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Author Topic: Megaman 1 Nes Redux (big Graphical hack)  (Read 12938 times)

Amaweks

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Megaman 1 Nes Redux (big Graphical hack)
« on: February 05, 2016, 05:55:20 am »
This is my first entry. (Sorry moderators, now I se this is not a release sub-forum, can you move this post to the right place? What should I do?) (Ok, now that I'm receaving some good sugestions and criticism I'll delay the finalization o the hack and release it after some alterarions)

Mega Man 1 Nes - Graphical Redux by Amaweks.
What began with a simple mockup ended as a extensive graphical hack.

The intention was to make the stages graphically more colorful, less monotones, and change the "anime" pixel art style sprites to a shaded type.


Changes:

- Almost all the tiles and sprites have been redesigned in new pixel art style (from "anime" stile to a shaded style)
- Almost all the color palettes were changed to pair with the new pixelart style, to make the most colorful and harmonious stages
- Where there was space have added new graphics in stages (clouds, fences, pipes, etc), with the aim of making them more detailed


How to apply the patch:

Use the program to your preference (like Lunar IPS) and apply to the Rom "Mega Man (USA).NES"


Programs used in this hack:

- FCEUX (Nes Emulator with PPUview, Hex Editor)
- Tile Layer Pro (Graphical tile editor)
- Rock and Roll (Mega Man 1 stages editor)


Disclaimer:

Use the patch at your own risk, and have fun.

Images:












More images

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IPS file
http://www.bwass.org/bucket/Megaman Redux IPS by Amaweks.zip
« Last Edit: February 09, 2016, 06:01:05 am by Amaweks »

Zynk

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #1 on: February 05, 2016, 06:08:43 am »
4shared sucks  >:(

Spoiler:

Can you upload the file in ze bucket?

Amaweks

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #2 on: February 05, 2016, 06:14:31 am »
Ok, I will...

February 05, 2016, 06:18:25 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Uploaded on Ze Bucket, original post edited...

PresidentLeever

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #3 on: February 05, 2016, 08:04:28 am »
Overall this is pretty sexy! I think you went too far with the throwable blocks though.

The other minor issue with this new style is that some sprites blend with the backgrounds a bit. For example Mega Man in Elec Man's stage.

I'm also not sure changing enemy color schemes to pure orange is better or worse, it's just different. Reminds me of Blaster Master and Batman personally.

For the parts where you changed the white highlight to pink on metal parts, I don't mind it, but it gives the game a much cuter vibe.

In the level select, would it be possible to use the wily wars portraits?
« Last Edit: February 05, 2016, 08:21:38 am by PresidentLeever »
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Gedankenschild

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #4 on: February 05, 2016, 08:26:09 am »
Wow, this looks really nice! I love the new Megaman sprite and the overall style! :thumbsup:

Zynk

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #5 on: February 05, 2016, 08:28:40 am »
Did anyone get this error in Fireman's Stage?


For Megaman's palette, I would suggest change $01 to $04 like on the face palette.

Also, Iceman has some transparent pixels on his face.

« Last Edit: February 07, 2016, 12:02:24 am by Zynk Oxhyde »

ShadowOne333

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #6 on: February 05, 2016, 11:40:09 am »
This looks REALLY good!
What a way to bring to life the game that started it all. :)

One suggestion only:
I would suggest changing the gradient like background during the Map selection (where you choose what Robot Master to go next).
Making it a grid or a repeating tile that says "Megaman" or something of the likes might make it much more appealing.
« Last Edit: February 05, 2016, 05:10:09 pm by ShadowOne333 »

macbee

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #7 on: February 05, 2016, 11:53:26 am »
Very beautiful and unusual. Impressive!
Congratulations, I'll try it as soon as I go back to my house. :)

Lance

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #8 on: February 05, 2016, 03:31:08 pm »
Reminds me of the Wily Wars

MasterGwonam

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #9 on: February 05, 2016, 03:35:25 pm »
 :thumbsup:

mrrichard999

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #10 on: February 05, 2016, 04:03:35 pm »
Gives the game more life :) Nice work!

MegaEliteGamers

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #11 on: February 05, 2016, 06:07:29 pm »
I really, REALLY like this! :o :D

Amaweks

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #12 on: February 06, 2016, 06:07:09 am »
Overall this is pretty sexy! I think you went too far with the throwable blocks though.

The other minor issue with this new style is that some sprites blend with the backgrounds a bit. For example Mega Man in Elec Man's stage.

I'm also not sure changing enemy color schemes to pure orange is better or worse, it's just different. Reminds me of Blaster Master and Batman personally.

For the parts where you changed the white highlight to pink on metal parts, I don't mind it, but it gives the game a much cuter vibe.

