http://i.imgur.com/TXyAC.png
http://i.imgur.com/pWiWw.png
http://i.imgur.com/iv7jm.png
EDIT: fixed double entry pic :P
Here are a few snapshots, I'm using VirtuaNES and I haven't tapped the hex of the palettes and stuff. The colors you see on the pics are just edited from that emulator.
Good job on the sprite edit work! It really makes it seem like it's Roll who's in there instead of Rock crossdressing (although if that's what he's into... well, the more power to him?)
The screenshots are nice, but you really do need to get around to actually editing the palettes in the game.
I'm doing some progress on my own TYVM!
Your hack will otherwise be unplayable for anyone using any emulator that you're not.
I don't know what you mean here tbh...
Your screens might as well amount to photoshop jobs as far as users of fceu or mednafen are concerned.
Just try graphics modifying for once why doncha! I'm really working hard on this! :banghead: And who're those fceu's or mednafen?
NES Palette Editor (http://www.romhacking.net/utilities/428/) is easy to use, but its search feature is worthless, since you need to specify 4 colors. But it's good for visually finding a bunch of palettes by looking at them.
Nice Roll in title... Fun Fact: Rockman Mobile (Jap only, maybe China) features a Roll Mode, where she has MM4 Buster that consumes 1/10 or 1/8 of an ammo bar per charged shot and takes somewhat more damage
Have anything update? ::)
Any results ready for a patch? I'm interested to play.
I'm still working on Rockman 1 along with Rockman 2 (and possibly, I hope, Rockman 3 thru 6) for consistency issues. AND I'm also working on the US version so that you can play Roll on any version and applicable to any hacks! I'm planning to release all versions from 1 thru 6 in one go!
(http://i.imgur.com/IIGGLW5.png)Roll has the wrong hairstyle here. Is it due to technical limitations?
I think the hair and drawing look great, and that you definitely went with the right in-game sprite. My only suggestions would be to resimplify the heartpatterns in the title and perhaps increase the contrast in the logo.So I tried the mockup:
mockup:
(http://files.mteegfx.com/rcTitle.png)
I broke up the side bars to mirror the banding pattern in the logo, but that may still be too much, It may be best just the two flat colors like in the original.
Anyways, I'm not really seeing NES Boy's criticism. I'm not a huge Megaman fan, but a quick GIS for the character shows a ponytail, bangs, and faux-sideburns in nearly every picture, so it looks fine to me.Compare the image of her in Mega Man 9's ending. It changes when you buy the MM8 outfit for her.
On Roll's sprite, how feasible would it be to separate the hair from the rest of the sprite and turn it into a separate one that uses the face sprite's palette? It's still not yellow, but the face tone comes close, and it also wouldn't change colour when changing weapons.I can't provide a mockup, but I think turning the hair color to skin color would only be applicable for the Gameboy titles.
So when do you plan on doing a samus metroid ending hack? Good job on the work! :DI'm not doing any of that. I'm not a fan of the game, so I don't know the elements of Metroidvania they speak of. :-X
Actually, I meant something like cutting the hair off from the body sprite so that it doesn't have to use the same palette as it.
ie. Originally Megaman and several Robot Masters consist of two sprites: body and face, with a separate palette for each; I'm wondering if it's possible to turn that into three sprites: body, face, and hair, with face and hair using the same palette and body using a different one.
Though I guess that goes beyond standard sprite editing.
So are you releasing the other five games in both Japanese and English (with the English versions having the subtitles removed, of course)?I'm giving this some thoughts.
The English versions of 8, 9, and 10 use the Rockman title format but remove the subtitles for consistency with the earlier games, if that helps you reach a decision.Yeah, maybe I'll just follow this, thanks. And it'll cut me some slack on dem logos. :P
Item-3 is next! I have something (or someone) in mind as a support unit.How about the item 3 be a bow tie.
