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Romhacking => Personal Projects => Topic started by: Ar8temis008 on January 21, 2018, 10:31:53 pm

Title: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 21, 2018, 10:31:53 pm
Around a year ago a user uploaded a hack of Megaman the Wily Wars that fixed the games movement delay. It was an awesome hack, but was removed because of a game breaking glitch that froze the game in multiple locations. At least I think that's why it was removed, it sort of just vanished one day. Anyway, I attempted to replicate his/her hack to find out what was wrong and could not get it work. I gave up the project and stuffed it in my archive folders and it sat there for months. Just earlier today however I got the motivation to try again and I found out EXACTLY WHAT WENT WRONG. I figured it out when I attempted to patch the cheat (using GG guy) to a clean rom and got an incorrect checksum. The cheat only works when patched through hex. Sorry if I'm rambling, but this names me happy beyond words. I was going to simply upload the hack (since it's basically finished) but I decided that just to be safe, I would like to have it bug tested by you guys. Again the hack has no reason not to function properly, but just to be safe I want to bug test it before upload.

TLDR I fixed the Wily Wars movement delay issues and am extremely overjoyed, but want it bug tested before I upload it.

CHANGES
0.04
-Sram fix by motzilla, pm me if you don't want it included.
-Movement delay is fixed! Now it plays just like the nes original.
-Bullet speed is 67% faster, also just like the NES originals.
-You can slide in MM1 and MM2
-Magnet beam has 2x as much ammo, I can remove this if you guys don't like it but I thought it was a welcome change.


Patch is here:
https://mega.nz/#!R3JD1CoY!uQ_sCD5P22wQa1EoMQOopB3mSGMnMzJuo4D-VZZc23c

If you find a bug, tell me what emulator you were using and how you triggered it. Be as detailed as possible. Enjoy!
Title: Re: Megaman the Wily Wars Sram+
Post by: Zynk on January 22, 2018, 09:15:15 am
Around a year ago a user uploaded a hack of Megaman the Wily Wars that fixed the games movement delay. It was an awesome hack, but was removed because of a game breaking glitch that froze the game in multiple locations. At least I think that's why it was removed, it sort of just vanished one day.
That patch made the game unplayable, specifically, in MM3 when you beat a Robot Master, the game just didn't progress.

Haven't encountered a bug, which is great. The fast plasma shots are cool. I even applied it on my hack and its compatible to say the least :thumbsup:

Just a nitpick from the original game, when using Rush Marine you can only do single shots, you can't shoot 2 or 3 shots successively. Maybe there's a fix to that?
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 22, 2018, 03:21:05 pm
That patch made the game unplayable, specifically, in MM3 when you beat a Robot Master, the game just didn't progress.

Haven't encountered a bug, which is great. The fast plasma shots are cool. I even applied it on my hack and its compatible to say the least :thumbsup:

Just a nitpick from the original game, when using Rush Marine you can only do single shots, you can't shoot 2 or 3 shots successively. Maybe there's a fix to that?
The boss rush teleport stations froze the game as well. I'll see what I can do about rush marine, but it only shows up once in the entire game (twice if you count mega water s, but that's optional) so it's not a priority.
Title: Re: Megaman the Wily Wars Sram+
Post by: ShadowOne333 on January 22, 2018, 03:53:40 pm
Since this patch fixes the game breaking glitch from the previous version, will you upload it directly to the Romhacking Page of the one released or make a new entry?
That is, once it has been confirmed as working from start to finish of course.
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 22, 2018, 04:53:06 pm
Since this patch fixes the game breaking glitch from the previous version, will you upload it directly to the Romhacking Page of the one released or make a new entry?
That is, once it has been confirmed as working from start to finish of course.
The original hack was removed, so I guess I'll make a new entry. The only thing I still need to test is the boss rush teleporters which also broke in the original patch. It SHOULD work fine, but I just want to be sure. Other then that this is pretty much done.

