« on: January 09, 2014, 07:29:28 pm »
Did you ever get the slide mechanics working on MM1? I was going to try this out, if no one had accomplished it.
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It would be awesome if someone could take a part of the extra space to make something like this:Where did that screen shot come from? I can use it in my tg16 version of MM1, if the author doesn't mind.
Not sure if possible, though.
dont worry guys, nevermind. I aint going to dare even think about touching the level format. I knew it would entirly break all megaman/sprites because gravity/wall/hit detection/ground all read the level data. it's way to complex to screw around with anyway.
it's one of the few things i've never touched in all the years i've spent with megaman 3.
And lenophis and others were correct about the concept making level data be 4x bigger. And i cant ever just do something insane like that.
I got other methods im able to do in order to use more than 256 "32x32" structure blocks. (the limit in megaman 3 - 6 was 256, not 64 like megaman 1.
just kinda suck-ish that there could be trillions of "32x32" block patterns. but the 16's table that it's built on, doesnt really have any such problem
As you certainly will have no interrest into Megaman Odyssey as well. Anyway..Huh? Did I say something to offend?
How is the color palette handled since I know the NES handles color palettes a lot differently than the PCE. The NES has no standard color palette and relies on the TV itself, whereas the PCE has a much more standard setup.
If I understand it correctly, it sounds like a table-based Huffman tree. The ones I've seen before were hard coded, so it's hard to tell.
I just superheat the pan for three minutes (applying a nice layer of aerosol butter before and after), then plop the steaks on for 90 seconds a side. When that's over, I use tongs to sear the edges for 10 seconds apiece; done!
Bloody steaks are yum.