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koala_knight
Posted on 10-07-08 01:37 AM, in Name our new Mega Man 5 to Mega Man 1 hack!! Link | Quote | ID: 91830


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Whoa! Powered Down takes back the lead!

Posted by Mike Fireball
If you get really ambitious, you could even make variations of the hack featuring the bosses as the playable character.


I was actually already considering different versions but because of the different level layouts and graphics sets. But having playable bosses would be *interesting*. =)

koala_knight
Posted on 10-07-08 04:10 AM, in Name our new Mega Man 5 to Mega Man 1 hack!! Link | Quote | ID: 91837


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Umm...? rephrase, plz. Sorry. I don't understand what you're asking.

koala_knight
Posted on 10-07-08 04:42 AM, in Name our new Mega Man 5 to Mega Man 1 hack!! Link | Quote | ID: 91841


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Damn, I can be thick sometimes...

I guess it would be fine to make a suggestion, but since it can't add it to the poll there would have to be massive support for it and everyone who voted for something else would have to change their vote to "Not Appearing in this Film".

koala_knight
Posted on 10-07-08 05:57 AM, in Name our new Mega Man 5 to Mega Man 1 hack!! (rev. 4 of 10-07-08 06:11 PM) Link | Quote | ID: 91848


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Wow. Looks just like the presidential polls but with more options! =)

Posted by Grey Mario
Posted by koala_knight
Damn, I can be thick sometimes...

I guess it would be fine to make a suggestion, but since it can't add it to the poll there would have to be massive support for it and everyone who voted for something else would have to change their vote to "Not Appearing in this Film".


So that's what that option's for?

I voted it because a game by the name of Mega Man: Does Not Appear In This Film would be awesome.


That might be a funny little project. I'll change the title screen and turn Megaman into Arthur from GnG!!

koala_knight
Posted on 10-07-08 06:33 PM, in Mega Man Powered Up to NES Project (rev. 9 of 01-03-10 02:40 AM) Link | Quote | ID: 91873


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Alright. Here's the project thread for my MM5 hack.
I'll be doing updates here as well as asking for opinions and feedback here.
I'll begin by listing the goals of the project.


This hack aims to take much of the content from Mega Man Powered Up and bring it to the NES in full 8-bit glory. This will be a long-term project as my ASM skills are still in development. I definitely won't be porting every aspect of the game. some things simply won't be possible for the NES and some things will be more trouble than their worth. Here is a list of my specific goals:


New title screen
New stage gfx based on MMPU
Upgraded Megaman / Robot Master gfx based on MMB&F
New story sequence
New script
Porting Enemies / Robot Masters / Weapons from other MM games
New Robot Masters, Timeman & Oilman
Disable slide, mega buster, & rush
Add power ups to re-enable slide & mega buster as special weapons
Port music from MM1
Add custom songs for Timeman, Oilman, title screen, etc...

I'll add more as I think of it.
Now I'd like to let everyone know that I'm thinking of doing a second version of the game with classic stage layouts instead of the new PU versions.

If you guys have any comments or ideas please go ahead and post them! =)

Title Screen:


Stage Select:


Files are available here:
http://www.ffhacktics.com/forum/viewtopic.php?p=18377#18377

koala_knight
Posted on 10-08-08 12:45 AM, in Mega Man Powered Up to NES Project (rev. 2 of 10-08-08 05:08 AM) Link | Quote | ID: 91901


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Posted by Insectduel
I don't like the whole idea of disabling the Slide, M. Buster, or Rush in this one unless it's bonus feature. I know rush never used in Megaman Powered Up but using Rush might be good for custom MM1 levels.


I could always just make a special "for hackers" edition where everything is available.

Posted by ShadowTails
that was a concept sprite, I could do it over if you like it at all, this is the second sprite I did in the style:

I dunno if the NES could handle that exactly, but from what I could tell it could possibly the way Megaman works, maybe without the red it'd work.

But yeah I could possibly do the graphics if you'd like.


I wouldn't mind help with that. However, I wasn't going to go with the big head thing. I was thinking more along the lines of enhanced versions of the original gfx like this more or less:
http://www.sprites-inc.co.uk/forum/showthread.php?t=7269&goto=nextoldest


If anyone wants to contribute to this project let me know either by posting here or by sending me a PM. I've pretty much got graphics covered, but the whole thing would go faster if I got help. Also, I'm lacking in the ASM department as I'm still learning so help with that would be greatly appreciated. My weakest link is that I'm inept at music of any kind, thus, I will require help in porting and converting music.