In the level select, would it be possible to use the wily wars portraits?

Yes, the blending was a issue that bothers me, specially in Elec man stage. I Will tri somo color schemes to see wath happen...

I1m with the same doubt about the "pure orange schemes"... but yes, I've use Batman as a reference. In Batman things looks better because of the darker level design (darker tiles, etc...). In megaman, with more bright tiles, its bother me.. I still will play a little with this colors...

Willy Wars portraits? Only if you now how to disassemble the game, cause sadly i'm a artist, not programer. But, from what I've looked, yes.. There's room for new tiles on the select stage screen (part of the the big Megaman that shows on the Japanese title screen is still on the USA rom, and loads on the PPU memory on that screen). There is still some letters and characters that are unecessary ant loads on that screen. I have counted And find that it's can be done, not like Wily Wars, but with a little smaller boxes (and recicling some blank tiles)
The Big problem is that most of the boxes shares their tiles (Wily and Guts man boxes are exclusive, but the others are the same box on the rom repeated on ram). Here some scratch mockup I'v did using the nunber of tiles that can be altered, and thing what tiles sould be shared:



The white highlight was changed to give some blend and yes, to make it with a more "cute vibe".

February 06, 2016, 06:16:34 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Did anyone get this error in Fireman's Stage?
Spoiler:

For Megaman's palette, I would suggest change $01 to $04 like on the face palette.

Also, Iceman has some transparent pixels on his face.

I will check this error on fire man stage... I'm using FCE ultra, what emulator are ou using? There are some clusters that are shared
between the robot masters and willy stages, maybe I've messedup something.

I''ll check over Iceman face..

the face palette uses 04 or 05,06,07, depending on the stage, cause the palette is shared with some enemys and blocks. Megaman (the blue part) uses 03, not 01.. (you was right, my mistaken, megaman uses color 01) but I will give a try on 04 (tryed 03 and 0C too), specially to see if it's avoid blending on some stages...


February 06, 2016, 06:19:40 am - (Auto Merged - Double Posts are not allowed before 7 days.)
One suggestion only:
I would suggest changing the gradient like background during the Map selection (where you choose what Robot Master to go next).
Making it a grid or a repeating tile that says "Megaman" or something of the likes might make it much more appealing.


Unfortunately it can't be done by me, olnly for some coder who can disassemble the game. The select screen, the gave over, and the robot master presentation screens, are the same, and just a repeated board of just one little 8X8 tile. So, no way  :'(

February 06, 2016, 06:27:47 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Wow, this looks really nice! I love the new Megaman sprite and the overall style! :thumbsup:
Thanks. I've really dont think it was a successful try at al, but overall yes. megaman sprite was the best result, i think. The others sprites, some worked nice, others not, its really hard to make it a "whole thing"

here are the fist mockup I've did as a pixel art exercise (I'm really interested in learning proper pixel art with few colors), and that motivated me to do the hack:


February 06, 2016, 06:33:21 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Very beautiful and unusual. Impressive!
Congratulations, I'll try it as soon as I go back to my house. :)

Valeu, meu conterrãneo, sempre admirei suas produções.
(Thanks, my fellow countryman, all ways loved you works)

And fellows, sorry for my engrish, but there's another way, hehehehehe.

February 06, 2016, 06:34:18 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Reminds me of the Wily Wars

That's for sure a reference on some stages...

February 06, 2016, 06:34:57 am - (Auto Merged - Double Posts are not allowed before 7 days.)
:thumbsup:

 :beer:

February 06, 2016, 06:36:08 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Gives the game more life :) Nice work!

That's one goal.. not reached 100%, but, a fun try that taught me a lot about pixel art...

February 06, 2016, 06:39:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I really, REALLY like this! :o :D

 :beer:

February 06, 2016, 06:47:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Overall this is pretty sexy! I think you went too far with the throwable blocks though.

Well.. the blocks...

i have atenpted some forms of the blocks, in the end tryed to to some "dithered" pixel art that should blend the colors.. personaly I don't like the blocks been transparent (have shaded transparent lines) when picked by magaman (originaly they used the first color sloth, thats transparent on the nes). So was a lot of work to redraw every thing, an more than  1 time. here some old screens of some tryes:


First, original ones, just with palette ajustment.


Than this blocks, with dark (transparent) shades (and looked worse than the original when picked)


The final (or last) version

PresidentLeever, What should you suggest?
« Last Edit: February 09, 2016, 06:03:32 am by Amaweks »

Grimlock

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #13 on: February 06, 2016, 10:52:17 am »
This looks promising, I picked up an everdrive not too long ago, next time I'm adding ROMs to it I'm going to give this a try.