There's 2 more things I want to do, but I don't know if they'd be welcome changes. I would like to make it so Megaman can have 5 bullets on screen instead of 3. This isn't accurate to the original, but makes the game flow better and doesn't cause any extra slowdown from what I've tested. The other thing I want to do is make it so you can replay stages in MM2, MM3, and Wily Tower. I have no clue how I'd do this (since the other hacks were simply cheats applied to the game through both hex and GG Guy) but I want to try any way.
Title: Re: Megaman the Wily Wars Sram+
Post by: Zynk on January 22, 2018, 07:29:22 pm
I would like to make it so Megaman can have 5 bullets on screen instead of 3. This isn't accurate to the original, but makes the game flow better and doesn't cause any extra slowdown from what I've tested.
Just make an optional patch on the same submission. Doesn't hurt to have options.

Will you make patches for the Japan version as well?
Title: Re: Megaman the Wily Wars Sram+
Post by: pianohombre on January 22, 2018, 08:09:43 pm
Why did you include the slide in MM1 & MM2? Cool feature, but changes the original gameplay. Pretty sure there's a game genie code to enable sliding in MM1/2 so no need to add that option.
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 22, 2018, 08:25:25 pm
Why did you include the slide in MM1 & MM2? Cool feature, but changes the original gameplay. Pretty sure there's a game genie code to enable sliding in MM1/2 so no need to add that option.
Because I didn't see any reason not to, since the slide doesn't break any bosses or levels. It just adds a new potential strategy that can be used on bosses. It actually IS the game genie cheat, just patched in with GG Guy for ease of use.

Just make an optional patch on the same submission. Doesn't hurt to have options.

Will you make patches for the Japan version as well?
That's actually a good idea, what if I just make the slide, extra magnet beam ammo, faster fire rate, and 5 bullets on screen at once separate patches? That way, if somebody doesn't like a specific feature they can just choose not to apply it.


I'll see what I can do about the JP version.
Title: Re: Megaman the Wily Wars Sram+
Post by: RealGaea on January 22, 2018, 09:33:31 pm
I'm only waiting for a Protoman sprite Fix. I don't want him to be a midget. Zynk? Anyone?
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 22, 2018, 10:10:17 pm
I'm only waiting for a Protoman sprite Fix. I don't want him to be a midget. Zynk? Anyone?
Him and Dr Light both look really strange because the sprites weren't redesigned to fit the different resolution, and instead sort of just drawn over. There are a few other inconsistencies as well, like protoman doesn't have his mask in the normal stages. It's not like they just didn't make the break man sprite, he DOES have his mask in the fight before Wily Castle. They just chose not to use it for what ever reason.
Title: Re: Megaman the Wily Wars Sram+
Post by: Midna on January 22, 2018, 11:39:52 pm
Proto Man never has his mask on when fighting him in the vanilla Mega Man 3. My memory might be faulty, but I think that might be something Zynk added when working on Roll Chan 3. I'd have to play it again to check, though.

What they did change inexplicably, though, is the part in the ending where Proto Man shows up to save Mega Man. Instead of using the "shadow" sprites from the original game, they just use the normal Proto Man sprites with a blue palette, which looks weird. There are actually sprites for this in the game, they're just never loaded. Why? Who knows?
Title: Re: Megaman the Wily Wars Sram+
Post by: SCD on January 23, 2018, 01:05:57 am
Maybe a better idea to fix the graphics in this game is to make it look more like the Mega Man 1 (NES) - 30th Anniversary 16-bit Graphics hack that AxlRock released last month.
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 23, 2018, 10:01:13 am
Proto Man never has his mask on when fighting him in the vanilla Mega Man 3. My memory might be faulty, but I think that might be something Zynk added when working on Roll Chan 3. I'd have to play it again to check, though.

What they did change inexplicably, though, is the part in the ending where Proto Man shows up to save Mega Man. Instead of using the "shadow" sprites from the original game, they just use the normal Proto Man sprites with a blue palette, which looks weird. There are actually sprites for this in the game, they're just never loaded. Why? Who knows?
The shadow sprites don't look very good, maybe even a little worse than the regular sprites. The proportions are just kind of weird. That could be why they chose not to use it, it could also have been time constraints.

