øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=854.30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index45ea-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.220e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index45ea-3.html.zx¹&h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0PdOKtext/htmlISO-8859-1gzip0|ÖÿÿÿÿÿÿÿÿWed, 11 Mar 2020 00:02:26 GMT0ó°° ®0®P®€§²ð®¹&h^ÿÿÿÿÿÿÿÿ‡  -NOT MM5 Hack- [FANGAME] Megaman: Power Up!

Author Topic: -NOT MM5 Hack- [FANGAME] Megaman: Power Up!  (Read 29092 times)

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: New MM5 Hack
« Reply #30 on: November 17, 2008, 09:31:21 PM »
Thanks! ASM is the devil's work! ^_^

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: New MM5 Hack
« Reply #31 on: November 19, 2008, 11:34:18 AM »
New Password Screen:

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: New MM5 Hack
« Reply #32 on: November 21, 2008, 02:00:56 PM »
New Password Screen 2nd Draft:

Going for a MMPU-ish look.

odditude

  • Vargas
  • *
  • Posts: 91
    • View Profile
Re: New MM5 Hack
« Reply #33 on: November 21, 2008, 05:09:01 PM »
(echoing commentary at rhdn) the enemy silhouettes in the background are sweet, and the black background for the grid indices is nicer... but as far as color goes, i prefer the blue to the orange (blue IS standard for mm/rm).

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: New MM5 Hack
« Reply #34 on: November 21, 2008, 10:57:09 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. ^_^


koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: New MM5 Hack
« Reply #35 on: November 25, 2008, 10:06:18 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^

Small Updates:


odditude

  • Vargas
  • *
  • Posts: 91
    • View Profile
Re: New MM5 Hack
« Reply #36 on: November 26, 2008, 12:31:29 PM »
tssf still does remixes, has played with nsf, and i've seen him on rhdn.  maybe he'd be interested..?

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: New MM5 Hack
« Reply #37 on: November 26, 2008, 06:48:15 PM »
I hope so! ^_^
At most I might be able to figure out how to port over songs from MM1, but I'd still need down sampled versions of Oilman & Timeman's stages.
I'll need help from someone for sure.

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #38 on: January 20, 2009, 05:48:51 PM »
New mugs courtesy of 'Shades of Green' and edited by me:

Dragonsbrethren

  • Forum Overlord
  • *
  • Posts: 1,820
    • View Profile
    • Dragonsbrethren Industries
Re: MM5 Hack: Mega Man Powered Down
« Reply #39 on: January 20, 2009, 08:05:03 PM »
Those look awesome. :whoa:

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #40 on: January 20, 2009, 10:59:39 PM »
Thanks! I'm working on getting them into the ROM right now. The BG parts are done along with a new font for the stage select screen and new cursor. I just hope I have enough space for the sprite parts. ^_^


EDIT:

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.

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #41 on: January 23, 2009, 05:30:18 PM »
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

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #42 on: January 27, 2009, 10:06:22 PM »
UPDATE: Started working on Cutman's stage. Let me know what you guys think! ^_^


Dragonsbrethren

  • Forum Overlord
  • *
  • Posts: 1,820
    • View Profile
    • Dragonsbrethren Industries
Re: MM5 Hack: Mega Man Powered Down
« Reply #43 on: January 28, 2009, 04:24:17 PM »
You should probably move the floor up another row of 16x16 tiles, the NES games rarely did the floor that low because it might get cut off on some TV's. Other than that, I've only seen a few screenshots of the PSP game so I can't say how accurately you've duplicated the foreground tiles, but you need to put something into the background. It's too bland as-is, even some basic clouds would probably be enough.

koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: MM5 Hack: Mega Man Powered Down
« Reply #44 on: January 28, 2009, 10:45:17 PM »
Thanks for the pointer. I hadn't realized that not having played a NES game on a TV in over a decade.

The far BG is empty 'cause I'm working on the FG first. But I'm thinking of going a different direction and doing a mix of the PSP and genesis graphics. I'm trying to give it more of an impression of being a lumber mill at the edge of a forest. With the CHR animation natively available in MM5 I can even put animated saws and such in. What do you think?