News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

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.


Messages - Ar8temis008

Pages: 1 2 [3] 4 5 6
41
It would be great to see a demo of the port genesis at some point, even if it lost some levels or effects of the version of super nes, the music sounds fantastic for genesis
You could just port in the music using MSU1, that's what I did to Mega Man X3 and Mega Man 7.

42
Sonic Crakers Completed Edition improvement Hack for Genesis

http://info.sonicretro.org/SCHG:Sonic_Crackers

make it into a new and complete title
new intro screen with Sonc & Tails
allow available to play with Sonic or Tails
improve playability with elastic rings
Take elements of Chaotix 32x or Sonic Mania sprites or music to apply to Crackers
complete the available levels of the demo, add new ones with bosses
rings markers, lives type Sonic Mania
Honestly it'd be a better idea to just hack Sonic and Tails into chaotix and tweak the level design so it's a bit less mundane.

43
Personal Projects / Re: Team CV3 Dawn of Sorrow Hack
« on: February 05, 2018, 11:17:45 pm »
Yea there was a filter on, here they are without filters, the Trevor one is from ingame while the other two where ripped directly from tile molester.

Spoiler:


That looks much better, thank you!

44
So I just learned that the Sega CD has an unused mode that plays CD quality audio in cartridge based Genesis games. The CD audio still plays from a disk obviously, but plays while a cartridge game is running.

I was wondering how feasible it would be to hack Mega Man the Wily Wars into using this mode, since one of the biggest complaints about the game is the awful music.

45
Personal Projects / Re: Team CV3 Dawn of Sorrow Hack
« on: February 05, 2018, 08:20:25 am »
The portraits are not done by professionals they are fanart so maybe that is why you feel they are off?

Also the Trevor and Sypha ones are done by one guy and the Alucard was done by another, I think they look fine really and its the closest I could find to go along with the characters in the game.
I think I see it now. Do you have blinear filtering enabled in these screen shots?

46
Personal Projects / Re: Team CV3 Dawn of Sorrow Hack
« on: February 04, 2018, 11:04:00 pm »
This is awesome, the portraits feel off how ever. I can't even tell you what's wrong with them.

47
ROM Hacking Discussion / Re: Lufia-Patches by Artemis
« on: February 02, 2018, 10:57:38 am »
I was seriously confused for a second,  I've never even played Lufia but this has peaked my interest. Thanks, other Artemis!

48
Personal Projects / Re: [RELEASE] Super Mario Ultimate (previously NSMB3H)
« on: February 01, 2018, 12:18:30 am »
I found one small bug, the stationary spike enemies that are extremely common (at least through out world 1) can be turned into in a regular block by hitting them with you're tail. I'm not sure if this was intentional, but it's weird.

49
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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.

50
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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.

51
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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.

52
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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.

53
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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

54
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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.

55
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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.

56
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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.

57
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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.

58
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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.

59
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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.

60
Personal Projects / Re: Megaman the Wily Wars Sram+
« 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.

Pages: 1 2 [3] 4 5 6