Maybe a better idea to fix the graphics in this game is to make it look more like the Mega Man 1 (NES) - 30th Anniversary 16-bit Graphics hack that AxlRock released last month.
That would be quite an audacious task, and honestly not worth the effort. Wily Wars looks fine minus the awkward Proto Man sprites.
Title: Re: Megaman the Wily Wars Sram+
Post by: BadChad on January 24, 2018, 12:57:43 am
Fantastic job on this hack! I love that Megaman can still inch forward like he's suppose to when tapping the D Pad, something that was no longer functional in the original hack. But would it be possible to get a separate patch with only the 3 improvements listed below to keep things more true to the original? Would be much appreciated. Thanks!

-Sram fix by motzilla
-Movement delay is fixed! Now it plays just like the nes original.
-Bullet speed is 67% faster, also just like the NES originals.
Title: Re: Megaman the Wily Wars Sram+
Post by: SCD on January 24, 2018, 06:43:03 am
That would be quite an audacious task, and honestly not worth the effort. Wily Wars looks fine minus the awkward Proto Man sprites.

Alright, it's no big deal.

I found these custom Wily Wars style sprites of Proto Man on deviantART, maybe someone can add them into the game:
(https://orig00.deviantart.net/8f6d/f/2013/070/1/e/protoman_s_new_wily_wars_style_sheet_by_danmanx5792-d5xratt.png)(https://orig00.deviantart.net/4dd5/f/2012/299/3/f/protoman_s_new_wily_wars_style_sprite_by_danmanx5792-d5j1wuu.png)
Title: Re: Megaman the Wily Wars Sram+
Post by: Zynk on January 24, 2018, 09:11:44 am
Alright, it's no big deal.

I found these custom Wily Wars style sprites of Proto Man on deviantART, maybe someone can add them into the game:
(https://orig00.deviantart.net/8f6d/f/2013/070/1/e/protoman_s_new_wily_wars_style_sheet_by_danmanx5792-d5xratt.png)(https://orig00.deviantart.net/4dd5/f/2012/299/3/f/protoman_s_new_wily_wars_style_sprite_by_danmanx5792-d5j1wuu.png)
The fact that that sprite eats up a lot of tiles compared to the one used in the game.

(https://i.imgur.com/zJ1OwHY.png)

And this is way off-topic. The Protoman brigade should stop now  :laugh:
Title: Re: Megaman the Wily Wars Sram+
Post by: Vanya on January 24, 2018, 09:51:36 am
Yeah, fixing Protoman is going to be a bit more involved than just editing the graphics.
The tile maps will have to be changed too.
Title: Re: Megaman the Wily Wars Sram+
Post by: SCD on January 24, 2018, 10:21:16 am
Yeah, it would probably be a nightmare to change up a bunch of the coding of this game just to add new sprites to it.

I just never understand why Capcom kept most of the sprites in their original NES format instead of updating them like they did with some of the other sprites in this game.

I know they are notorious of recycling sprites in a lot of their games (especially Capcom vs. SNK 2), I just kinda wish they put more effort into this game.
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 24, 2018, 03:01:55 pm
Yeah, it would probably be a nightmare to change up a bunch of the coding of this game just to add new sprites to it.

I just never understand why Capcom kept most of the sprites in their original NES format instead of updating them like they did with some of the other sprites in this game.

I know they are notorious of recycling sprites in a lot of their games (especially Capcom vs. SNK 2), I just kinda wish they put more effort into this game.
It was probably time constraints, they DID put a lot of work into the rest of them. Megaman himself is animated really nicely, and everything is really faithful in terms of presentation. I could even goes as far as to say I like some of the music tracks. Key word some. Tracks like Spark Man, Needle Man, Shadow Man, Bubble Man, and the MM2 intro theme sound great with the Genesis instruments. Others like Wood Man, Quick Man, Electric Man, and MM1's Wily Castle don't sound bad, but lack a lot of the energy the 8 bit versions had.
Title: Re: Megaman the Wily Wars Sram+
Post by: DJPlace on January 24, 2018, 09:57:53 pm
i heard of this hack before.... is it the one that always saving? or am i thinking of a different one.
Title: Re: Megaman the Wily Wars Sram+
Post by: NiO on January 24, 2018, 11:57:02 pm
I would like a version with all your changes, instead of multiple patchs
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 25, 2018, 09:12:14 am
I would like a version with all your changes, instead of multiple patchs
Well that's a given, but I want to include optional patches without the changes.
i heard of this hack before.... is it the one that always saving? or am i thinking of a different one.
That's Motzilla's sram hack, and is included here.
Title: Re: Megaman the Wily Wars Sram+
Post by: BadChad on January 25, 2018, 04:45:51 pm
Well that's a given, but I want to include optional patches without the changes.

