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Main - Posts by koala_knight

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koala_knight
Posted on 01-22-09 08:34 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 99228


Buzzy Beetle
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Your commitment as a Megaman fan astonishes me.

I've already finished most of the mugs. I have to do a small ASM hack to finish the last 2, but I'll post it as soon as it's done.

koala_knight
Posted on 01-22-09 08:36 PM, in Possible Mega Man X editor Link | Quote | ID: 99229


Buzzy Beetle
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Ah! I had forgotten about the retarded-ness of the cart era.

koala_knight
Posted on 01-23-09 04:31 PM, in Mega Man Powered Up to NES Project (rev. 3 of 01-24-09 12:20 AM) Link | Quote | ID: 99274


Buzzy Beetle
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@Shadowtails: Pretty good so far.
Use the MM1 RM's as a reference for the poses. In fact you could use Iveman and Cutman as references for Timeman since all three of them are about the same size.

@ Shades of Green: Cool. Thanks again for the mugs!



Updated first post with the final version of the select screen.
There's a new alpha patch available here.



I have a small glitch of unknown origin that I have to fix. For some reason I haven't figured out yet Cutman & Iceman's mugs aren't removed fully when a stage is selected and the screen does it's faux mosaic effect. If anyone has any idea why this is, please let me know.

koala_knight
Posted on 01-24-09 12:51 AM, in Hack Ideas Thread Link | Quote | ID: 99298


Buzzy Beetle
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Hey, That's a great idea! With the right sprite artists working on it it would look awesome.

koala_knight
Posted on 01-24-09 10:56 PM, in Mega Man Powered Up to NES Project (rev. 2 of 01-24-09 11:15 PM) Link | Quote | ID: 99371


Buzzy Beetle
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He has a scowl in Mega Man Powered Up.

Look here: http://www.plutolighthouse.net/MMPUCards/V1/med_Card-020_IceMan.png

In fact, looking at some of the artwork, I should probably give Gutsman and Fireman more pronounced scowls. And Fireman's eyes should be red.

koala_knight
Posted on 01-28-09 04:53 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 99647


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UPDATE: Started working on Cutman's stage. Let me know what you guys think!


koala_knight
Posted on 01-28-09 07:37 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 99674


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That issue came up early in development, and I decided to do an alternate patch with the classic graphics. Everyone will get some love from this project. Don't worry!

I will warn that I am planning to change Gutsman's weapon to something more useful. It's going to be a punch similar to the attack that the Rush Power Adapter gives you in MM6. Instead of picking up blocks I'm going to let you punch them. this will get the blocks out of the way and make some flying debris to hit enemies with.

Just don't expect any progress on it for a long while. I have to ASM hack Charge Kick and basically create Block sprites ans flying debris sprites to make the whole thing work right.

koala_knight
Posted on 01-29-09 05:07 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 99720


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I was thinking that I might take a different direction with the stage graphics.

I think I'm only going to base the tile set on a mix of the PSP version and the Rockman Mega World version. That way I can make it more obvious that the stage is supposed to be a sort of lumber mill. I'm thinking of making the beginning of the level look more forest-y and then make it look like a lumber mill interior.

What do you guys think?

koala_knight
Posted on 01-30-09 07:00 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 99806


Buzzy Beetle
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Looks good. I'll let you know the capacity for tiles evetually. Right now my main pc is suffering from a phailed BIOS flash. I started revamping my first attempt at Cutman's tile set. I think it came out pretty good, but I won't be able to post anything for a couple of days.

I'm going to limit the features I'm lifting from Wily Wars. However, I'm not going to go for an exact recreation of PU. I'm adding teleport pads to the beginning of each stage for example. In Cutman's stage I'm going to change the rather nonsensical mid-air platforms into stacks of cut lumber.

But the stage layouts will follow the PSP version as closely as possible.

koala_knight
Posted on 02-03-09 09:16 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 100025


Buzzy Beetle
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New work on Cutman's stage (Still have to add the trees and scaffold-like stuff):



You guys will notice that I added a trans server pad to the first screen. I'm thinking of maybe adding in a way to exit the stage even before it has been cleared.

koala_knight
Posted on 02-04-09 04:01 AM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) Link | Quote | ID: 100058


Buzzy Beetle
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I'm very impressed by that link too. I hope my MMPD hack is some day considered good enough to put on a real cart like that.

Anyway, I just wanted to let you know that your work is awesome and inspires me to work harder on my project.

koala_knight
Posted on 02-04-09 04:38 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 100081


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Posted by ShadowTails

If you can figure out the limits for the tile sets I'd appreciate it.


256 8x8 tiles.

These combine into 256 16x16 TSA blocks which have various properties including palettes. Yeah, that means colors are only applied to 16x16 areas.

And, those combine into 256 32x32 structures which the actual bg data is built from.

Note that I can ASM hack some of the effect sprites to swap out graphic banks mid-level. Also, rooms have palette swapping properties I can change around, too.

Great job on the BG WIPs so far.

koala_knight
Posted on 02-04-09 04:42 PM, in Searching for Free Bytes Link | Quote | ID: 100082


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Posted by never-obsolete

-if the mapper supports on-cart ram and the game doesn't already have it, add it.


Is that difficult to do or is it as simple as changing a value in the header?

koala_knight
Posted on 02-04-09 09:36 PM, in My profile keeps sayin' I'm a chick... Link | Quote | ID: 100093


Buzzy Beetle
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Every time I change it it just goes back after confirm the change.

koala_knight
Posted on 02-04-09 09:39 PM, in Searching for Free Bytes Link | Quote | ID: 100095


Buzzy Beetle
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Thanks!

koala_knight
Posted on 02-04-09 11:56 PM, in My profile keeps sayin' I'm a chick... Link | Quote | ID: 100108


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Huh... Never noticed that, plus it doesn't actually say that they do that.

Here's a suggestion: Add more items! All the helms, shoes and accessories are silly or make you a girl. I'd add a bunch of items from a crap-load of classic RPGs if I could.

koala_knight
Posted on 02-04-09 11:58 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 100110


Buzzy Beetle
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I wonder how difficult it would be to give Oilman's stage a raster effect for the animated BG bank?

koala_knight
Posted on 02-05-09 05:41 AM, in My profile keeps sayin' I'm a chick... (rev. 2 of 02-05-09 05:43 AM) Link | Quote | ID: 100122


Buzzy Beetle
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Hell, it looks like they got through Weapons and armor and said fuck it!

I'd do it myself if i could. I volunteer to do it, even!

koala_knight
Posted on 02-06-09 11:52 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 100214


Buzzy Beetle
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Posted by Dr. Hell
We decided there should be an area in between the clock tower and Dracula, so here's what I've done so far for the Golden Hall



Very nice!

koala_knight
Posted on 02-07-09 05:49 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 100231


Buzzy Beetle
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Found this today while hacking the gravity switching objects:

0x03EC6D to 0x03EC85 (18 bytes) Play music or sound effect routine. Set the accumulator to the value of a song or sound effect you want to play, then JSR to this routine to play it.

It may be useful for anyone hacking MM5.
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Main - Posts by koala_knight

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