« on: April 02, 2017, 09:42:16 am »
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
-The biggest problem with this game is; (though this might not be possible,but if you can,) make the game more zoom out than it is, like in the nes games.It's absolutely true that Mega Man 7, like most Super NES games, uses the exact same screen resolution as the NES games (256 x 224 pixels) and that, compared to the originals, the Super graphics are roughly double-sized and look a bit... clunky? It's kind of like playing the Game Boy games on a Super Game Boy... except that the companies that made those games actually made some appropriate changes to accommodate for the significantly smaller playing field. But I think Bregalad said it best...
-Slightly alter Mega Mans sprite to make him slightly more skinnier and smaller, while keeping the serious nostalgic Snes 7 look. Doing the same with the enemies, give some classic enemies from the nes, more high quality, slightly refined, skinnier, smaller looks, like the old, but made new with SNES sprites. (This may be hard to accomplish).
**A perfect example of this is batton, from the nes series made anew with 16bits sprites in MegaMan X
-Give some stage areas more space, and make the boss rooms slightly more bigger.
I agree but that's basically asking for a brand new game, and this has already been done with a fan-made "Rockman 7 FC" game for Windows/PC.Plus, as gauchomax said, it would be a huge headache to rescale everything, what with having to fix the collision/hitboxes, accommodate for the altered physics, and so forth. In short, it goes beyond the scope of the hack's concept just a wee bit...!
-Replace the health bars with the classic ones from the nes series.I'm not sure why I didn't just pop the tops and bottoms off the health/energy meters, come to think of it... They're pretty boring as they are and since weapon icons aren't a thing, they really serve no practical purpose (though they do look kind of neat).
-Make the weapon menu more classic and refined, being more zoomed out like the nes.I'm not saying this isn't a possibility, but again, it goes a little beyond the original scope... That and I'm not talented enough to rearrange things properly.
-Replace the boss menu(stage select) with a slightly more classic one.I'm not sure what you mean here... but I guess you mean enable all eight bosses from the get-go? That seems possible. I mean, the menu loads the last four bosses once the "stages beaten" counter hits a certain number, so it should be as "easy" as finding that value, finding out what that value triggers, and having that enabled from the start (after the intro stage?). Kind of failed to find said value when I gave a whirl just now, but I probably wasn't searching for the right things...
-Make the slide and jump more smoother, like the nes ones.I'm not sure what you mean here, either. The jump and slide work like they do in the NES titles, as far as I can tell... but upscaled because of the larger graphics.
-Make Burst Man and Junk Man more harder (and any other ones that are easy, I can't recall).I'm not sure they really need it... All the Robot Masters are pretty easy once you get the patterns down -- at least in my opinion. Slashman is really the only wild card because of his random goo-bomb placement and his "maybe he will, maybe he won't" diving slash... but if you're really good at pressing buttons fast, you can shake off/out of those things.
**Mega Man 7 is notorious for having one of the hardest final boss in video game history. Don't nerf Wily. Just make him slightly more fair to avoid. Slightly. Ironically the stages are the easiest in the entire franchise probably. Add more enemies to stages to slightly increase the difficulty.Am I the only one who doesn't have any problem with the Wily Capsule? I personally have a lot more trouble with the ones from earlier games -- particularly if they have a spiral energy ball attack. Though admittedly... I did end up doing something...
*Battery Backed Saving, codes are annoying and Capcom only did it because they were too cheap at the time.I think that might be do-able, but I'm not sure how to do it, myself. I'd need some help from someone who's worked with adding battery backup to non-battery games. (And even then, it'd probably work like Mega Man X3 on the PS1, but with only one save slot...?)
*Switch to Rush Items via L & R buttons, this always bugged me, the weapons can be scrolled through, why not the items?The only problem I see with this is the fact that Rush Coil, Jet, and Search, and the Super Adaptor all use the exact same Megaman/energy meter palette (or lack thereof). But as with other suggestions, this seems perfectly do-able by changing an appropriate value. (In this case, the value that tells the Quick Select to roll back to $00/$08, depending on which way you're going.)
*Cut-Scene/dialog skip via start button, this is one game I find myself unconsciously jamming the start button trying to just 'get to the game already'.I've already implemented this feature to all cutscenes possible (the sole exceptions being the first part of the intro stage live cutscene, due to time-sensitive events). Holding any button will speed the text up, but holding Start will basically skip it. It's not instant like in Rockman & Forte, but it's as good as I can do for the moment. (Though that's certainly something to look into...)
*All eight robot masters available at start, I think there's even a code for this one.See above.
Can we have "Dr. Willy" fixed?I left that and "Iɢᴏɴɴᴀ ᴅᴏ [...]" to keep a certain "90s translation authenticity" to it... but, give how much of the text I messed with elsewhere, I probably should fix this/these Capcom-made typo/s.
Mega Man holding out his buster while charged looks a bit goofy.I agree. However, Megaman not holding his arm out while charging during the ending somehow looks goofier. Still, I'll see what I can do. (I'm sure there's a way to call the proper animation for that specific scene...)
If you want to make the Robot Masters harder, you could do what RM7FC did and remove the special weakness animations.That's not a bad idea, actually. Stun-locking bosses really makes them a breeze. Though... removing it would remove a part of what made the game stand out... I'll give it some thought.
Megaman 7 is a Staple of the MM series, not a Stable.As soon as I read the news post (once it was up), I noticed that flub. And I felt great shame.
Yes, I agree the hack's title is pretentious compared to what the hack seems to actually do (hence my 1st comment).I'm not sure if you mean the title of the news article (which does try and "hard sell" the hack) or the actual name of the hack, "Refit."
Alright, so. I have an idea for a Mega Man/Rockman 7 hack that should be simple enough to implement. I call it "Rock Retrograde," though I might just call it "Retrograde," and I'd want it to do the following:In case anyone saw this post last month and was like, "Sounds neat!" I just wanted to say that my hack is done and published, but it's called "Refit" now instead of "Retrograde." It also went a fair bit beyond the scope of the original idea because I kept getting inspired. Heh heh.
- Decrease the Charge Shot start-up time from 110 frames to 82 frames.
- Increase the post-damage invulnerability time from 60 frames to 87 frames.
- Increase the Charge Shot damage on (most) bosses from 2 to 3.
the only other explanation i've encountered for such a big SNES patch is header discrepancies. and since you're able to post in complete sentences and paragraphs and you don't reek of week-old dung, i'll simply assume you're not one of those imbeciles who's confounded by something as simple and widely-known as a header.As a matter of fact... I questioned the whole "header/no header" discrepancy myself not too long ago...