This is probably the best option. Have a patch that has everything ready to do for those who want the patches in their entirety, and separate ones that will allow people to piece together the patches they prefer. I personally only want to apply patches that will adjust the game to be more like the originals (SRAM, Shooting Speed, and Movement Speed) so I welcome this approach!
Title: Re: Megaman the Wily Wars Sram+
Post by: Waterfaller on January 25, 2018, 08:56:33 pm
Does this also remedy slowdown during gameplay?
Title: Re: Megaman the Wily Wars Sram+
Post by: Zynk on January 26, 2018, 06:20:54 am
This is probably the best option. Have a patch that has everything ready to do for those who want the patches in their entirety, and separate ones that will allow people to piece together the patches they prefer. I personally only want to apply patches that will adjust the game to be more like the originals (SRAM, Shooting Speed, and Movement Speed) so I welcome this approach!
Also, Lunar IPS optional patch format so you can apply patches you want to use over each other.
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 26, 2018, 08:21:54 am
I've split the rom into two separate versions, the only differences between the two are that Faithful doesn't let you slide in MM1&2, shoot 5 shots at once or give you more magnet beam ammo thus staying closer to the original. See "read me" for full change log.

https://mega.nz/#!tmQ2magS!NTaCWxw07MHZp_BG6Ew0yhrXnQ0Kj_7sNPE6nkyPDno
Title: Re: Megaman the Wily Wars Sram+
Post by: ShadowOne333 on January 26, 2018, 12:07:11 pm
I've split the rom into two separate versions, the only differences between the two are that Faithful doesn't let you slide in MM1&2, shoot 5 shots at once or give you more magnet beam ammo thus staying closer to the original. See "read me" for full change log.

https://mega.nz/#!tmQ2magS!NTaCWxw07MHZp_BG6Ew0yhrXnQ0Kj_7sNPE6nkyPDno
I am getting patching errors with both BPS files using Beat, the previous v0.04 BPS in the OP didn't have this issue.
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 26, 2018, 03:50:33 pm
I am getting patching errors with both BPS files using Beat, the previous v0.04 BPS in the OP didn't have this issue.
Which version are you trying to use?

Also, I'm almost finished testing. Megaman 1 and 3 are confirmed to be fully working from start to finish, and I'm near the end of 2.
Title: Re: Megaman the Wily Wars Sram+
Post by: ShadowOne333 on January 26, 2018, 04:20:39 pm
Which version are you trying to use?

Also, I'm almost finished testing. Megaman 1 and 3 are confirmed to be fully working from start to finish, and I'm near the end of 2.
You mean version of beat or the hack?
The version of beat I am using is this one:
https://www.romhacking.net/utilities/893/

As for the version of the hack, I tried the v0.04 version posted in the OP and that one patches just fine.
It's the v0.05 version that doesn't work with "beat", the one you posted here:
https://mega.nz/#!tmQ2magS!NTaCWxw07MHZp_BG6Ew0yhrXnQ0Kj_7sNPE6nkyPDno

Neither the Flow.bps nor the Faithful.bps work for me.
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 26, 2018, 04:26:37 pm
You mean version of beat or the hack?
The version of beat I am using is this one:
https://www.romhacking.net/utilities/893/

As for the version of the hack, I tried the v0.04 version posted in the OP and that one patches just fine.
It's the v0.05 version that doesn't work with "beat", the one you posted here:
https://mega.nz/#!tmQ2magS!NTaCWxw07MHZp_BG6Ew0yhrXnQ0Kj_7sNPE6nkyPDno

Neither the Flow.bps nor the Faithful.bps work for me.

https://mega.nz/#!RvBQ2IiJ!43ufbCzYXCsEjtQNuqrhWas_nKLY31LWdDRcXYXeY20


Try this patch instead.
Title: Re: Megaman the Wily Wars Sram+
Post by: ShadowOne333 on January 26, 2018, 04:34:24 pm
https://mega.nz/#!RvBQ2IiJ!43ufbCzYXCsEjtQNuqrhWas_nKLY31LWdDRcXYXeY20


Try this patch instead.
Oh great!
Just tested them out and beat now patches both BPS correctly without any error messages.
Thanks :)
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 26, 2018, 04:39:42 pm
Oh great!
Just tested them out and beat now patches both BPS correctly without any error messages.
Thanks :)
No problem! Thanks for letting me know! Megaman 2 is confirmed to be working from start to finish, now all that's left is Wily Tower.