I just finished replacing Rush with Tango. :)
But I have a problem changing the weapon menu name:
(http://i.imgur.com/fQoYZZ2.png)
I wanna replace RC/RM/RJ with TC/TM/TJ. Does anyone know how? :-[
*I had an issue with Crystalman's color of him being green. His official art of has him in light-blue:
(http://i.imgur.com/0sU1d7Z.png) (http://i.imgur.com/yHHtXaG.png)
Now Crystalman is now light-blue. Alas, his Stage Select portrait still has him in green. Oh well.
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He looks flat, like you just removed his shading. Maybe a slightly darker shade of blue would be in order?
Korxtendo's Create Roll Sprite from Mega Man and Rockman 1 (2007) Mobile for Two Games.Yeah! More Roll-chan romhacks! Looking forward to that! :thumbsup:
Darkwing Roll (Darkwing Duck, Tile via Matrixz's CSA) and Magical Roll (Magical Doropie, X/Y Position at ROM D1F1-D4C1 via Hex Editor).
New Two Hacks Darkwing Roll-Chan and Magical Roll-Chan released on early 2015 ;)
After a few months... an update! Expect Roll-chan 2, Roll-chan 3 AND Roll-chan 4 to be released (when else?) on the 17th of December this year! Nothing much to say so here are some titlescreens!
(http://i.imgur.com/R3SqomU.png) (http://i.imgur.com/haoBEii.png) (http://i.imgur.com/Y9ZlHAj.png)
8)
There's also a miss in Napalmman's bombs & missiles. In his art, he has red bombs on his arms, blue missiles on his shoulders. But in the game, flying missiles are colored red but at rest on his shoulders show them as blue, which is odd. Also his bombs in his arms are red, but launched bombs are orange.
It looks good with her bangs separating her face. I added a boundary for her bangs.
(http://i.imgur.com/SioVfBM.png)
I think I prefer the blonde hair. The black line looks good to separate it. I think the whole series should be or have the option of blonde hair Roll.
:cookie: :woot!: Finally blonde haired Roll Chan! :woot!: :cookie:(http://i.imgur.com/IcGtjB7.png)
So the design will change for her hair, but is there still Classic and MM8 or just the one?
Just something I noticed with the Mega Man 8 Roll Sprite is that her chest and gloves are yellow, just like her hair. Was this intentional?Yes. Because of NES palette limitations. That is needed when she glows (charging her buster or Atomic Fire), all her outlines minus her face are the ones that are glowing.
Is Roll Chan 3 Improvement still on your to-do list? :)Probably. I'm intimidated by the large sprite I need to deal on the intro.. for now I need a holiday break :)
I can finally play roll chan 5 and 6 will you make roll chan 7 one day
As for this game receiving the Roll-chan treatment, I would say it might be possible; however, hacking SNES games is completely different from NES ones.
Should be doable. The graphics in Rockman 7 aren't compressed and it might be even easier given the much broader palette options. I don't know how the text is stored in this game but generally text hacking is not too complicated.Megaman's player sprites are visible, but others of him and other essentials are not visible:
Megaman's player sprites are visible, but others of him and other essentials are not visible:
i.e.:
-tite logo
-intro cutscenes
-get weapon screen
-Roll
-text graphics
-Roll
-Rush's barking sound
-Roll
::)
Just watched some of each of the videos. One question. How come Roll's mouth is open while she is running?
How come Roll's mouth is open while she is running?
Just watched some of each of the videos. One question. How come Roll's mouth is open while she is running?Because that's how Mobile Roll's sprites looked like? Should there be a reason? FYI she is smiling (while running, why not?)
Because that's how Mobile Roll's sprites looked like? Should there be a reason? FYI she is smiling (while running, why not?)
@Synnae: Thanks for the vids. I know there are pre-rendered TAS recorded videos, like those .wav files that you load on emus such as FCEUX. Is that what the videos did? I may be erroneously presumptuous (idk TAS stuff). :P
About Roll-chan only hack, that won't be feasible as I do not want any other version crawling around the net. However, I would consider doing special patches for very extensive hacks like MM3 Improvement, MnC, MI or IM.
