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Romhacking => Personal Projects => Topic started by: Chpexo on August 12, 2013, 03:42:48 am

Title: Mega Man 9 NES
Post by: Chpexo on August 12, 2013, 03:42:48 am

Mega Man 9 is relatively new, so if Capcom releases a C&D letter, the patch will be removed. I also advise anyone who plays the patch to support the official release. I in no way condone piracy and the project's purpose is not for financial gain.

A while back I worked on a Mega Man 3 hack that recreates the Mega Man 9 levels. However, I stopped working on the project. One main reason being that the game actually uses more than 256 tiles in a level. I will upload the work in progress in patch form and hopefully someone else may find the patch useful. Please note that it is unfinished so don't expect anything perfect (ex. the title screen is a mess, levels are incomplete). The graphics were ripped and inserted from the Wii game into the ROM.
I got a new project on my hands.

Here's the latest patch. Apply the patch to the American version of Mega Man 3.  (http://www.mediafire.com/?djr7tq1gbc7h919)
(http://imageshack.us/a/img827/6241/6ldh.png)(http://imageshack.us/a/img163/8691/8bl9.png)

Some various levels.
(http://imageshack.us/a/img27/9606/nhth.png)(http://imageshack.us/a/img90/7631/6f5s.png)(http://imageshack.us/a/img89/3023/25mu.png)(http://imageshack.us/a/img837/5804/k5zy.png)


PROGRESS LIST


Stages:


Robot masters: 0%

Concrete Man: 80% Stage layout is finished, no enemies
Jewel Man: 70%, Stage layout almost done, no enemies, glitchy in the beginning and at the end of the stage
Hornet Man: 80%, Stage layout done, no enemies
Tornado Man: 70%, Stage layout almost done, no enemies
Plug Man: 70%, Stage layout almost done, no enemies
Galaxy Man: 80%, Stage layout done, no enemies
Magma Man: 70%, Stage layout not done, no enemies,
Splash Women: 79%, Stage layout done, no enemies, needs to have animated water, has palette errors
Fake Man:

Wily Stage 1: 80%
Wily Stage 2: 10%
Wily Stage 3: 0%


Other:

Title screen: 80% More of Mega man must be added (as a sprite)
Boss Select: 70% More sprites must be displayed. Needs a fade in fade out transition. The text on the boss selected screen must be lowered a tile.
Weapons: 0% The weapon screen will have to also be a separate screen
Shops: 0%
Option screen: 0%
Music: 0%
Cutscenes: 0%
Credits and ending: 0%

Title: Re: Mega Man 9 NES
Post by: Spooniest on August 12, 2013, 04:08:27 am
Well.

Splash Woman's stage does have water in it; the physics engine for jumping and moving in water is in. There are no enemies, and I reached a point (right after getting out of the water) that was impassable.

What was finished of the level was interesting; that drop down the spike hole to the right looked too dangerous, but going left actually turned out to be the chore. Bait and switch...

I say keep working, this is interesting.
Title: Re: Mega Man 9 NES
Post by: Da_GPer on August 12, 2013, 09:00:35 am
OMG! I hope you do continue working on this, even if you have to ask for help or whatever. Please, just try to get this done. It be awesome to have this game and 10 on a real NES.
Title: Re: Mega Man 9 NES
Post by: shadow501 on August 12, 2013, 09:06:11 am
OMG! I hope you do continue working on this, even if you have to ask for help or whatever. Please, just try to get this done. It be awesome to have this game and 10 on a real NES.

Well done, keep up like what he said Da_GPer, I support my voice to your project +1  :thumbsup:
Title: Re: Mega Man 9 NES
Post by: Spooniest on August 12, 2013, 09:10:05 am
You might consider posting a list of what still needs to be done to come up with a functional prototype of the game engine, as represented on the NES hardware's (and particularly Megaman 3's mapper's) capabilites.

Also:

I don't know because I haven't cleared a level yet, but I'd be willing to bet you haven't done the weapons yet. Is that right?
Title: Re: Mega Man 9 NES
Post by: Thanatos-Zero on August 12, 2013, 02:34:52 pm
I suggest Kuja Killer for you to help you. He is the expert regarding Megaman 3.
Also... If there is going to be a shop, I suggest to bring in the charge shot and the slide as unlockable content.