EDIT: All right, I've successfully completed Wily Tower and can now safely confirm the game to be 100% working. This hack is officially completed and will be uploaded to the site as soon as possible. This makes me happy beyond words, Wily Wars was great game with a few big problems that made it hard to appreciate all the work that was put into it, now that those issues are fixed I can safely say this is my preferred way to play the original three nes games. With the save feature, updated graphics, remixed music (some of which I liked better then the og 8 bit themes), new boss AI, bug fixes, and extra content. I see no reason to go back to the NES versions outside of nostalgia.
Title: Re: Megaman the Wily Wars Sram+
Post by: Vanya on January 27, 2018, 11:23:29 am
Congratulations! Nothing beats the satisfaction of a completed project.
Title: Re: Megaman the Wily Wars Sram+
Post by: pianohombre on January 28, 2018, 10:52:26 pm
Glad to see still W.I.P. on this series. It played only a minor role in the series, and was almost completely ignored on the Sega Genesis, along with quite a few titles. Perhaps only three buttons was off-putting, to consumers. I still shake my head at the idea of those clunky controllers in board room meetings, for later systems.
Title: Re: Megaman the Wily Wars Sram+
Post by: RealGaea on January 29, 2018, 01:39:11 pm
The fact that that sprite eats up a lot of tiles compared to the one used in the game.

(https://i.imgur.com/zJ1OwHY.png)

And this is way off-topic. The Protoman brigade should stop now  :laugh:

That is an actual explanation. I don't know about tiles, but this is the primary reason we can't edit Protoman? Make a tilemap from scratch just for fitting him?
Title: Re: Megaman the Wily Wars Sram+
Post by: Vanya on January 29, 2018, 02:14:16 pm
That isn't what I would call a can't. It's more like it would require some work.
You'd have to make sure that there is space to add a new tile map and then make sure that the code points to it.

RAM space for said new tile map, as an educated guess, shouldn't be an issue as Protoman would have plenty of room since he never appears with any other enemies like any other boss.

And as far as the sprite, if you go for a more compressed look to the shield like in the original sprite it could be reduced down to 344 instead of 3444.

So, it probably can be done. It's just an issue of how much work has to go into it.
Not to mention does this even fall into the scope of THIS hack or is it worth being a hack on its own?
Title: Re: Megaman the Wily Wars Sram+
Post by: ShadowOne333 on January 29, 2018, 02:16:03 pm
That is an actual explanation. I don't know about tiles, but this is the primary reason we can't edit Protoman? Make a tilemap from scratch just for fitting him?
Pretty much, yes.
If you notice, the current Protoman sprite is a 3x3 tile arrangement.
The proposed Protoman sprite is using a 4x4 tile arrangement.
Perhaps by making Protoman's sprite a one more tile taller, we could make a custom sprite for him based on Megaman's so that it fits and is at the same height as him.

As for the technicalities, I am not sure how much work that would be.
I don't know how the code of the game is handled, so I cannot tell if reworking the tilemap for Protoman is enough, or if modifying the sprite loading routine for him is needed.
Title: Re: Megaman the Wily Wars Sram+
Post by: Vanya on January 29, 2018, 02:23:34 pm
As a completely uneducated guess, I doubt that it should be necessary to alter the sprite loading routine.
I can't imagine they would program a routine that would be that inflexible.
But don't take my word for it.
Title: Re: Megaman the Wily Wars Sram+
Post by: Ar8temis008 on January 29, 2018, 10:40:09 pm
Glad to see still W.I.P. on this series. It played only a minor role in the series, and was almost completely ignored on the Sega Genesis, along with quite a few titles. Perhaps only three buttons was off-putting, to consumers. I still shake my head at the idea of those clunky controllers in board room meetings, for later systems.
I will always prefer the 3 button Genesis controller to the clunky 2 button NES controller. Although my controller of choice is the Sega Saturn controller.

