I'm creating a project thread just
for this game. Instead of the other thread that's about all NES conversions.
Anyway, this thread is about upgrading Megaman 1 for the PCE with new sprites and tile abilities, adpcm sound FX (and psg as well), and CDDA or new PCEPSG sound track. Basically a hack for the hack
Please note, I'm looking for people that have experience with hacking Megaman on the NES. Low level hacking experience (changing code and such). I've seen some impressive hack work done out there for MM1 and I'd like to add some features to MM1 as well. Two completely new bosses would be nice (maybe like the Powered Up ones, I dunno). If you're interested, then lets talk. Or if you know someone with the skills, send them over here or to my blog (here would probably be better). You/they/him/her don't need to have PCE knowledge or experience. I'll handle that side of things. For them, it would be no different than hacking the original NES rom.
I don't need pixel artists just yet
, I'll use place holder graphics to test out the upgraded functions meantime. I'll put out a want ad for that once I'm ready for that. I'm also gonna modify an existing sound engine for the PCE and use it for PCEPSG. So I'll be looking for some chiptune talent to make PCEPSG music remixes. Yeah, CDDA (red book) will be an option - but I happen to like the PCE sound chip and would to do something with it for this game.
The game's primary platform is SuperCD. I do plan to make a hucard version (though it'll lack ADPCM and red book upgrades) for the mere fact that I'm going to be making some of my own hucards by hand/DIY project. I've love to have a hucard of the upgraded game for myself.
The actual WIP stuff so far:
- New title intro sequence (animation and such)
- Easy mode for wusses
- save feature
- 16 color sprites and tile
- 16x16,32x16,32x32 sprite cell sizes
- extended palette num to 8 for sprites
- ADPCM sound fx
- red book audio
It might be hard to notice at first, but the debugger pic there is showing off the 16x16,32x16, 32x32 sprite hacking that I've already started doing (old pic yeah, I'm too lazy to post something more recent).
I hacked the meta sprite table to just reference a single 32x32 sprite frame in memory. It means the sprite work is no longer limited to 8x8 cells of the original meta table.
Edit: blog @ http://pcedev.wordpress.com