Final Fantasy Hacktics

General => The Lounge => Topic started by: Vanya on October 16, 2008, 11:49:11 pm

Title: [Fangame] Megaman Powered Down
Post by: Vanya on October 16, 2008, 11:49:11 pm
This is a reboot of a ROM hack I started about a year+ ago.
Anyone who frequents the Board 2 forums will know me as koala_knight.
Now in the form of a fan game, it is taking off quite quickly.
I'll be making weekly updates here and at TMMN forums.
Anyway, let's get to the meat and potatoes.

Project Overview:
This fan game is an enhanced 'demake' of "Megaman: Powered Up" for the PSP.
It is being made in 8-bit style with as strict as possible adherence to the graphical restrictions of the NES. I won't be paying any attention to the sprite per scan line limitations as Capcom themselves chose to ignore it.
It will include most, if not all, of the features from the PSP version in addition to several features from the recent Wii installments.

Screen Shots:
8bit-ish Capcom logo WIP:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot102-1.png)

My Logo:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot101.png)

TITLE SCREEN:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot100-1.png)

GAME MENU:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot101-2.png)

NEW GAME:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot101-1.png)

STAGE SELECT:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot107-2.png)

Demo:
ALPHA-0 (http://www.mediafire.com/?zjykngnjzjn) - A super early version that only has most of the menu system finished. You can't even get to the stage select screen yet! =(
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Post by: Archael on October 17, 2008, 12:01:17 am
sweet

I can give this a video playthru when its done (or beta) if u like
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Post by: Vanya on October 17, 2008, 12:11:49 am
Sure! It'll be a while though. I'm learning 6502 ASM as I go along.
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Post by: DarthPaul on October 17, 2008, 10:13:35 am
sweet megaman one of the best series ever
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Post by: Jacob31593 on October 17, 2008, 11:35:56 am
i can get you any megaman music from anygame, anything specific that you want or do you just want everything from MM1, hell i'll just start uploading rockman 1 and rockman 2 soundtracks to filefront ;)
i'll do the orignal first, tell me if you want remastered (rock and techno remixes)

EDIT: here it is http://files.filefront.com/ROCKMAN12rar ... einfo.html (http://files.filefront.com/ROCKMAN12rar/;12082523;/fileinfo.html)

i got all the tracks from here (http://blue-bomber.jvmwriter.org/index.php?title=Music_Archive), all that i did was put them all in one file, rar it, and upload it to filefront
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Post by: Vanya on October 17, 2008, 01:50:18 pm
Thanks for the support guys! =)

I know all about that particular site, Jacob. The thing is I don't need the actual music so much as someone who can remix & port the songs from MM1 & MMPU into the MM5 format. I would do it myself, but I was unfortunately borne without the music gene. But, thanks all the same! =)

If there's anyone that can help me remix and port songs to the MM5 music engine please let me know. There is some documentation about the NES music formats available. I can provide quite a bit of info for this project. Thank you! =)
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Post by: Vanya on October 22, 2008, 11:42:04 pm
Quote from: "ShadowTails" id="92508"Well, I pasted Gutsman's standing pose on top of Stoneman's from Power Fighters, he came up to his eyes about. I don't think artwork generally is in proportion to all the other artwork, but art from the same game is. Barely any different from the NGPC sprites.

I stand corrected. =)

Well after a week-long crash course in 6502 ASM, I think I finally got the title screen about done.
However, since I'm going to the Food & Wine festival at Epcot tomorrow through Sunday don't expect any new screens until some time next week.

Now I'd like to brainstorm some ideas for the Stage Select & Password screens.
I have 2 ideas. I'm thinking of modeling the stage select screen after the Wily Wars variant for the portrait frames and the background after those used in MMPU. You
know the one that has all the enemies with after images? =)

The password screen might be more of a problem for me since there aren't any password screens in any other versions of MM1 that I know of. The versions that I know of are MM1, MM1:WW, MM1:CW. I'll do it from scratch if there aren't any other suggestions. =)

What do you guys think?
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Post by: Jacob31593 on October 23, 2008, 06:02:56 am
sorry, i've only played the battle network series :s
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Post by: Vanya on October 23, 2008, 08:31:10 am
You are missing out on the core action-ness of the true series!! =0
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Post by: DarthPaul on October 23, 2008, 09:11:05 am
i agree about the missing the true action but i think battle network is a facet of the "true" series
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Post by: Archael on October 23, 2008, 09:37:42 am
Megaman X1-4 series on the Super Nintendo was pure win

Also pick whatever for password select / backround gfx

get the game done!!!!!
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Post by: Vanya on October 25, 2008, 07:27:35 pm
X4 was PSX

OK! =)