Does this also remedy slowdown during gameplay?

MOST of it is fixed by simply running the game at 60hz. Some things like the Yellow Devil and Mecha Dragon bosses still slow down the game but it's at least playable. Apparently overclocking with Regen solves this, but I don't like Regen and wouldn't personally recommend using it since its not really worth the trade off Imo. Kega Fusion and Mednafen are my go to emulators.

I have no clue how I'd the Protoman sprites, if somebody else wants to do it, be my guest but it's outside my own capabilities right now.
Title: Re: Megaman the Wily Wars Sram+
Post by: Vanya on January 29, 2018, 11:01:30 pm
In case anyone would like to try this...
I've done this a few times on the NES, but never on the Genesis.
If it works in a similar fashion, then you would use a debugger to try to find the exact code that adds Protoman's tiles to VRAM.
If that can be founf then it should be fairly simple to find where the tile data is called from.
Then its only a matter of having enough space to replace the tile data.
Though, depending on how it was coded, there could be complications.
Title: Re: Megaman the Wily Wars Sram+
Post by: JustJeff88 on August 07, 2018, 08:24:19 pm
I just discovered this recently. I played it in Regen to get rid of the slowdown and was having a ball using the "Flow" patch, but when I finished MM1 it never marked the game as "complete" at the load screen. I'm not sure how I am supposed to complete all three games and fight Wily. I'm proper gutted; while I never felt that the game needed more pills on screen, having no slowdown plus slide in every game was fantastic.

Am I missing something?
Title: Re: Megaman the Wily Wars Sram+
Post by: talos91 on August 08, 2018, 04:54:52 am
BTW the Retroarch genesis plus gx core can eliminate the slowdown completely of this game with its overclock option, it is even playable on Android phones using Retroarch. All we need now is a hack to switch between special weapons with the trigger buttons without having to open the menu.
Title: Re: Megaman the Wily Wars Sram+
Post by: JustJeff88 on August 10, 2018, 09:06:06 pm
I wanted to elaborate upon my recent comment. After some testing, I have been able to get the "Flow" version of Ar8temis' ROM to work on GENS; I beat Cutman and Elecman in MM1 and it retained my progress after several hard restarts of the emulator. I had originally tried on both Fusion and Regen with no success; the ROM worked perfectly well, but it would not save properly (states only). I really think that this is a great ROM, but I would have loved to have it work on Regen as I tested the overclocking on it and it got rid of all of the slowdown without a hint of video or audio sync glitches. Regen even has an option for "Use SRAM and EEPROM", and saving did not work for me regardless of whether that option was ticked or not.

BTW the Retroarch genesis plus gx core can eliminate the slowdown completely of this game with its overclock option, it is even playable on Android phones using Retroarch. All we need now is a hack to switch between special weapons with the trigger buttons without having to open the menu.

I agree. Get the ROM to run with proper save support on Regen, with its overclocking to eliminate the slowdown, and add weapon switching without pause and that would be the ultimate version of Wily Wars. I actually have a repro version of the Genesis cartridge that works perfectly, but that hypothetical ROM would be the most playable version of the game for sure.
Title: Re: Megaman the Wily Wars Sram+
Post by: pianohombre on August 11, 2018, 12:38:25 pm
BTW the Retroarch genesis plus gx core can eliminate the slowdown completely of this game with its overclock option, it is even playable on Android phones using Retroarch. All we need now is a hack to switch between special weapons with the trigger buttons without having to open the menu.

I'm not sure if y'all are familiar, but since the game was originally released in Europe/Japan it's set for 50hz televisions. Patching the game region to US changes the frequency to 60hz and speeds up the game. There's also a cheat code you can use to get more bullets on screen, and to walk without pausing. The patch hosted on this site also allows SRAM saving, rather than EEPROM which causes errors, allowing you to play the final Wily Tower after beating all 3 games. If any of you have downloaded the multirom set for ps2 soft-hack that lets you play snes, nes, and sega games on the PS2 the Pgen emulator doesn't shade the bosses you have defeated in the Boss Select screen so it's harder to keep track of your progress.