About Kapus' Roll FC. I enjoyed what she did and the costumes from the PSP Powered UP were ingenious. I did made a player sprite mod with my Roll-chan design but with the v2.0 design, I will redo it. And I have to consider that there are those big drawings like the titlescreen, get weapon, intros that needs editing *sigh*. In addition, there is this issue on the texts are uneditable. If its possible to edit the text, that would be swell.
Because that's how Mobile Roll's sprites looked like? Should there be a reason? FYI she is smiling (while running, why not?)
...doing special patches for very extensive hacks like MM3 Improvement...
Thanks for the vids. I know there are pre-rendered TAS recorded videos, like those .wav files that you load on emus such as FCEUX. Is that what the videos did? I may be erroneously presumptuous (idk TAS stuff). :P
About Roll-chan only hack, that won't be feasible as I do not want any other version crawling around the net. However, I would consider doing special patches for very extensive hacks like MM3 Improvement, MnC, MI or IM.
Zynk, just throwing this out there -- is there any possible way you could use a three sprite approach for in-game Roll? I realize this would probably cause sprite flickering when there's a good deal on the screen, but I'm just wondering about this. It would make Roll look so much better if this could be done.The reason I chose Roll's current player sprite design because you can't have too many tiles on a single sprite overlapping each other.
(https://40.media.tumblr.com/b9f0678bad2c7ab6f765671f4872ac94/tumblr_o5pq89nTLV1rc7qlzo1_540.png)
https://www.youtube.com/watch?v=81QB-JHEGVcSweet, I love this, now someone needs to step up and do Proto Man hacks, really detailed character sprite, and from scratch.. not based on any that exist for 1 thru 6
Soon around 2017! (http://i.imgur.com/6ot8M1N.png)
Coming soon.Are you hacking the European version or the Japanese version? I ask because the European version has a lot of slow down in places the Japanese release did not.Spoiler:(https://pbs.twimg.com/media/DLBrNNoUMAANjlB.jpg)
Are you hacking the European version or the Japanese version? I ask because the European version has a lot of slow down in places the Japanese release did not.
Are you hacking the European version or the Japanese version? I ask because the European version has a lot of slow down in places the Japanese release did not.It is for the EU version. I'm using it over Mottzilla's SRAM fix patch because with that I was able to hack the game; without it, the game gets buggy even just altering 1px. IDK the reason for that.
- Will the special victory theme for defeating Dr. Wily in the original Mega Man 1 be ported to this version?
- In Wily Wars, Mega Man's animations for the lab scenes were swapped around. In the NES version, the first scene has him teleport into the lab, and the second scene has him teleport back out. Can this be corrected to how it originally was in the NES version?
- Will Proto Man's actual shadowed sprites be used in Mega Man 3's ending?
- Finally, during this year's Tokyo Game Show, Capcom announced that as part of the 30th Anniversary celebration, a Nendoroid figure based on Roll will be released. Rather than use her classic or Mega Man 8 designs, however, the figure will be based on a brand new design (http://www.capcom.co.jp/game/content/rockman/info/goods/760/). Will all your hacks be updated to feature this new outfit as a second alternative?
I think that Roll at Roll-Chan Series is DRN-001 and Mega Man (Rock) is DRN-002, is not it?Its an open plot, nothing is affixed. But IMPO Roll-chan is still DRN-002.
Please, make a version without the Wilyfix-Nes style hack that BREAK the gameplay,I think I will not add gameplay changes. I think its possible to apply some fixes from separate patches available. Not have tested yet though.
because the movement in the megadrive version it's different, you press
a direction and megaman walk a step, another time, another step, so for example you
can move the character to the best position to jump over a pit, that patch eliminate that and
you walk directly without that step, so you have problems. The buster it's the only good of the patch,
also make the game easier.
The JP version of Wily Wars has no real advantages over the PAL version aside from playing in 60hz.Didn't someone at some point make a patch for the PAL one to work on NTSC hardware at 60hz?