I'd like to take this opportunity to thank every one for their support of the project thus far! =)

koala_knight
Posted on 10-08-08 05:57 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 91919


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That's a very good suggestion. I like getting upgrades, too.

And I never intended beat to be in the game. I know some people want the rush power ups, but it kills continuity for them to be in the game.

So my thought is to have the power ups in, but hack the gfx into something else. The Rush Jet in this game for example functions sort of like the Jet Board in MM2, right?

I could add to the story that Wily stole Dr. Light's robots AND several of his inventions. that would give them a reason to be in the game in this fashion. =)



On another not. I'm having trouble finding the tile arrangement data for the title screen. Anyone have any info on this? I posted a topic at ROMhacking.net about thisbut with no response yet. I'm going to need to rearrange the tiles in order to use the new logo and pic of Megaman. Thanks! =)

koala_knight
Posted on 10-08-08 03:48 PM, in Mega Man Powered Up to NES Project (rev. 6 of 10-09-08 08:36 PM) Link | Quote | ID: 91943


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Lock Blocks?


Even if I only ever get the graphics conversion done I'm going as far as I can no matter what. Even if I can't finish the hard stuff; someone else might. =)

Edit:I just got confirmation that the title screen data is not stored in any standard way. Fortunately, much of the ROM map is available. Also, I can probably just edit Rock Man 5. I was thinking of doing a Re-translation of RM5, anyway. =)



koala_knight
Posted on 10-09-08 04:53 AM, in Name our new Mega Man 5 to Mega Man 1 hack!! Link | Quote | ID: 91993


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I proclaim the title winner to be "Mega Man Powered Down".

Could a moderator please lock this? Thanks! =)

koala_knight
Posted on 10-09-08 08:37 PM, in Mega Man Powered Up to NES Project (rev. 2 of 11-10-08 07:09 AM) Link | Quote | ID: 92030


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Mock up of the new title screen:

[IMG]

Thoughts, opinions?

koala_knight
Posted on 10-10-08 01:10 AM, in Mega Man Powered Up to NES Project (rev. 2 of 10-10-08 01:13 AM) Link | Quote | ID: 92044


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Which white? And i don't think that the limited # of palettes will allow me to o any shading on Megaman. I might be able to add some highlights.
But, more importantly, what about the lay out & logo design? Will it suffice or should I go for something more a long the lines the PSP version?

koala_knight
Posted on 10-10-08 03:19 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92052


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OK. I like the idea about the arrows.

The thing about the palettes is that the title logo uses 3 palettes, plus the 2 for Megaman. That's 5, but as far as I know the title screen only uses 3 palettes. I guess it'll all depend n what I can do with the title data once I find it.

Anyway, thanks for the feedback! =)

koala_knight
Posted on 10-10-08 06:32 PM, in Mega Man Powered Up to NES Project (rev. 2 of 10-10-08 06:45 PM) Link | Quote | ID: 92078


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That's actually consistent with the entire design.
If you look closely any line that has a similar angle only has a very thin shadow.
I actually used the "Mega Man: the Wilt Wars" version of the MM1 logo as a base for the MEGA part.
I'll go back and port the whole thing to see if it looks a little better.
And, Kawa is right the proper title is "Mega Man" with 2 words.


BTW, just to let you guys know, I'm currently searching for the title screen data in the ROM.
I'll be posting notes about what I find at Data Crystal in the MM5 ROM Map.
I've already found some palette and sprite data pertaining to the Intro sequence.
I found the palette for the fake Protoman's scarf on the title screen which is set duing the lat screen of the intro. =)

koala_knight
Posted on 10-11-08 01:47 AM, in Mega Man Powered Up to NES Project (rev. 4 of 10-11-08 01:57 AM) Link | Quote | ID: 92094


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Posted by ShadowTails
Hmm... updated sprites... I could see what I can do, those sprites you linked to on Sprites-inc look awesome.

As far as the title screen, why not use new art? I mean yeah that pose from Wily Wars is cool and all, but can we try all new graphics? It could be like Megaman redrawn.

Also I'm gonna have to know if I'm going to be restricted to the original game's mappings for Megaman and the like.


For the title I wanted to use something that was in one of the versions of MM1 that we never got in the US officially. However, if you want to try something new I don't mind as long as you stick to Inafune-san's original style.