As for switching through the weapons one problem with this is that on the original Sega Genesis controller there is no select button, L or R triggers, and only 3 buttons (A,B,C) on the controller. Also, I was briefly working on this and it looks like the Pause menu is necessary for loading some important function in the background. I was able to hack the RAM to change Megaman's suit (that corresponded to the weapon upgrade) and this immediately changed the suit on-screen, but when doing the same for his weapon it would not upgrade his weapon on-screen. Even after hacking the RAM to give him appropriate weapons you still need to pause the game for it to change the graphics, store all the crap in VRAM, and apply the new specs for the weapon.
Title: Re: Megaman the Wily Wars Sram+
Post by: tc on August 11, 2018, 02:18:51 pm
Japanese consoles are 60hz.
Title: Re: Megaman the Wily Wars Sram+
Post by: JustJeff88 on August 11, 2018, 04:32:26 pm
I'm not sure if y'all are familiar, but since the game was originally released in Europe/Japan it's set for 50hz televisions. Patching the game region to US changes the frequency to 60hz and speeds up the game. There's also a cheat code you can use to get more bullets on screen, and to walk without pausing. The patch hosted on this site also allows SRAM saving, rather than EEPROM which causes errors, allowing you to play the final Wily Tower after beating all 3 games. If any of you have downloaded the multirom set for ps2 soft-hack that lets you play snes, nes, and sega games on the PS2 the Pgen emulator doesn't shade the bosses you have defeated in the Boss Select screen so it's harder to keep track of your progress.

As for switching through the weapons one problem with this is that on the original Sega Genesis controller there is no select button, L or R triggers, and only 3 buttons (A,B,C) on the controller. Also, I was briefly working on this and it looks like the Pause menu is necessary for loading some important function in the background. I was able to hack the RAM to change Megaman's suit (that corresponded to the weapon upgrade) and this immediately changed the suit on-screen, but when doing the same for his weapon it would not upgrade his weapon on-screen. Even after hacking the RAM to give him appropriate weapons you still need to pause the game for it to change the graphics, store all the crap in VRAM, and apply the new specs for the weapon.

Well, thank you for doing the leg work. While disappointed, I wonder how they made it work for the collections that appeared on GameCube/PS2/Xbox, because those had shoulder-button weapon switching.

I do wish that more Genesis emulators had overclocking abilities, as being able to get rid of slowdown is a big QoL improvement.

Japanese consoles are 60hz.

Looks like Japan has both. Gens supports NTSC USA/Canada (60), NTSC Japan (60), PAL Europe (50) and PAL Japan (50)
Title: Re: Megaman the Wily Wars Sram+
Post by: tc on August 11, 2018, 06:36:10 pm
Well, thank you for doing the leg work. While disappointed, I wonder how they made it work for the collections that appeared on GameCube/PS2/Xbox, because those had shoulder-button weapon switching.

I do wish that more Genesis emulators had overclocking abilities, as being able to get rid of slowdown is a big QoL improvement.

Looks like Japan has both. Gens supports NTSC USA/Canada (60), NTSC Japan (60), PAL Europe (50) and PAL Japan (50)

Anniversary Collection was based on the PS1 Complete Works versions.

Television in Japan uses NTSC at 60hz.
Very easy to test on Wily Wars. The Japanese version is region locked, it will not play on a 50hz system.

Those emulator settings are the four Genesis region jumper configurations. (inside a model 1 Genesis, look for jumpers labeled JP1 through JP4)
In practice though, this PAL Japan mode is rarely used, and some emulators don't support it.
Title: Re: Megaman the Wily Wars Sram+
Post by: JustJeff88 on August 12, 2018, 04:19:36 pm
I wanted to mention that the Regen emulator, like Gens, does create a .srm file for Wily Wars when the game would normally save. However, for whatever reason, it doesn't load the save on Regen when I restart or do a hard reset on the emulator. I don't know if this is a bug or an incomplete feature as Regen has effectively been abandoned, but one works and the other doesn't.

Anniversary Collection was based on the PS1 Complete Works versions.

Television in Japan uses NTSC at 60hz.
Very easy to test on Wily Wars. The Japanese version is region locked, it will not play on a 50hz system.