S.O.N.Y. = Soon Only Not Yet! =P
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Post by: DarthPaul on October 25, 2008, 09:51:37 pm
lmao rofb roflcopter
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Post by: Vanya on October 26, 2008, 04:40:24 pm
=)

BTW, darthpaul, officially the EXE series takes place in an alternate reality. I think, though, if they had reworked the story a little they could have had it lead into the original series. Maybe by implying that Lan & Mayl have a kid and name him Thomas Xavier Light. Just to make the connection clear to those that don't know Japanese: Hikari = Light. =)

Oh! I should also mention that the ASM hack need to complete the title screen is almost done. I just have to work on some kinks in it. =)
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Post by: DarthPaul on October 26, 2008, 06:23:28 pm
i figured it was an alternate reality but the gameplay and story have the originality that megaman is famous for bringing to the party


Also i have seen deathnote so Hikari and Light are very very familiar.....damn i hated the middle and ending of that story

L rocks woot woot
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Post by: Jacob31593 on October 26, 2008, 06:28:39 pm
meh..deathnote :s...only good part was when he died and watching the youtube poop of him eating the chips
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Post by: DarthPaul on October 26, 2008, 06:29:56 pm
lol youtube poops
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Post by: Vanya on October 29, 2008, 09:42:40 am
New title revision:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-1.png)
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Post by: Vanya on November 03, 2008, 04:31:49 pm
First draft of new stage select screen:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-2.png)
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Post by: DarthPaul on November 03, 2008, 04:39:34 pm
sweet bombman
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Post by: Vanya on November 03, 2008, 08:52:00 pm
They're just partial mugs from MM3 someone is working on the new portraits on another site.
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Post by: Vanya on November 04, 2008, 12:09:40 am
Which one's better as far as the colors?

This is the original palette:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-0.png)

This is the one made to look more like MM1 NES:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-1-1.png)
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Post by: Cheetah on November 04, 2008, 02:53:40 am
I really want to be able to give you input Vanya, but I'm really seeing hardly any difference.
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Post by: Jacob31593 on November 04, 2008, 06:04:26 am
i like the top one because it uses darker colors :p
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Post by: Skip Sandwich on November 04, 2008, 10:39:45 am
I'm voting for the bottom because it uses brighter colors, and also because I like being contrary!
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Post by: Vanya on November 04, 2008, 12:02:46 pm
Hmmm...intersting...
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Post by: DarthPaul on November 04, 2008, 01:43:31 pm
i shall also go for the bottom though not too be contrary to jake
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Post by: Skip Sandwich on November 04, 2008, 03:43:30 pm
just to be clear, I really do prefer the bottom, the fact that I got to be contrary is just a bonus
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Post by: Vanya on November 04, 2008, 04:44:18 pm
3rd Draft:
I'm not doing the usual "STAGE SELECT" text because everyone should know that already.
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-2-1.png)
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Post by: Dokurider on November 04, 2008, 04:50:17 pm
2nd one was better.
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Post by: DarthPaul on November 04, 2008, 05:12:54 pm
OOOOOOOH me liky the third one and oh yea
Quotesweet bombman
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Post by: Lydyn on November 04, 2008, 05:17:15 pm
Ice Man makes me smile. (I like the third one. Seems less empty.)
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Post by: Vanya on November 04, 2008, 05:17:36 pm
??? The portraits are just place holders.
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Post by: Lydyn on November 04, 2008, 05:18:25 pm
I edited mine! Psst! Vanya! Come back and look!! :shock:
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Post by: Vanya on November 04, 2008, 05:21:06 pm
OK!
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Post by: DarthPaul on November 04, 2008, 05:34:12 pm
you mean the portraits will look better can i get a sweet
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Post by: Jacob31593 on November 04, 2008, 05:35:47 pm
would it be possible to have ALL the  stages from all the games? or maybe even make some of your own :p
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Post by: DarthPaul on November 04, 2008, 05:43:30 pm
how much do you expect of poor poor vanya

.....bad dog
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Post by: Vanya on November 04, 2008, 09:23:44 pm
The project's goal is to have an 8-bit version of the PSP remake of MM1. I'm considering having 2 patches, one with classic stage and the other with the updated stages. I was also thinking of implementing an auxiliary patch to replace the password system with a save file system. On the other hand, I do plan to make updated versions of MM2-6 and possibly waaay down the line attempt to do NES versions of Rockman7FC, Rockma8FC, & Mega Man 9.
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Post by: Vanya on November 06, 2008, 12:30:51 am
*4th Draft Version A:

(http://i256.photobucket.com/albums/hh189/koala_knight/MegaMan-PoweredDownTitleA-0.png)

*4th Draft Version B:

(http://i256.photobucket.com/albums/hh189/koala_knight/MegaMan-PoweredDownTitleB-0.png)