I have to agree with the opinion shared earlier regarding the throwable block graphic, it's fairly grainy looking texture wise.  If you do an update you should consider smoothing the look a bit and darkening the shadows.  The rest of the graphics look promising, the new enemy boss looks are nicely done IMO. 

Congratulations on getting your project to completion, I look forward to trying it out!
« Last Edit: February 06, 2016, 11:10:16 am by Grimlock »

MasterGwonam

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #14 on: February 06, 2016, 11:35:18 am »
Megaman kind of looks fat in his idle stance on your first mockup. Kinda reminds me of the Megaman Sprite game but not as fat. So far, this looks really good. Here's a very slight edit I'd like to do on the current one.

« Last Edit: February 06, 2016, 11:46:43 am by MasterGwonam »

PresidentLeever

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #15 on: February 06, 2016, 06:11:54 pm »
^He looks fat because of the rounding of the torso, the darker "underwear" and near pillow shading.

PresidentLeever, What should you suggest?

Interesting to see the comparison, I liked the previous (middle) one but if you say it doesn't look good when picked up then maybe not. Can you achieve more contrast between the colors without screwing something else up? The almost complete lack of black as darkest shade makes the blocks really stand out from the rest of the stage.
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Amaweks

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #16 on: February 07, 2016, 06:03:21 am »
Report:
- Fireman Room messed tiles fixed
- some colors (like Elec man stage BG) Changed a bit to reduce Megaman blending against the stage.
- Megaman first color changed to 03 on most stages, 02 (a little darker than 03) on some, still 01 on the end scene.

I still have to look over Iceman's face

This looks promising, I picked up an everdrive not too long ago, next time I'm adding ROMs to it I'm going to give this a try.

I have to agree with the opinion shared earlier regarding the throwable block graphic, it's fairly grainy looking texture wise.  If you do an update you should consider smoothing the look a bit and darkening the shadows.  The rest of the graphics look promising, the new enemy boss looks are nicely done IMO. 

Congratulations on getting your project to completion, I look forward to trying it out!

If you test the game on real hardware, please, post some screenshots (do you have some old tube television?). Soon enought, I will make my old tube tv work and test the game on my playstation (using emulator), cause it's give a closer vision of what should be seen on real hardware, specially with AV cable.

Regarding the grainy Blocks, I don't know if I will change the stile... the first name I've give to the hack wile working on it was "dithering enhance"  :laugh:
But the colors still not make me happy too.

Megaman kind of looks fat in his idle stance on your first mockup. Kinda reminds me of the Megaman Sprite game but not as fat. So far, this looks really good. Here's a very slight edit I'd like to do on the current one.


^He looks fat because of the rounding of the torso, the darker "underwear" and near pillow shading.

Interesting to see the comparison, I liked the previous (middle) one but if you say it doesn't look good when picked up then maybe not. Can you achieve more contrast between the colors without screwing something else up? The almost complete lack of black as darkest shade makes the blocks really stand out from the rest of the stage.


i'll play a little more with Megaman sprites. it's a hard to avoid him to be fat, avoid pillow shading, and keep him "readable" as a drawing (thath you can understant the arms, torso, and pants (underwear).

The colors of the blocks it's a hard one...
the 1º palette set: used for ground and blocks (and I wanted the orange on it to give more variety to it, differentiating the bricks of steel bars)
2º palette set: the clouds and the sky (the new touch, I need it)
3º palette ser: the imediate BG (the pink tones)
4º palette set: the bar windows of the BG (pink with the blue of the sky)

The only soluion may be merging 3º with 4º, using only black (transparrent) to cast shadows below the platforms. With that, I can save one palette set only for the blocks...

i'll give it a try on next days...


A quick try on megaman idle sprite:



Opinions, sugestions?
« Last Edit: February 07, 2016, 06:39:28 am by Amaweks »

Zynk

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #17 on: February 07, 2016, 06:56:51 am »
^

I MSPainted your image and replaced the $01 color with $03, and $0F background.

Note: I trimmed the heels, crotch area & arm space a bit, and heightened his waist/underwear.

PresidentLeever

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #18 on: February 07, 2016, 02:36:13 pm »
Since you've added shine to the boots, you could use that consistently on the whole sprite. Something like this:


I don't know the NES limitations, but maybe you could use the dark brown in the face as an outline and brighten the darkest blue a little bit?
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MasterGwonam

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Re: Megaman 1 Nes Redux (big Graphical hack)
« Reply #19 on: February 07, 2016, 03:56:31 pm »
Since you've added shine to the boots, you could use that consistently on the whole sprite. Something like this:


I don't know the NES limitations, but maybe you could use the dark brown in the face as an outline and brighten the darkest blue a little bit?
Flip that stomach shadow horizontal.