You might want to use the MMC5 mapper instead of the MMC3 mapper. The MMC5 mapper gives you more space to work with.
Megaman Odyssey, which is a heavly customised Megaman 3 ROM uses it to its fullest potencial.
Title: Re: Mega Man 9 NES
Post by: Chpexo on August 12, 2013, 02:52:57 pm
I suggest Kuja Killer for you to help you. He is the expert regarding Megaman 3.
Also... If there is going to be a shop, I suggest to bring in the charge shot and the slide as unlockable content.

You might want to use the MMC5 mapper instead of the MMC3 mapper. The MMC5 mapper gives you more space to work with.
Megaman Odyssey, which is a heavly customised Megaman 3 ROM uses it to its fullest potencial.

I've played Megaman Odyssey. This project is in dire need of ASM hacking and by seeing Kuja Killers work on Megaman Odyssey, he seems to be the man for the job.

Also I stopped working on the project because Mega Man 9 goes over the 256 tile limit. The Concrete Man stage is the only one possible at the moment. Also Splash Woman's stage uses more hallways than what the engine can handle at the moment.
Title: Re: Mega Man 9 NES
Post by: wyndcrosser on August 12, 2013, 07:04:18 pm
If you have the desire and if someone can assist you, I'd love to see this finished.

Great work so far.... very impressed.
Title: Re: Mega Man 9 NES
Post by: kuja killer on August 12, 2013, 10:06:45 pm
I dont really want to, cause I'im not interested really, honestly

I can only do programming and that's it, for mine, megaman odyssey

I dont want to be involved  on a totally different project but..i did some stuff for you today.

http://www.mediafire.com/?1cwhjidsfp3sbsh

I cant really just tell you what parts to edit, so i give you a IPS patch cause i changed far too much stuff today.

** Rewrote the text drawing routine for stage select and "boss selected" so the full names will be displayed. Since some got cut off like concrete and splash

** All boss doors are setup except the last one for Jewel Man

** Reformatted some of the level data format to support up to 17 (hex) hallway scroll positions now instead of F (hex)

That means you can now go through the whole splash woman stage (requires Rush Jet for testing purposes)

** IMPORTANT!!!
change these specofic lines in the megafle.dat file, otherwise megafle will not work properly...cause of the level format changes.

!A30   /8: Direction Type/
!A50   /9: Direction Spr-CHR\BG-Palette/

!17   /61: Max Scroll Maps/

!A20      /66: Door data 1 (relative to level bank)/
!A28      /67: Door data 2 (relative to level bank)/
Title: Re: Mega Man 9 NES
Post by: Chpexo on August 13, 2013, 01:18:10 am
Thank you so much Kuja Killer.
Title: Re: Mega Man 9 NES
Post by: Da_GPer on August 13, 2013, 02:26:51 am
Dont give up. Lets make this game and Mega Man 10 possible!
Title: Re: Mega Man 9 NES
Post by: locolol on August 13, 2013, 05:46:25 am
Great  :thumbsup: Keep up the good work!
Title: Re: Mega Man 9 NES
Post by: wyndcrosser on August 13, 2013, 10:11:36 am
Awesome work the both of you, I see that after the second patch, the title screen and boss intro screen are now glitched, or at least they are on FCEUX.

Thanks

Wynd
Title: Re: Mega Man 9 NES
Post by: Rodimus Primal on August 13, 2013, 04:29:22 pm
Awesome! If it can work on real hardware would be an awesome feat. I think another great idea would be to make the Gameboy Mega Man games on NES. Call them Mega Man World (since in Japan they are called Rock Man World).
Title: Re: Mega Man 9 NES
Post by: Zynk on August 13, 2013, 08:15:01 pm
I see that after the second patch, the title screen and boss intro screen are not glitched, or at least they are on FCEUX.
What do you mean by not glitched? Its glitched on FCEUX & VirtuaNES on me.  :(
Title: Re: Mega Man 9 NES
Post by: wyndcrosser on August 13, 2013, 10:19:47 pm
I meant now glitched. Lol.
Title: Re: Mega Man 9 NES
Post by: Thanatos-Zero on August 15, 2013, 12:02:00 pm
Awesome! If it can work on real hardware would be an awesome feat. I think another great idea would be to make the Gameboy Mega Man games on NES. Call them Mega Man World (since in Japan they are called Rock Man World).