Which one's better?
*Note - The 8 pixel column on the right won't be visible.
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Post by: Lydyn on November 06, 2008, 12:36:44 am
http://i256.photobucket.com/albums/hh18 ... tleB-0.png (http://i256.photobucket.com/albums/hh189/koala_knight/MegaMan-PoweredDownTitleB-0.png)

This one.
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Post by: DarthPaul on November 06, 2008, 08:35:32 am
B one looks better
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Post by: Vanya on November 06, 2008, 07:16:31 pm
It's 50/50 right now. I don't know which to move forward on! D:
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Post by: Vanya on November 06, 2008, 11:51:19 pm
Here's the 5th (and maybe final) Draft:

(http://i256.photobucket.com/albums/hh189/koala_knight/MegaMan-PoweredDown-0-1.png)
(the mugs are temp of course)

I'd also like to announce that I will be attempting to place a new ASM hack into the stage select screen that will display the name of the robot master at the bottom of the screen when you place the cursor on his panel. It will probably be a huge hassle, but meh, i'll enjoy doing it. ^_^
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Post by: Jacob31593 on November 07, 2008, 05:38:38 am
good idea, cant wait to play this
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Post by: DarthPaul on November 07, 2008, 09:01:26 am
tis nice but i still like b better
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Post by: Vanya on November 07, 2008, 11:25:15 am
it's a compromise between the two. Be happy... or else. ^_^
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Post by: Lydyn on November 07, 2008, 11:45:51 am
The 5th one is better, imo. ;)
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Post by: DarthPaul on November 07, 2008, 01:35:59 pm
ill take the or else *computer suddenly guts me like a fish*
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Post by: Vanya on November 07, 2008, 02:54:37 pm
Exactly! ^_^
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Post by: DarthPaul on November 07, 2008, 05:52:46 pm
BLARGH
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Post by: Vanya on November 08, 2008, 04:02:20 am
That's an enemy in super Mario World... almost.
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Post by: DarthPaul on November 08, 2008, 10:58:46 am
Who my dieing BLARGH or computer that guts you like a freshly caught fish.
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Post by: Vanya on November 08, 2008, 12:10:47 pm
BLARGH in SMW = Blargg. It's that funny dinosaur that lives in the lava and attacks like a croc.
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Post by: DarthPaul on November 08, 2008, 02:50:29 pm
Huh i was not aware of this thank you for educating the masses.
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Post by: Vanya on November 08, 2008, 10:11:47 pm
I thrive on spreading semi- to fully useless information! ^_^
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Post by: DarthPaul on November 08, 2008, 10:46:30 pm
It's definetly semi-useless cause i found it at least entertaining.
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Post by: Vanya on November 09, 2008, 10:29:28 am
<(^.^<)

<(^.^)>

(>^.^)>

<(^.^)>

<(^.^<)

<(^.^)>

(>^.^)>

<(^.^)>

<(^.^<)

Kirby Dance!!!!!
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Post by: Jacob31593 on November 09, 2008, 10:52:26 am
-_-
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Post by: DarthPaul on November 09, 2008, 11:04:48 am
I wish i could dance like Kirby.
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Post by: Jacob31593 on November 09, 2008, 11:10:53 am
ever since obama was elected i find that i am slowly developing rhythm O.o
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Post by: Vanya on November 17, 2008, 10:08:16 pm
Finally finished the stage select screen hack I was working on! No more cumbersome names under the mugshots!!

Here's a video:
http://www.youtube.com/watch?v=_jRddKtYr3w

And a patch if you want to use it try it for yourself:
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Post by: DarthPaul on November 17, 2008, 10:18:47 pm
Which megaman game do we patch this to again?
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Post by: Vanya on November 17, 2008, 10:19:38 pm
MM5
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Post by: DarthPaul on November 17, 2008, 10:20:42 pm
Of course thank you.
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Post by: Vanya on November 17, 2008, 10:26:39 pm
No problem. I think I'll start working on some stage graphics while I wait for the mugshots to be finished. ^_^
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Post by: Vanya on November 19, 2008, 12:23:06 pm
New Password Screen:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-0-1.png)
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Post by: Vanya on November 21, 2008, 02:51:54 pm
New Password Screen 2nd Draft:

Going for a MMPU-ish look.
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-1-2.png)
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Post by: DarthPaul on November 21, 2008, 02:53:51 pm
Lol metaur loks nice though Vanya.
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Post by: Vanya on November 21, 2008, 03:07:25 pm
Thanks. Way later down the line this is going to change for the SRAM version of the patch. That's probably going to be a giant hassle, but it'll be nice to have the option to save instead of relying on the password system. I'm doing 2 versions because some crazy ppl out there still like to port stuff to rel hardware. ^_^
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Post by: Cheetah on November 21, 2008, 04:18:45 pm
Cool to see you making some progress on this project Vanya. I love your new Avatar btw, did you do that yourself?
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Post by: Vanya on November 21, 2008, 05:17:06 pm
The 'A' I got on my last two assignments for school helped my progress a lot.

