Matrixz
Posted on 01-19-09 08:35 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 01-19-09 08:43 PM) Link | Quote | ID: 99075


Ninji
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@Thanatos-Zero: I think you have nothing to worry about. I want to make the interface intuitive/easy to use.

One thing, the data is laid so out some sprites share the same data, so editing one sprite could affect a different sprite. But i'll try make it so the user have overview over this.

@kuja killer: I've done that as well so far, only with a NES assembler instead. I decided to start this utility because of the bosses alone. I can't imagine the pain of starting work on them in .db hex.

Matrixz
Posted on 01-19-09 09:30 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 99079


Ninji
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Posted by kuja killer
You mean coding it in VB form? Yikes, I wouldn't wanna even try probably.

Nah, that's not what i meant.
Anyways. The center of the grid is slightly brighter than the rest. (Hard to see, i'll improve it.) At the point those two lines cross, is the center of the sprite. So as long as the user centers the sprite around that cross, hit detection should act correctly.
I got an idea, i'll implement a "center sprite" function that automatically takes care of it.

Matrixz
Posted on 02-04-09 04:45 AM, in Searching for Free Bytes Link | Quote | ID: 100060


Ninji
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If we are talking NES..
You could try searching the rom like this:

for zero-page memory ($00-$FF):
A5 D0 <- search for "LDA $D0"
85 D0 <- search for "STA $D0"

for other memory ($100-$FFFF):
AD 34 12 <- search for "LDA $1234"
8D 34 12 <- search for "STA $1234"

It's not completely reliable.
These 4 examples only covers the A register..
And this will not give result when the memory is accessed using other addressing modes.
But it could give results, very fast.

Matrixz
Posted on 03-04-09 05:35 PM, in My first Megaman hack Link | Quote | ID: 102125


Ninji
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More information please.

Are you hacking Megaman 1?
Have you done any much work yet?
What are your ideas for your hack, what are you planning/wishing to do?

Matrixz
Posted on 03-04-09 06:10 PM, in Mega Man Forever - One-level demo release Link | Quote | ID: 102131


Ninji
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Drewseph: Thanks.
And thanks LukeConsani, Arva, YamiMario, yde.

The feedback is appreciated.

Forever is being actively worked on.

Matrixz
Posted on 03-20-09 06:16 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 103601


Ninji
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Just showing new sprites for the Haze Dasher custom weapon. Those are the newest ones by Thanatos-Zero.
I'm currently polishing all the new weapons.




Matrixz
Posted on 03-20-09 07:42 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 03-20-09 07:42 PM) Link | Quote | ID: 103610


Ninji
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Well, no, i made all parts of it from scratch. Making an enemy a platform is easy enough.. in fact, any sprite in the game can be made to act like a platform or wall. Expect, i added extra ASM in order to make MM move left and right along with the platform, and making dropped items stick to the platform:

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