Oh boy... That was Kuja Killer's original idea.
Title: Re: Mega Man 9 NES
Post by: Chpexo on August 15, 2013, 05:37:54 pm
Out of popular demand, I decided I will continue to work on this project to the full extent of my capabilities.

By the way, are there any title screen and boss select screen editors? The screens are compressed and I am editting them with a hex editor (and it doesn't help that the stage select, boss select, title, and boss selected screen share the same TSA.). An alternative method would be to modify the megafle.dat file so I can edit them, but I had no luck doing so. I've seen a couple of Mega Man 3 hacks with their title screens modified.

More information can be read about the screen's data on Data Crystal (http://datacrystal.romhacking.net/wiki/Mega_Man_III:ROM_map). The page contains some notes I added while hacking the game.
Title: Re: Mega Man 9 NES
Post by: kuja killer on August 15, 2013, 05:44:20 pm
http://i.imgur.com/FmnrMGD.png
all of them are here.

Click the little "scene screen mode" button ...

then in the dropdown list, click Bank 13

yea...unfortanetely a whole bunch of them are shared on the same TSA table, so it's prety limited, have to be careful
Title: Re: Mega Man 9 NES
Post by: PLiberty on August 16, 2013, 01:48:15 pm
Stupendous work :beer:

I hope you plan to add a remix mode of some sort that'll give Mega Man a slide, or perhaps additional playable characters.
Title: Re: Mega Man 9 NES
Post by: Chpexo on August 17, 2013, 02:24:35 am
Thanks Kuja Killer for the help, I can now keep my sanity. Modifying the maps with a hex editor was torture.

The patch has been updated.

(https://imageshack.us/a/img827/6241/6ldh.png) (https://imageshack.us/a/img163/8691/8bl9.png) (http://imageshack.us/a/img543/2743/pj86.png)

What has been done:

* The title screen now looks like a title screen

* The boss select screen was improved

* The robot master selected screen

* Minor tweaks to the stages

Concerns at the moment:

* The title screen needs sprites. This should be too hard for me to add. The Japanese version has sprites in it, but the US version doesn't. In the Japanese version, the title screen sprites are located somewhere around 0x31C4A. I copied bytes from the Japanese version 0x30E50 - 0x3200D and pasted them into the US ROM. The game loaded the sprites from the Japanese version, but it crashed.

* On the robot boss master selected screen, the text has to be lowered a tile. The text is located at 0x61E0

* I believe I have used all the sprites available at the boss selected screen. The information for the sprites are located at 0x6241 - 0x630F. I would need more sprites to make the screen as accurate as possible.
Title: Re: Mega Man 9 NES
Post by: kuja killer on August 17, 2013, 03:13:27 am
you cant really copy from the japanese rom to english rom.
Everything is arranged different on JP, that's why you got a crash.

This is a copy-paste from "Megaman 3 Improvement" which will work.
-----------------------
310A8 - 20509E

31E60 - 203BC5A9808D00038D8005A91A8DC005A9A08DC003A9C08D60032056FD60
-----------------------
it'll show the megaman graphic from the japanese title. this is shared with the "get weapon screen" when you beat a level.
-----------------------
editing those sprite tiles is 34782-347F9
editing the x/y position of those tiles is 3226C-322E3
--------------
the line thing..
60F0 - default is 2B, to move down a row, add +40
ex, 6B to move down 1 row, AB for another row.

612F - this ends the text drawing thing. again add +40 for whatever rows you move down. 35 is default.
1 row down is 75, 2 rows down is B5.
Title: Re: Mega Man 9 NES
Post by: Zynk on August 17, 2013, 09:25:42 am
That's strange... the new patch seems to revert the game to the original/unmodified MM3  :(
Title: Re: Mega Man 9 NES
Post by: Chpexo on August 17, 2013, 02:11:37 pm
The patch has been reuploaded and works now.
Title: Re: Mega Man 9 NES
Post by: wyndcrosser on August 17, 2013, 02:46:14 pm
Again, great work all around.

