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[Fangame] Megaman Powered Down

Started by Vanya, October 16, 2008, 11:49:11 pm

Vanya

January 20, 2009, 01:46:49 pm #80 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
New mugs courtesy of 'Shades of Green' and edited by me:
  • Modding version: Other/Unknown
¯\(°_0)/¯

DarthPaul

January 20, 2009, 02:04:20 pm #81 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
Very nice pixel magic you've done there Vanya.
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Vanya

January 20, 2009, 02:40:03 pm #82 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Vanya

January 22, 2009, 01:04:54 am #83 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Alright! Here's the my progress with the new mugs IN-GAME!!

Woohoo! As can be seen in the screen shot; Oilman, Cutman, and Elecman's mugs are complete with sprites. All the other RM's just have their BG portions done.

I have enough space in the original sprite area to finish up Gutsman, Timeman, and most of Fireman. Then I'll have to ASM magick in the rest of the sprites for the remaining RMs. Fortunately, the routine that writes sprites to the OAM is really simple and adding in another read from a new location should be easy. I'll just have to find space for the new sprite data to reside.

Anyway here's the screen shot with the new palette revision.



Cutman was the biggest sprite hog. He's only 6 tiles, but took 12 sprite data entries to complete. Even time man with his multiple palettes is only 6 tiles & entries.

Also, I'm using a custom palette with the actual NES output colors.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Vanya

January 23, 2009, 06:03:24 pm #84 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Updated first post with the final version of the select screen & a new alpha patch.



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. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Vanya

January 27, 2009, 10:49:37 pm #85 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
UPDATE: Started working on Cutman's stage. Let me know what you guys think! ^_^

  • Modding version: Other/Unknown
¯\(°_0)/¯

DarthPaul

January 28, 2009, 05:08:03 pm #86 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
Looks nice can't wait for the completion.
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Vanya

January 28, 2009, 10:34:07 pm #87 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I'm considering changing this tile set to be similar to the PSP version instead of trying to make it exact. I want it to be more obvious that the stage is supposed to be a lumber mill. I think I might just mix in tiles from the genesis version, too.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Vanya

February 03, 2009, 03:08:02 pm #88 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
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.
  • Modding version: Other/Unknown
¯\(°_0)/¯

DarthPaul

February 03, 2009, 03:54:03 pm #89 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
Are those mountains in the background?
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Vanya

February 03, 2009, 08:08:40 pm #90 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Yes. Somewhat similar to the ones in the PSP version, but placed higher up on the screen. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

DarthPaul

February 03, 2009, 08:10:28 pm #91 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
Nice fading effect.
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Vanya

February 03, 2009, 09:53:15 pm #92 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Thanks. The trees are going to have a similar effect. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Skip Sandwich

February 03, 2009, 11:18:48 pm #93 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
Fighter is Red, Mega is Blue
This thread is awesome
Vanya is too
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

DarthPaul

February 04, 2009, 08:17:33 am #94 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
I am amazed that
Someone can make something so
Amazing as this hack!
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Vanya

February 04, 2009, 10:26:07 am #95 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Awww! You guys are making me blush! *blush* ^_^

I just hope my head doesn't implode when i get into the more complex ASM hacking. Just thinking about how thw hell I'm going to make Timeman's Slow Down ability gives me a headache.

I was thinking. Since I can't implement the other playable characters, what if I gave Megaman their extra ailities while using their weapons? Ex- While using 'Rolling Cutter' Megaman will also be able to wall jump.
Also, I'm thinking of making the weapons more functionality. It seems to me that if Cutman can throw his Rolling Cutter in any direction, that Megaman should be able to throw it in at least 8 directions.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Celdia

February 04, 2009, 12:38:09 pm #96 Last Edit: December 31, 1969, 07:00:00 pm by Celdia
This looks like it is going to be made of pure win. I actually was unaware of 'Powered Up' until I saw this thread. The things I miss out on for not having a PSP.  :(

A thought though: am I the only one that thinks any version of the original MM is wrong to have a password system? I never felt that was 'missing' after playing the later games but rather that MM2 and on were all made too easy by its addition. Then again, maybe I'm just weird.

Regardless, it looks wonderful Vanya. ^.^ I can't wait to see more!
  • Modding version: PSX
  • Discord username: Celdia#0

DarthPaul

February 04, 2009, 01:20:13 pm #97 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
Yay Vanya enjoyed the haiku!!!

Also I was never a fan of passwords as I never feel the need to write them down.
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Vanya

February 06, 2009, 11:48:59 pm #98 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
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. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

psp master

April 01, 2009, 11:48:08 am #99 Last Edit: December 31, 1969, 07:00:00 pm by psp master
I like Megaman but... I don't know how to patch it... too bad...