øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=854.msg11422e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1f2d-2.htmllayedslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=attach;u=20e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1f2d-2.html.zxih^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0Pd[OKtext/htmlISO-8859-1gzip@øÕ[ÿÿÿÿÿÿÿÿÑHWed, 11 Mar 2020 04:45:19 GMT0ó°° ®0®P®€§²ð®ih^ÿÿÿÿÿÿÿÿ%[ -NOT MM5 Hack- [FANGAME] Megaman: Power Up!

Author Topic: -NOT MM5 Hack- [FANGAME] Megaman: Power Up!  (Read 29094 times)

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #45 on: February 03, 2009, 02:27:23 PM »
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

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #46 on: February 06, 2009, 11:24:53 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. ^_^

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #47 on: June 24, 2009, 12:46:12 PM »
I just found this thread today, and after reading it and jumping over to Acmlm's board, this is looking like a nice effort! Any progress in the last few months, KK?

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #48 on: June 25, 2009, 08:57:18 PM »
Unfortunately not. I've been busy dealing with unemployment, my wedding, programming a commercial game, and school.
But I'm not abandoning this project. I'll do some more work on it soon. I want to get at least one demo out before too much longer.

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #49 on: July 03, 2009, 10:15:59 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.

Dragonsbrethren

  • Forum Overlord
  • *
  • Posts: 1,820
    • View Profile
    • Dragonsbrethren Industries
Re: MM5 Hack: Mega Man Powered Down
« Reply #50 on: July 03, 2009, 03:41:27 PM »
I figure that it would probably be faster to program the thing my way instead of reverse engineering Capcom's code.

Heh, I highly doubt it. My one suggestion if you decide to go that route is to continue reverse engineering MM5's physics engine until you can clone it perfectly. No Mega Man fangame to date has had correct jumping physics.

As for NESicide, it looks awesome, but the complete lack of documentation is really disappointing.

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #51 on: July 04, 2009, 09:42:48 AM »
Quote
No Mega Man fangame to date has had correct jumping physics.

The dude that did the Hard Hat fan game series seems to have done a pretty good job of getting the basic basic physics right.
He released the engine for game maker so I can use that as a basis for my ASM code. I just have to translate it from GML.

Get the Hard Hat games and the engine at Damaged Games, here.

Dragonsbrethren

  • Forum Overlord
  • *
  • Posts: 1,820
    • View Profile
    • Dragonsbrethren Industries
Re: MM5 Hack: Mega Man Powered Down
« Reply #52 on: July 04, 2009, 07:49:23 PM »
I liked those games, but the last time I played them the timing felt really off (this was right after I played through the entire NES series, so that probably made any flaws more obvious).

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #53 on: July 11, 2009, 08:42:46 AM »
I think you'll get the most authentic feel for this game by staying in the ROM myself. Hopefully you'll find ways around the obstacles you're facing.

As far as transposing the music from MM1 to MM5...isn't there an app that can look at the ROM map of NSF files and give you the notes for each channel? I seem to recall seeing something like that a while back (can't remember where, of course  :tongue:). If you can find that, it might help with the music, since that's looking like the biggest challenge atm.

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #54 on: July 12, 2009, 02:20:11 PM »
Hmmm... If you remember where you saw that let me know. That would be very useful. Thanks.

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #55 on: July 12, 2009, 06:44:57 PM »
Will do.

Also, I saw on Acmlm's board where you linked to a redeux of MM1 bosses, and the Ice Man one in particular looks really good. So good, in fact, that I was inspired to try some more bosses!

I took some liberties with the Fire Man sprite that Kupo put up in that thread, but the Bomb Man spritesheet is all me. Hope it helps!

bond697

  • FF4 Archivist
  • *
  • Posts: 624
  • Gender: Male
  • is NOT a spoony bard!
    • View Profile
    • The FF4 Reference Book
The FF4 Reference Book - Now with new hosting!

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #57 on: July 13, 2009, 03:18:13 PM »
@darkmage: Very nice! That's the kind of stuff I want for the RM graphics. More modern, but still reminiscent of the originals.

@bond967: Cool! That should help me out a lot.

Thanks for all the help guys! I'll try to have a demo with Cutman's stage out this month to show my appreciation! Gyroman will substitute for Cutman until he's ready.

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #58 on: July 14, 2009, 11:31:49 PM »
I'm really proud of this one! I spent almost an hour looking at it when I was done - I couldn't quite believe I had made something that looks this cool!

I'm working on Mega Man, but it's taking a while since I want to stay somewhat true to the original design without flat-out stealing it. I'll put it up when I've got to a good point with the sheet.

Oh, and I just realized I made some changes to the Bomb Man sprites. Definitely for the better, IMO.
« Last Edit: July 14, 2009, 11:43:34 PM by darkmage »

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #59 on: July 16, 2009, 02:14:28 AM »
Holy crap, dude! That is without a doubt the most bad-ass version of 8-bit Gutsman I've ever seen!! 0_0
I'm really impressed!

I'm posting the edit of Gyroman in a Cutman suit.
I replaced his chopper blades with a big Rolling Cutter that flips open before he takes off. Tell me what you think.

Edit: I hope you don't mind. I did some further edits to Bombman.
Also, if you go a little over their original sizes don't worry since I'm going to have to re-code their graphics anyway.