Thank you
Title: Re: Mega Man 9 NES
Post by: Thanatos-Zero on August 21, 2013, 12:04:42 pm
Just to inform you. Rockman 3 Burst Chaser has Megaman 9's Wily Stage 1 (Flash in the Dark)soundtrack.
If the sound engine of Rockman 3 and Megaman 3 is identical, it should not be a great problem to use the song, as you only will need to find the register, where it is kept.

http://www.youtube.com/watch?v=qbeer7ccf6M&fmt=18

Do not forget to give credit to Tsukikuro and Peercast, if you do.
Title: Re: Mega Man 9 NES
Post by: Mirby on August 21, 2013, 04:53:39 pm
This project intrigues me. Can't wait to see more from it! Best of luck!
Title: Re: Mega Man 9 NES
Post by: OneCrudeDude on August 23, 2013, 04:22:47 am
One main reason being that the game actually uses more than 256 tiles in a level.

Correct me if I'm wrong, but doesn't the MMC5 allow you to bump up the BG CHR data to 16,384 whopping tiles, as opposed to a measly 256?  Maybe an expansion would make this feasible, and I know just the Doctor.
Title: Re: Mega Man 9 NES
Post by: kuja killer on August 23, 2013, 05:40:10 am
im not sure what he's talking about exactly...
but i have a ROM by infidelity with the megaman 9 tilesets, and none of them appear to use more than 256 graphic tiles.

Unless he's talking about "more than 256 blocks" for building the levels (megafle)
The structure tabble window in megafle

if so, he should be able to free up un-used ones, or any duplicates.
Title: Re: Mega Man 9 NES
Post by: Greg2600 on August 23, 2013, 02:58:32 pm
This is fantastic!  Lone question I have is why choose MM3 to hack?  Wouldn't the later versions 4/5/6 have more game features that MM9/10 may have used?  Or that wasn't required?
Title: Re: Mega Man 9 NES
Post by: Chpexo on August 23, 2013, 03:05:08 pm
Unless he's talking about "more than 256 blocks" for building the levels (megafle)
The structure tabble window in megafle

if so, he should be able to free up un-used ones, or any duplicates.
For the Concrete Man stage, it took me some time to locate all the duplicate and unused blocks. This stage is the only one complete for now. I know for sure that the Splash Women and Tornado Man stages are not possible with only 256 blocks. For the tornado Man stage, I had to cut blocks with clouds you can go behind. For Splash women, there's separate graphics for those orange ends of the tubes when they're on land. I had to cut them as well.

I would rather work with the 256 block limit, increasing the amount would be a pain to add and at the end would consume way too much space in the ROM.
Title: Re: Mega Man 9 NES
Post by: kuja killer on August 23, 2013, 06:45:42 pm
uh oh, your right. :( i didnt realize.
They are all full. wow.

There was 1 thing you could do, i tested it out, but it's not much help.
on megafle, you'd open "SBD Editor" window.. click the button "convert to normal data"

And it re-arranges all the blocks on structure table automatically to remove un-used and duplicates.
I tested that on all the levels, and it doesn't give much back... here's the results when clicking that button once on all the levels, how many blocks it free's up.

hornet   - 0 | magma   - 3
galaxy   - 4 | tornado - 2
plug     - 9 | jewel   - 11
concrete - 2 | splash  - 0
----------------
yea that's a big problem, cant help you there because, 256 is the limit. MORE than just the level data would have had to be re-written to go past that, it's not worth it. I dont even do that on my game.

sorry. :(
Title: Re: Mega Man 9 NES
Post by: Spooniest on August 23, 2013, 07:11:06 pm
uh oh, your right. :( i didnt realize.
They are all full. wow.

There was 1 thing you could do, i tested it out, but it's not much help.
on megafle, you'd open "SBD Editor" window.. click the button "convert to normal data"

And it re-arranges all the blocks on structure table automatically to remove un-used and duplicates.
I tested that on all the levels, and it doesn't give much back... here's the results when clicking that button once on all the levels, how many blocks it free's up.

hornet     - 0 |  magma  - 3
galaxy     - 4 |  tornado - 2
plug         - 9  |  jewel   - 11
concrete  - 2  | splash   - 0
----------------
yea that's a big problem, cant help you there because, 256 is the limit. MORE than just the level data would have had to be re-written to go past that, it's not worth it. I dont even do that on my game.

sorry. :(

You're probably familiar enough with my antics to know that I'm donkey spit when it comes to computers, but I wondered; why couldn't some form of data compression be applied?