Posted by kuja killer
all of mm5's intro scenes and title, stage select, etc can all be edited using the MegaFLE level editor, but be warned that the scene screen mode (which you use to get to it) is incomplete.

http://www.a3share.com/members/1119/mm5title.PNG
mm5 title screen for example..

You have to use certain settings and setups in order to get the graphics and correct palletes to appear. And im not sure myself exactly what steps your supposed to take to do so. Matrixz would know.


That is a great thing to know, man! =) I was using Mega FLE X thinking that it had all the same features as the older incarnation! Thanks!


Posted by infidelity

Phew, done, hope that helps. Thank you kuja killer for explaining how to display the title screen in the editor.


Very much so! =)
I think this will greatly help anyone that uses this editor! Thanks a ton! =)

koala_knight
Posted on 10-11-08 02:11 AM, in Mega Man Powered Up to NES Project (rev. 2 of 10-11-08 07:33 AM) Link | Quote | ID: 92097


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Posted by Panophobia
On using MegaFLE X to edit non-gameplay screens:
Another method you can use for other screens (which works for Megaman 3 and 5),
is use the "Force CHR bank" field in the main window, and play around with the values until you get the right graphics. But it would reset each time you change level.

In the case CHR animations are active:
You need to go to the config window and check off "Enable Simulation of Palette-Animations". (Due to a bug in the latest version, this option seems to toggle the option for both graphics and palette animations, something i discovered thanks to this topic)

How-to use "Force CHR Bank":
Selecting between 0 and 1 decides which half part of the tile table to load new graphics for. In the box you enter a value in hex, which decides the CHR-ROM bank to load from. The value is related to the order which graphics are stored in the ROM. 00 towards FF are all valid values. Pressing "Do", loads the new tiles and you will see immediate changes.

Anyway, if you use the method infidelity explained to create other MAP files, its probably much handier for loading the correct graphics fast.

- Matrixz


Excellent! =)
With all of this new info I should have the title screen done this weekend. I'll probably also get some of the intro work done too. Thanks! =)


Edit:just wanted to let you guys know that the first draft of the title screen is done in game! =D

koala_knight
Posted on 10-11-08 06:17 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 92104


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Posted by Logical Operand
Nice videos guys. It's about time the activity on this forum is starting to go back up.

Lately, I've been playing Dr. Robotnik's Mean Bean Machine on my Sonic Mega Collection for PS2, and it is such a great game. It's fun, addictive, and simple. So, I've had Sonic on the brains lately.

Googie, I made this little hack just now, after seeing your video, just for the hell of it. It's called Sonic Mario. Mario is blue and can flip all the time, and if he gets hit, he loses all of his coins. I tried to produce the coins flying everywhere, but it would proabably take a lot more code.

When boredom strikes!!!!




Sweet! That would make for an interesting hack. It would change gameplay some, too. =)

koala_knight
Posted on 10-11-08 06:18 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92111


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Those are pretty good. For now just revise the frames that are in MM1. I don't know if I'll be able to add more later at the moment or use larger sizes. At least for Guts man use Stoneman's tiles as a guide for size. The rest just stick to MM1. =)

As for the portraits... MM3 has portraits in the ending for all the MM1 robot masters, and Wily Wars has upgraded ones. Look at those for a guide. I think the Wily Wars portraits are the right size, but you can find out for sure at Sprites Inc. =)

koala_knight
Posted on 10-11-08 08:09 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92114


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Posted by Insectduel
I was wondering to ask. What about including SRAM in Megaman Powered Down. I remember Matrixz using it for MM5 Time Attack but you should use it for saving whenever a player beats the boss and already have the earned weapon.


I have no idea how I would even begin to do that. I'll think about it. How was it implemented in Time Attack. I can't find the hack anywhere. I would want to do it in a very simple fashion. Maybe just save the last password or something.

@ShodowTails: Cool. That works! =)

koala_knight
Posted on 10-12-08 01:13 AM, in Mega Man Powered Up to NES Project (rev. 2 of 10-29-08 02:32 PM) Link | Quote | ID: 92119


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That's good to know! =)
what i think I should do is set up like 3 save slots and have the player select one when a new game is started and add something to the Pass word screen to select which file to load from. I'll have the game save the pass word data to SRAM. I think that'll keep things simple enough.

Here's the first draft of the title screen in-game:


koala_knight
Posted on 10-12-08 09:44 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92141


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I like that! =)
Is it within the right color limits? I'll check it out in the morning.

I already updated the "powered down" text to a gold color like in the psp version. Does anyone else have any feedback on the title? =)
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Main - Posts by koala_knight

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