No, it's from the Anniversary version of FF1 with the hair edited to be red instead of blonde. ^_^
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Post by: DarthPaul on November 21, 2008, 05:42:50 pm
Dang I like to think you did it yourself :)
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Post by: Vanya on November 21, 2008, 08:29:23 pm
I would have except I didn't need to. Now what I really wish for is a full sprite rip of both FF Anniversary games! ^_^
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Post by: Vanya on November 21, 2008, 11:51:16 pm
Here's another draft:

!!!Note Only going back to the Blue palette for the *Password Version* of the game, the *SRAM Version* will retain the orange palette and the screen will be configured differently. ^_^

(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-0-2.png)
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Post by: DarthPaul on November 22, 2008, 02:46:00 pm
I like this version and an *SRAM* version will be awesome.
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Post by: Vanya on November 25, 2008, 06:15:19 pm
Does anyone have any experience with NES music & remixing? I need help remixing and/or transferring MM1 & MMPU songs for MM5. I can't do it myself because I know nothing about music in general and I'm partially tone def. Help please!! ^0^
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Post by: Skip Sandwich on November 25, 2008, 08:15:53 pm
try asking around the OCRemix forums, I can't think of a better place to ask for video game music help then a site devoted to remixing video game music.
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Post by: Archael on November 25, 2008, 09:10:38 pm
this am

pretty damn cool
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Post by: Vanya on November 25, 2008, 10:46:09 pm
Small Updates:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-v01ALPHA-.png)
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-v01ALP-1.png)
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Post by: Vanya on January 20, 2009, 01:46:49 pm
New mugs courtesy of 'Shades of Green' and edited by me:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/NewMugsbyShadesofGreenedits.png)
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Post by: DarthPaul on January 20, 2009, 02:04:20 pm
Very nice pixel magic you've done there Vanya.
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Post by: Vanya on January 20, 2009, 02:40:03 pm
^_^
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Post by: Vanya on January 22, 2009, 01:04:54 am
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.

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-v01ALPHA-0.png)

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.
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Post by: Vanya on January 23, 2009, 06:03:24 pm
Updated first post with the final version of the select screen & a new alpha patch.

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-v01ALPHA-0-1.png)

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. ^_^
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Post by: Vanya on January 27, 2009, 10:49:37 pm
UPDATE: Started working on Cutman's stage. Let me know what you guys think! ^_^

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-0.png)(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-1.png)(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-2.png)
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Post by: DarthPaul on January 28, 2009, 05:08:03 pm
Looks nice can't wait for the completion.
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Post by: Vanya on January 28, 2009, 10:34:07 pm
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.
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Post by: Vanya on February 03, 2009, 03:08:02 pm
New work on Cutman's stage (Still have to add the trees and scaffold-like stuff):

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-0-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-1-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-2-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-3.png)

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.
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Post by: DarthPaul on February 03, 2009, 03:54:03 pm
Are those mountains in the background?
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Post by: Vanya on February 03, 2009, 08:08:40 pm
Yes. Somewhat similar to the ones in the PSP version, but placed higher up on the screen. ^_^
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Post by: DarthPaul on February 03, 2009, 08:10:28 pm
Nice fading effect.
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Post by: Vanya on February 03, 2009, 09:53:15 pm
Thanks. The trees are going to have a similar effect. ^_^
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Post by: Skip Sandwich on February 03, 2009, 11:18:48 pm
Fighter is Red, Mega is Blue
This thread is awesome
Vanya is too
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Post by: DarthPaul on February 04, 2009, 08:17:33 am
I am amazed that
Someone can make something so
Amazing as this hack!
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Post by: Vanya on February 04, 2009, 10:26:07 am
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.
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Post by: Celdia on February 04, 2009, 12:38:09 pm
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!
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Post by: DarthPaul on February 04, 2009, 01:20:13 pm
Yay Vanya enjoyed the haiku!!!

Also I was never a fan of passwords as I never feel the need to write them down.
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Post by: Vanya on February 06, 2009, 11:48:59 pm
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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Post by: psp master on April 01, 2009, 11:48:08 am
I like Megaman but... I don't know how to patch it... too bad...
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Post by: Vanya on April 01, 2009, 12:03:14 pm
Lunar IPS is the easiest program for that.

BTW, I haven't abandoned this project or anything. Just been busy with finals, other projects, looking for work, getting my A+ cert.,  actually playing some games for once and house work. Yes, I'm house-bitch while my girl is working and I'm not.
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Post by: Vanya on July 03, 2009, 10:55:54 am
I just wanted to let everyone know that I'm considering programming this from scratch using the new NESicide IDE. I figure that it would probably be faster to program the thing my way instead of reverse engineering Capcom's code.