You probably will read that question and conclude that I don't know what I'm talking about, and you'd be right on the money, but as I understand it, the word "compress" means to squeeze something into a very tight space, freeing up more space.

I'm just curious and trying to learn stuff.
Title: Re: Mega Man 9 NES
Post by: kuja killer on August 23, 2013, 07:14:55 pm
yea maybe, but me though..i dont know how to do any sort of compression techniques when it comes to level data type stuff.

i dont even wanna try either.
Title: Re: Mega Man 9 NES
Post by: Googie on August 23, 2013, 08:06:09 pm
Cool project, I'll be keepin' an eye out on this hack... :D
Title: Re: Mega Man 9 NES
Post by: OneCrudeDude on August 23, 2013, 10:52:33 pm
If the hack is ever complete, maybe you could provide some documentation on what you couldn't fit in the game, so that someone else could do the MMC5 expansion proper.

Oh, what about using CHR-ROM and CHR-RAM?  Some games use this for various reasons, the Chinese love this as they store the symbol data in the RAM while the normal tiles aren't swapped out.
Title: Re: Mega Man 9 NES
Post by: azoreseuropa on August 29, 2013, 08:23:40 am
Wow. Neat! Keep up the good work. We can't wait to see what you do next! :D
Title: Re: Mega Man 9 NES
Post by: Chpexo on August 31, 2013, 04:50:18 am
(I'm like half asleep right now so if this is rambling just know I'm not drunk)
Patch update:

You can download the latest patch here (http://www.romhacking.net/forum/index.php/topic,16882.msg247389.html#msg247389)!

What was done:

* Stages completed (Splash Women, Hornet Man)
* Title screen partially done
* Wily stage 1 layout done

Concerns:

* Two graphic banks are loaded into the PPU at the titlescreen. When I modify which ones are loaded, this also affects the stage select screen for only the top half of the PPU. I want to change which are loaded for the titlescreen so I can complete add mega man to the titlscreen.
* The doc robot stages can be completely removed
*The some of the wily stages share the same data
Title: Re: Mega Man 9 NES
Post by: Easy on August 31, 2013, 06:01:42 am
Good work!!!!  :thumbsup:
Title: Re: Mega Man 9 NES
Post by: Thanatos-Zero on August 31, 2013, 06:27:00 am
Chpexo, I think this project would benefit of a collaboration of several talented hackers.

One of them, the newcomer MartsINY shows great promise.
http://www.youtube.com/watch?v=U5su2zO1pRM

I think it is worth to ask him for support.


Edit: I have talked with Kuja Killer about your project.

Quote from: kuja killer
I have never realized until now, why there was a empty row on all the levels in this hack (at the bottom of the screen). The MM9 resolusition was 256x224. I seriously didn't know that all these years honestly, while the NES has 256x240 to my surprise.

This cannot be fixed, unless there is purposely an extra row of tiles added, to every screen in every level, like trying to "fake" a row, that it's not noticeable compared to the original mm9 layout.

Everything above or below that point, would have to be shifted down/up 16 pixels thus it will totally screw up the entire layout of the level design.
The max limit is 256, like I said before, thus Tornado Man cannot be finished. It is impossible, because it uses more about 300 unique tiles (animated snow and rain tiles). I am afraid but it's the truth. :-\
It is pretty obvious, that Megaman 9 and 10 went beyond NES limits in some places.

It was then, I showed him Rock5Easly's (He returned by the way.) older NES recreation of Concrete Man.
http://www.youtube.com/watch?v=z2hLEu7Usks

Quote from: kuja killer
Ah, I thought so. What rock5easily did, was exactly what I thought. He added an extra row to the very top of the screen
like when he was comparing the first hallway for concrete between this and chpexo's rom. There's one extra row of leaves for the tree's at the very top of the screen.. in rock5's rom.

Title: Re: Mega Man 9 NES
Post by: azoreseuropa on August 31, 2013, 09:38:48 am
(I'm like half asleep right now so if this is rambling just know I'm not drunk)
Patch update:

You can download the latest patch here (http://www.romhacking.net/forum/index.php/topic,16882.msg247389.html#msg247389)!