Those emulator settings are the four Genesis region jumper configurations. (inside a model 1 Genesis, look for jumpers labeled JP1 through JP4)
In practice though, this PAL Japan mode is rarely used, and some emulators don't support it.

I had forgotten about that, having never played the CW versions. Thank you for the information.
Title: Re: Megaman the Wily Wars Sram+
Post by: pianohombre on August 13, 2018, 02:01:49 pm
JustJeff88,
Ps1 controllers have L and R triggers and also select buttons so there is more options on which buttons to assign certain functions.

I'm sure there is probably some subroutine that is executed when pressing the pause button that helps load the graphics into VRAM, or whatever needs to be done to change all the values for a new weapon. I'll try capturing the assembly in a trace-log or something and see if I can find a JMP or JSR (or the Sega Gen equivalent) in the code. I'm not really the best decoder, but I'll take a look at it, and I've never mapped buttons before so I'll try finding a guide online or bug someone on this site. I'm pretty sure one of the buttons on the controller just duplicates another button by jumping or shooting the buster shot (kind of like how Sonic has only one command, but you can jump with all three buttons). So I could re-assign that button to switch weapons in one direction, then maybe down + button will switch weapons in the opposite direction.
Title: Re: Megaman the Wily Wars Sram+
Post by: talos91 on August 13, 2018, 07:30:36 pm
If you are still using regen try downloading RetroArch (it is multiplatform) and use the genesis plus gx core, it is still gradually updated and has an overlock function too and an option to remove per line sprite limit too, the srm loading and saving works for this patch too. Here is a link to srm for wily tower if you don't want to finish all games first:

https://www.mediafire.com/file/x1hd05cskq5phul/WilyTowersrm.zip

And yeah quick switching weapons would be completely awesome, hopefully you can manage to do it man.
Title: Re: Megaman the Wily Wars Sram+
Post by: tc on August 13, 2018, 09:05:07 pm
I wanted to mention that the Regen emulator, like Gens, does create a .srm file for Wily Wars when the game would normally save. However, for whatever reason, it doesn't load the save on Regen when I restart or do a hard reset on the emulator. I don't know if this is a bug or an incomplete feature as Regen has effectively been abandoned, but one works and the other doesn't.

I had forgotten about that, having never played the CW versions. Thank you for the information.

The English version of Wily Wars uses a type of EEPROM that many emulators don't support.
SRAM patching helps fix it. (if you're already using the patch, then I don't know what's up)

I believe the Japanese version was officially released with SRAM.
Title: Re: Megaman the Wily Wars Sram+
Post by: JustJeff88 on August 14, 2018, 11:14:16 pm
Thank you all for your input. I actually got the game saving and loading properly in Kega Fusion, which I prefer over Gens. While I would have liked to play it on Regen Dev build with the overclocking, which I tested and it worked flawlessly, the slowdown isn't that big of a deal and, to be honest, sometimes it helps old relics like me with less than stellar reflexes.

I saw on a forum somewhere that SRAM support for games was being handled on a case-by-case basis by the developer, and my conclusion is that Wily Wars was never take into account. While the game definitely creates the .srm file in the player-specified directory, it's either fault or isn't loaded when the game is started. Regen has been abandoned for years, so I'm going to have to give up on this one.

I would look into the Japanese version, but I wouldn't be able to use the Flow patch with it, which I really enjoy, so I don't think that I will. I have actually looked at RetroArch, but I've found that the menus and interface are very difficult to work with. I suppose that I'm not patient enough right now to untangle everything.
Title: Re: Megaman the Wily Wars Sram+
Post by: gadesx on August 15, 2018, 12:05:34 pm
There's a way to put the music with the tempo from pal version at 60hz? I prefer the music slower, after play the pal original game since the release. But hz-speed seems to be related as usually.
Title: Re: Megaman the Wily Wars Sram+
Post by: tc on August 15, 2018, 05:10:06 pm
There's a way to put the music with the tempo from pal version at 60hz? I prefer the music slower, after play the pal original game since the release. But hz-speed seems to be related as usually.

I don't know how to change that.

But yeah it's just laziness. They definitely produced everything at 60hz.
The entire game, music included, plays uniformly slower in pal.