For more info on NESicide click here (http://www.nesicide.com/).
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Post by: Snip3rNife on July 20, 2009, 06:44:57 pm
Sounds good to me. If it's easier that way for you then go for it.
Title: Re: MM5 Hack: Mega Man Powered Down
Post by: Vanya on March 11, 2010, 03:22:38 am
Megaman Powered Down the ROM hack is officially canceled.

I no longer have the time needed to reverse engineer the ROM, so I'm moving the project to GameMaker8.

The bad news is that it will be impossible to play this on a real NES cart.
The good news is that anyone will be able to enjoy the game much sooner since I can code much faster in C-type languages than in ASM. Also, there will now be much more content from the PSP version and some new game modes modeled after the recent MM9 & 10 content.

So I will leave you all now with a tidbit from the new project...

New Title Screen!
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MMPU-TitleScreen.png)
Title: Re: MM5 Hack: Mega Man Powered Down
Post by: Snip3rNife on March 11, 2010, 03:38:39 am
My heart sank when i read the first line until I realised you were just moving the project, so in that case, hooray!
Title: Re: MM5 Hack: Mega Man Powered Down
Post by: Vanya on March 11, 2010, 06:27:42 am
This aught to make you even happier then...

New Stage Select!
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MMPU-StageSelect.png)
Title: Re: Megaman Powered Down
Post by: Skip Sandwich on March 11, 2010, 03:23:57 pm
glad to hear that this project isn't dead, i've been patiently awaiting it's release since you first announced it, I just hope I don't have to wait too much longer :)
Title: Re: Megaman Powered Down
Post by: Vanya on March 11, 2010, 03:34:04 pm
No worries. It'll be going a lot faster.
Title: Re: Megaman Powered Down
Post by: Cheetah on March 11, 2010, 07:15:14 pm
The stage select window is looking real good Vanya. Glad to hear your project is still going strong.
Title: Re: Megaman Powered Down
Post by: Vanya on March 12, 2010, 04:30:04 pm
Thanks. I'm trying to work a little on all my projects every week so I can get some progress done.
Title: Re: Megaman Powered Down
Post by: Vanya on March 26, 2010, 02:57:53 am
Small update:

Here's the damn-near finished "New Game" menu with one of the new playable characters unlocked.
What a hassle this thing has been to program. Almost a week of work went into this damn thing and it's not even that impressive. =P
Anyway. Here the player will be able to set some basic options before starting their game. I won't explain the obvious ones.
The player select option was the big pain in the ass. Here you will use left and right to view the available player characters and then press start (Enter) or attack (A) to select your character of choice. If a character is locked, you'll get a nice picture of a wall and an error sound if you try to choose it. Also, pressing jump (Z) will immediately drop the cursor on the down to the BACK option in case you need it.

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot109.png)
Title: Re: [Fangame] Megaman Powered Down
Post by: SolidSnakeDog on March 26, 2010, 09:13:44 am
I am not really a megaman fan but i am still very interested in this particular projet.
New playable characters? man this will add nicely in the replay value making it even more interesting.
But for what i see there may actually be 32 characters (including megaman?) This is a...bit much don't you think? I Mean coding em all and making em bug free will take forever. (But will be sweat to be able to chose for so much variety!)
I am soooo looking foward to see this completed someday.
Keep it up.
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on March 26, 2010, 05:52:41 pm
32? There's one character for each of the balls in the grid. That makes 16.
Here's the list:
Megaman
Rock (New secret game play system implemented.)
Roll (All costumes + some new ones included as part of her game play. These will be bought at the in-game shop with bolts.)
Cutman
Elecman
Iceman
Fireman
Bombman
Gutsman
Oilman
Timeman
Pickelman (Beat 1/3 of the challenge stages to get him as a tide over until you get Protoman.)
SECRET (Beat 2/3 of the challenge stages to get this guy. It should be easy to guess who this is.)
Protoman (He will be more like his MM9 & 10 incarnation but with an extra ability or two.)
Hydroman* (This is a new RM based on a fan made submission that I'm using as a base.)
Undecided (Similar deal for this one, but the character is still being negotiated.)

*Tentative name.

All, the normal RMs will be more like their boss versions with all their skills, weapons, & abilities intact including any new attacks that might get implemented.
Title: Re: [Fangame] Megaman Powered Down
Post by: SolidSnakeDog on March 26, 2010, 06:44:30 pm
Quote from: "Vanya"32? There's one character for each of the balls in the grid. That makes 16.