What was done:

* Stages completed (Splash Women, Hornet Man)
* Title screen partially done
* Wily stage 1 layout done

Concerns:

* Two graphic banks are loaded into the PPU at the titlescreen. When I modify which ones are loaded, this also affects the stage select screen for only the top half of the PPU. I want to change which are loaded for the titlescreen so I can complete add mega man to the titlscreen.
* The doc robot stages can be completely removed
*The some of the wily stages share the same data

You are insane! Good job! :D
Title: Re: Mega Man 9 NES
Post by: OneCrudeDude on August 31, 2013, 12:22:28 pm
Chpexo, I think this project would benefit of a collaboration of several talented hackers.

One of them, the newcomer MartsINY shows great promise.
http://www.youtube.com/watch?v=U5su2zO1pRM

I think it is worth to ask him for support.


Edit: I have talked with Kuja Killer about your project.

It was then, I showed him Rock5Easly's (He returned by the way.) older NES recreation of Concrete Man.
http://www.youtube.com/watch?v=z2hLEu7Usks

Hmm, I thought the NES natively supports 240p, but due to NTSC overscan, the size is knocked down to 224p.  If the concern is that MM9 uses 256x224, then it shouldn't be because the NES, in NTSC regions, already does that.  It would only be an issue for PAL gamers.  Unless I completely misunderstood the concern.

Also, what about those larger enemies such as the Elephant in Concrete Man's stage?  That would require further BG tiles, unless they're planning on bankswitching some graphics out for it.  Or bump it up to MMC5 to avoid the headache over missing graphics.
Title: Re: Mega Man 9 NES
Post by: Chpexo on August 31, 2013, 10:13:46 pm
One of them, the newcomer MartsINY shows great promise.
http://www.youtube.com/watch?v=U5su2zO1pRM

I think it is worth to ask him for support.

He replied pretty quickly.
Quote
Hi,

first I must say you made nice progress, however, I've been working on my project for 5 years and still far to be finished, so for me to work on a new project is unrealistic.

however, I document everything I do, and I will have enemies for MM9, so if you want docs about them, I'll be able to give them to you, but that's about the help I can give, I don't intend to put hours in another project

Right now I am documenting the sprites. You can see the information as of yet on Data Crystal (http://datacrystal.romhacking.net/wiki/Mega_Man_III:ROM_map#Sprite_Data).

EDIT: I know there's a utility that edits sprites from Mega Man 3 (http://www.romhacking.net/utilities/983/) but it's not very practical to work with.

Hopefully someone skilled with ASMs and Mega Man 3 is willing to volunteer. I know there's people out there. To anyone reading this who is skilled with ASMs, I understand that the job is difficult and time consuming. I have always considered that while making this hack. I will work with you and cut things when necessary to work with YOU. I do not plan to change the mapper. I want to make it easy on you. Because you are a human being who should have a say in what work you do.
Title: Re: Mega Man 9 NES
Post by: tomaitheous on September 01, 2013, 08:38:03 pm
If this gets completed, I'd definitely do a nes2pce conversion :)
Title: Re: Mega Man 9 NES
Post by: wyndcrosser on September 02, 2013, 02:01:58 pm
thanks for introducing me to NES2PCE titles.
Title: Re: Mega Man 9 NES
Post by: Mirror on September 08, 2013, 03:22:57 am
I remember a few years back when someone set out to do the same thing but with MM4 as the base. I really love this game, so seeing this attempted again makes me very happy.

I hope you find someone who is willing to help you in this project.
Title: Re: Mega Man 9 NES
Post by: OneCrudeDude on September 08, 2013, 11:51:35 pm
Oh yeah, considering the graphics limits, have you considered bankswitching?  Like for example, swap out some tiles that aren't going to be used with ones that need to be used for this particular screen?
Title: Re: Mega Man 9 NES
Post by: Chpexo on September 27, 2013, 05:19:16 pm
The project is currently being converted to Mega Man 4 and the screenshots have been removed due to the change. There are many reasons why this is being done. For starter there is far more documentation on Mega Man 4 than Mega Man 3. Also the engine has certain aspects that are present in Mega Man 9 that would be a pain to put in when hacking Mega Man 3. For example, unlike Mega Man 3, Mega Man 4 has a separate menu screen and has more room for cutscenes. Though Mega Man 4's sound engine isn't top notch, the factors described will surely not haunt me later. However, I realize I will not get someone with ASMs to help me out. To quote The Definitive Guide to ROM Hacking for Complete Beginners:

Quote
...unless you plan to do a significant portion of the work... then most ROM hackers will avoid your attempt to start a group because it looks like you're wanting to take credit for their hard work.