How did i did this mistake...i mean...bah i was probably seeing doubles at this time.  :shock:

Gutsman? i wonder what kind of weapon this one uses...
Title: Re: [Fangame] Megaman Powered Down
Post by: DarthPaul on March 26, 2010, 09:14:50 pm
Sweet, playing as Forte in a fan project is gonna be awesome.

Just a suggestion, but it would be cool to see a Searchman.exe cameo in this.
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on March 26, 2010, 10:55:12 pm
NO EXE!!!
That would be for a different project. ^_^

And I'm gonna use a better sprite for Bass than Capcom did!

Gutsman's weapon is his fists! Rawr!!
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on March 27, 2010, 08:59:57 am
Update:
The final NEW GAME menu.
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/NEWGAMEmenufinal.png)
Title: Re: [Fangame] Megaman Powered Down
Post by: DarthPaul on March 27, 2010, 02:14:01 pm
Quote from: "Vanya"NO EXE!!!

^_^ Just a suggestion for something different.
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on March 28, 2010, 02:53:50 am
I was half/kidding. I'm deciding on Roll's costumes right now and I am considering a Roll.EXE costume as a hidden item.
Title: Re: [Fangame] Megaman Powered Down
Post by: SolidSnakeDog on March 28, 2010, 06:04:13 pm
This menu is looking very good to me.

So gutsman using fists? Wow this will be hardcode because needing to be close to something to attack it and not geting hit is very hard...
Exemple : You need to jump a cliff but something is standing right on the other side...jumping on him will throw you off the cliff and you can't attack him because you can only use your fists and the other guy is too far away...so you are fucked.  :twisted:

...Gutsman name is so fiting. probably the hardest character to play has. (Unless he got ranged fists that is...)
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on March 29, 2010, 12:54:42 am
He will have other abilities. In the original game "Super Arm" only let Megaman pick up these big blocks scattered around the stages and throw them. The rocks woulds shatter into 4 smaller blocks on impact with anything and the smaller ones would fly off in the direction the rock was thrown. As Megaman, you'll be able to punch the rocks to make them shatter into the 4 smaller blocks. Plus since Gutsman can make earthquakes when he jumps, Megaman will be able to make earthquakes by punching the ground. When you play as Gutsman in the PSP version he actually creates the big rocks by pulling them up from the ground which doesn't make a lot of sense since they always look the same no matter what the stage graphics are. I'll still let him do that, but they'll match the stage graphics sort how that junk vacuuming weapon in MMX2 did. Megaman will be able to do this too, but he'll only pull up the smaller sized rocks which he can then throw.
There are a couple more thing that Gutsman can do in the PSP which only he will be able to do in mine. He can place the large rocks back on the ground to build platforms to reach higher places or place them over spikes so he can walk over them. Also, he can break weak blocks by smashing them with his head sorta like the way Mario does.
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on March 29, 2010, 04:22:11 am
Good news for PSP owners. There are some interesting things going on with GameMaker that will eventually allow you guys to play MMPD on a PSP!
This is all legit, too. No need to mod your PSP.
Check it out:
http://glog.yoyogames.com/?p=762 (http://glog.yoyogames.com/?p=762)
Title: Re: [Fangame] Megaman Powered Down
Post by: SolidSnakeDog on April 02, 2010, 06:49:03 pm
QuoteHe will have other abilities. In the original game "Super Arm" only let Megaman pick up these big blocks scattered around the stages and throw them. The rocks woulds shatter into 4 smaller blocks on impact with anything and the smaller ones would fly off in the direction the rock was thrown. As Megaman, you'll be able to punch the rocks to make them shatter into the 4 smaller blocks. Plus since Gutsman can make earthquakes when he jumps, Megaman will be able to make earthquakes by punching the ground. When you play as Gutsman in the PSP version he actually creates the big rocks by pulling them up from the ground which doesn't make a lot of sense since they always look the same no matter what the stage graphics are. I'll still let him do that, but they'll match the stage graphics sort how that junk vacuuming weapon in MMX2 did. Megaman will be able to do this too, but he'll only pull up the smaller sized rocks which he can then throw.
There are a couple more thing that Gutsman can do in the PSP which only he will be able to do in mine. He can place the large rocks back on the ground to build platforms to reach higher places or place them over spikes so he can walk over them. Also, he can break weak blocks by smashing them with his head sorta like the way Mario does.

Guess thats awsered my question about the *Enemy on the cliff* problem.  :mrgreen: )
Not really needed yet but Gutsman is just kickass for my view.
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 06, 2010, 09:55:51 pm
I redrew the player portraits:

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot101-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot102.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot103-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot104-1.png)
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot105-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot106-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot107-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot108.png)
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot109-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot110.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot111.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot112.png)
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot113.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot114.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot115.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot116.png)
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 07, 2010, 04:12:16 pm
Red??? = Bass:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot118.png)
Title: Re: [Fangame] Megaman Powered Down
Post by: SolidSnakeDog on April 07, 2010, 05:15:18 pm
Yeah nice...most of em looks very good.
But i don't like the purple color for Timeman personally. I think he will be more fiting being blue istend.
(Idk what game he is in,but if he is actually purple in the game nevermind.) (Will probably be my less favorite if he keep this color.)

Other i am not hot about is Pickelman,he should be the smallest playable character, he is usally 1/2 of megaman size in normal game. (But this is just a personal taste so don't mind too much about it.)

Wow...i like the looks of Gutsman...alot!
His large size will probably make it harder for him to avord hits...but i don't really mind personally. He is just...GrEaT looking! (So badass!)
I aslo like the Oilman one.
Cutsman made me *lol* after seeing his head xD.

Nicely done.

Say i got a question : Is larger/slower characters gonna get more defences that normal form attacks and smaller/faster ones will take a bit more damage that normal? Probably not but i'd ask anyway.
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 07, 2010, 09:46:11 pm
Thanks. ^_^
Yeah, Timeman is purple. He's from Megaman Powered Up. He and Oilman were the 2 extra Robot Masters added to the game to round out the roster.
I think you are confusing Pickelman for Metool/Metaur. Pickelman has always been Megaman's size.
Title: Re: [Fangame] Megaman Powered Down
Post by: Eternal on April 08, 2010, 06:14:45 am
Nice to see things coming along, Vanya.

I'm not a huge fan of the Megaman series, but I might just have to give this a try when you release it- it looks like you've put a lot of work into it. ^_^
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 08, 2010, 03:56:30 pm
Thanks. I have been working pretty hard on it.
I hope you enjoy it when it's done. ^_^

Now I need a little assistance which of these looks best?
Title: Re: [Fangame] Megaman Powered Down
Post by: Skip Sandwich on April 08, 2010, 11:32:05 pm
I vote for palette option #1.

Palette #3 is too light, and #2 doesn't have enough contrast
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 09, 2010, 12:41:07 am
That's been pretty much the choice across the board.
My only concern is that he looks a bit funky against a black background.

How about these?
It uses a shade of dark gray that Capcom basically made up for MM9 & 10 that the NES didn't have.

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/BassSprite2.png)
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 10, 2010, 07:36:37 am
Just spent all last night optimizing the code that drives the menu system. Also updated some graphics:

New WIP 8bit-ish Capcom Logo:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot102-1.png)

Title Screen with 'good' Megaman Head for a more classic feel:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot100-1.png)
(Plus it didn't make sense to use the 'evil' Megaman face which is now going to be used for 'Megaman?'.)

I fixed up the GAME MENU screen to match up with the NEW GAME screen:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot101-2.png)
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 13, 2010, 08:38:12 am
Quint:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot103-2.png)
Title: Re: [Fangame] Megaman Powered Down
Post by: SolidSnakeDog on April 14, 2010, 07:04:19 am
Quite good vanya.
Do you mind telling me where this one came form and his story if he got one?
Id like to know a bit more about QUINT  :wink:
Title: Re: [Fangame] Megaman Powered Down
Post by: Tigerspike on April 14, 2010, 11:04:27 am
Quint is an evil version of Mega Man from the future--Dr. Wily brought him back in time (I think) to battle against the current Mega Man.  He appeared in one of the Gameboy games.
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 14, 2010, 11:55:15 am
That's more or less right, Tigerspike.

SolidSnakeDog, you can read all about Quint here:
http://www.themmnetwork.com/wiki/index.php?title=Quint (http://www.themmnetwork.com/wiki/index.php?title=Quint)
Title: Re: [Fangame] Megaman Powered Down
Post by: SolidSnakeDog on April 14, 2010, 05:34:35 pm
*Cliking on link* I see, quite an interesting character indeed!
Tx for the info.
Title: Re: [Fangame] Megaman Powered Down
Post by: Archael on April 15, 2010, 03:01:12 pm
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/BassSprite2.png)

one on the right
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 16, 2010, 10:28:50 am
Final, fully functional stage select menu:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot107-2.png)
Title: Re: [Fangame] Megaman Powered Down
Post by: SolidSnakeDog on April 16, 2010, 06:50:29 pm
Nice! Thats means that you gonna start making the levels soon right?
I will help you test em if you want to.
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 16, 2010, 09:32:35 pm
I am indeed gonna start on Cutman's stage while I work more on Megaman's Physics and weapons.
Title: Re: [Fangame] Megaman Powered Down
Post by: Mari on April 18, 2010, 02:41:28 am
Got any %'s for us? o=