Sooner or later, if I ever want to see this project done, I need to learn 6502, which is easier said than done. Right now this appears to be merely a neophytic project.
Title: Re: Mega Man 9 NES
Post by: Gideon Zhi on September 27, 2013, 06:16:26 pm
Sooner or later, if I ever want to see this project done, I need to learn 6502, which is easier said than done. Right now this appears to be merely a neophytic project.

Given the amount of chops you've shown with this, find me in the IRC channel and I'd be more than willing to help answer any questions you might have. As a further note, despite the emulation issues with FCEUX's core, the fact remains that it has just about the best damn debugger of any emulator you'll probably ever use, and it'll help make your job that much easier.
Title: Re: Mega Man 9 NES
Post by: azoreseuropa on October 15, 2013, 07:13:52 pm
The project is currently being converted to Mega Man 4 and the screenshots have been removed due to the change. There are many reasons why this is being done. For starter there is far more documentation on Mega Man 4 than Mega Man 3. Also the engine has certain aspects that are present in Mega Man 9 that would be a pain to put in when hacking Mega Man 3. For example, unlike Mega Man 3, Mega Man 4 has a separate menu screen and has more room for cutscenes. Though Mega Man 4's sound engine isn't top notch, the factors described will surely not haunt me later. However, I realize I will not get someone with ASMs to help me out. To quote The Definitive Guide to ROM Hacking for Complete Beginners:

Sooner or later, if I ever want to see this project done, I need to learn 6502, which is easier said than done. Right now this appears to be merely a neophytic project.

Finally... You made a right decision. I hope that Gideon Zhi will help you as well. Cheers! :D
Title: Re: Mega Man 9 NES
Post by: Drakon on October 26, 2013, 09:33:35 am
Gideon is romhacking royalty, so is spikeman.
Title: Re: Mega Man 9 NES
Post by: azoreseuropa on October 26, 2013, 08:20:36 pm
Yes, they are. Can't wait for this one! :D
Title: Re: Mega Man 9 NES
Post by: MeganGrass on October 26, 2013, 10:55:39 pm
To quote The Definitive Guide to ROM Hacking for Complete Beginners:

Quote
...unless you plan to do a significant portion of the work... then most ROM hackers will avoid your attempt to start a group because it looks like you're wanting to take credit for their hard work.

Sooner or later, if I ever want to see this project done, I need to learn 6502, which is easier said than done. Right now this appears to be merely a neophytic project.

Hmm, I don't think that's the case, with all projects.

Quite honestly, I think you need to find someone who is just as passionate about the project as you are. If someone is really dedicated to such a task, credit is subjective in nature. After all, what's more important: e-peen+1 or making others happy by producing real results? If it's the latter, then there's absolutely nothing wrong with stepping up and leading project like this... and that usually entails learning things that you hadn't previously known (6502 assembly, in this case).

That said, I sincerely wish you the best, and definitely look forward to any progress made.
Title: Re: Mega Man 9 NES
Post by: Drakon on October 27, 2013, 06:58:11 am
If this gets completed, I'd definitely do a nes2pce conversion :)

And then find a fpga wizard to make a sd loading replacement for the cd drive so we can have a cda version that never has a bad read again.
Title: Re: Mega Man 9 NES
Post by: azoreseuropa on November 02, 2013, 11:15:19 am
All we can do is wait for this game. :D
Title: Re: Mega Man 9 NES
Post by: CyberFox on November 02, 2013, 03:22:05 pm
How about making Protoman and Bass playable like in the WiiWare original?
Title: Re: Mega Man 9 NES
Post by: MathUser2929 on November 02, 2013, 06:55:40 pm
Bass isn't in MM9, Protoman was dlc..
Title: Re: Mega Man 9 NES
Post by: Midna on November 02, 2013, 07:04:54 pm
How about making Protoman and Bass playable like in the WiiWare original?

I think you're thinking of Mega Man 10.
Title: Re: Mega Man 9 NES
Post by: Chpexo on November 02, 2013, 07:39:07 pm
Yeah, I'd like this thread to be locked until further notice. This project is going to take a while and I have my hands full at the moment.