Like..
Characters: X%
Levels: X%
Etc, etc, etc: X%


I never really played much of Megamans, except a little of a couple of the old ones on NES and SNES.
But I never disliked the game. So I'm sorta interested to see what you have/will have on the table!
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 19, 2010, 09:19:59 am
OK. ^_^

Characters: 5%
Levels: 1%
Menus: 30%
Music: 5%
Graphics: 15%

These are rough estimates mind you.
Title: Re: [Fangame] Megaman Powered Down
Post by: Mari on April 19, 2010, 04:30:53 pm
Quote from: "Vanya"OK. ^_^

Characters: 5%
Levels: 1%
Menus: 30%
Music: 5%
Graphics: 15%

These are rough estimates mind you.
Looks like it'll be a while for a demo! (If there even will ever be one.)
Good luck and hopefully you won't have to switch up everything to start over again!
Even if it were for a good reason. :S
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 19, 2010, 06:24:14 pm
The next demo will be out in about 2 weeks.
Title: Re: [Fangame] Megaman Powered Down
Post by: Mari on April 19, 2010, 08:21:43 pm
Quote from: "Vanya"The next demo will be out in about 2 weeks.
Oh, wow! Well, I'm looking forward to checking it out!
*puts on her professional glasses* I'll give you a nice bug report!

Oh wait, I don't wear glasses..
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 20, 2010, 08:29:47 am
Cool. I'm counting on bug reports.
I'm 1/2 way done on the RM intro sequence and as soon as that's done I'm starting on Cutman's stage.
Megaman is now in sprite form, but can't move much yet.
Title: Re: [Fangame] Megaman Powered Down
Post by: Timbo on April 23, 2010, 02:10:15 pm
Quote from: "Vanya"OK. ^_^

Characters: 5%
Levels: 1%
Menus: 30%
Music: 5%
Graphics: 15%

These are rough estimates mind you.

I'm going to cry.  I was getting so excited for this.  Keep pluggin away Vanya.
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 24, 2010, 09:35:21 am
I'm still working on it, don't worry.
I'm gonna be pretty silent for a while as I'm plugging away at Megaman's physics.

So my current numbers are:

Characters: 8%
Levels: 5%
Menus: 40%
Music: 5%
Graphics: 18%
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 26, 2010, 10:33:21 am
Anyone happen to have or know where I can get my hands on .nsf rips of Megaman 1 & 2 with the sound effects included?
Title: Re: [Fangame] Megaman Powered Down
Post by: Mari on April 26, 2010, 12:13:46 pm
You'll have to check if they have the sounds included. I don't know how.
But here is both nsf files in rar since it won't let me upload .nsf
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on April 26, 2010, 01:46:30 pm
Nah, those are the standard ones that are floating around the internet.
Thanks for the effort, though. ^_^
I may just have to extract the data from the ROM myself.
Title: Re: [Fangame] Megaman Powered Down
Post by: SolidSnakeDog on May 09, 2010, 06:53:31 am
Any progress/News Vanya?
This topic got all quiet all of a sudden...
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on May 11, 2010, 12:27:17 am
A week into prep'ing the next demo I got a job finally (after 1.75 years of unemployment) and had some personal drama to fix.
Needless to say my programming efforts got derailed, but I started working on it again today.
I'm finalizing the 'stage intro' sequence so that one screen can handle all possible robot masters.
Once I finish that (probably tomorrow) I finally get to turn my full attention to Cutman's stage and Megaman's basic functions.

BTW, if anyone out there is into cheesey fan movies you guys should head over to screwattack.com and watch the live action Megaman movie that was finally released last week.
Title: Re: [Fangame] Megaman Powered Down
Post by: SolidSnakeDog on June 09, 2010, 08:47:55 am
Say is this projet dead? I hope not i am looking foward to it.
Just was away for the past mouth.
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on June 09, 2010, 10:47:46 am
Not dead!! I've had personal drama to deal with lately is all.
I'm just working a lot more slowly for now.
I'll try to update as soon as I have something worth showing off.
I'm going to be consolidating all my various threads about this project into a new one at a new site that will be it's official home.
I'll make an announcement about it soon. Keep an eye out.
Title: Re: [Fangame] Megaman Powered Down
Post by: SolidSnakeDog on June 09, 2010, 05:56:30 pm
This will get his own site? Sweat!
Keep us informed and take your time, id be sure to try it out once this is playable.
Title: Re: [Fangame] Megaman Powered Down
Post by: Vanya on June 10, 2010, 01:26:24 pm
Well, not it's own site, but it will be on a different board where I will consolidate all of my effort so I don't have to post the same thing over and over on various boards.
Title: Re: [Fangame] Megaman Powered Down
Post by: DenverMoon on November 25, 2023, 06:13:36 pm
What happened to it? I know it's been 13 years, but I just found this and was wondering if it was cancelled or if it ever released somewhere