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Romhacking => Personal Projects => Topic started by: AxlRocks on December 16, 2017, 11:13:24 pm

Title: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on December 16, 2017, 11:13:24 pm
Megaman/Mega Man/Rockman as a franchise and game is copyright Capcom. This project is entirely fan work and has no intention of claiming ownership of the franchise or game and has no original Capcom assets, including Capcom game data, Capcom graphics/sound/music, within it, only remixed, fan-made graphics. No copyright infringement is intended whatsoever, nor is copyright being infringed, whether intentionally or accidentally.

Megaman: Super

Trailer by NES Game Fan:
https://youtu.be/NF132cqW25w

Install Tutorial:
https://youtu.be/xLMfjvgwfl0

Gameplay:
https://youtu.be/FAx1bksBA24

Longplay by Tom Lyman/casualtom82:
https://www.youtube.com/watch?v=IkyPmGK_yuE

(https://i.imgur.com/XnT4RfK.png) (https://i.imgur.com/aSFedql.png)
(https://i.imgur.com/6phuRZh.png) (https://i.imgur.com/pqDQlv3.png) (https://i.imgur.com/Y6R5e5Z.png)
(https://i.imgur.com/LlO20t0.png) (https://i.imgur.com/3wW2mJk.png) (https://i.imgur.com/Ka9pMQL.png)


Customization
(https://i.imgur.com/kpiQQ8Y.png) (https://i.imgur.com/fthVTuz.png)
(https://i.imgur.com/DJBSpC6.png) (https://i.imgur.com/t3SDacW.png)

This project aims to bring Mega Man into 16-bit. 95% of the graphics are straight adaptations of the NES originals. The 2.0 release is here! It adds multi parallax backgrounds, animations, retouched graphics, remixed music, customization options like skins, and more! Download and enjoy, instructions are in the zip but feel free to ask any questions, give feedback, or report bugs in this thread!

First, be sure to grab the latest version of Mesen, found here: https://github.com/mkwong98/Mesen/releases
Then grab the pack here: v2.1.4, Graphics Only, No Music
Drive: https://drive.google.com/file/d/1PCe25Vu3umhmuPOyE4JeHAxNiMYeNwRg/view?usp=sharing
Dropbox: https://www.dropbox.com/s/fxf0t3syrnr1b43/Megaman%20-%20Super%20%282.1.4%20Graphics%20Only%2C%20No%20Music%29.zip?dl=0
Yandex.Disk: https://disk.yandex.com/d/yGJwBAbL6PprIw
Mega: https://mega.nz/file/6jgWzJKI#VcFlu00_8CSaWXxdY3wfUyt4RLDmDUJnpmnN4MKGbnw

For HD Pack developers or anyone wanting to mod this, here is the Notepad++ Mesen HD Pack language definition file:
https://mega.nz/file/XjYy1R5a#iClfgY_sb6CZrAW7rmTHYWp4kKrCIeNzA_zuvr3r_6w

For modders or collaborators, here is the Github: https://github.com/AxlRocks/Megaman-Super

I highly recommend playing with an overclock as well.

Changelog:
June 2nd, 2021 - 2.1.4 - fixed some issues with hires not being updated for customization options, removed BGM because of "copyright claim" bullshit
May 31st, 2021 - 2.1.3 - more revamps to portaits, added defeated versions if using sprites instead of portraits
May 31st, 2021 - 2.1.2 - fixed the defeated portraits not displaying for Cutman or Bombman due to them using a different tile/palette combo sometimes. Added secondary conditions to other Robot Masters (except Gutsman, due to his tiles being different and not appearing to have this problem) to hopefully cover all bases.
May 30th, 2021 - 2.1.1 - fixed the overlapping text in the stage select
May 30th, 2021 - 2.1 - fixed the Game Over stage select BG bug, then added it as an intentional customization option. Added Robot Master defeated portraits, revamped all mugshots.
May 29th, 2021 - 2.0.1 - various minor fixes to a few graphics

Spoiler screenshots for those who haven't played the game before (most of you probably have, but still)
Spoiler:
(https://i.imgur.com/bk2zDUl.png) (https://i.imgur.com/YJGQCbS.png)
(https://i.imgur.com/phWfV3a.png) (https://i.imgur.com/icxWPem.png)
(https://i.imgur.com/rEBF6hL.png) (https://i.imgur.com/EHQSQQ7.png)
(https://i.imgur.com/9sde6AV.png) (https://i.imgur.com/Ydb78dp.png)
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Zynk on December 17, 2017, 12:20:53 am
Thanks for releasing this  :)

Any recommended audio settings? I'm experiencing static sounds out of Mesen.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on December 17, 2017, 01:17:10 am
That's related to performance it seems. I've gotten it during development too, while having a lot of applications open or swapping a lot between save states to test stuff. bogaabogaa also mentioned a way more extreme case here, while testing 10x scale graphics: http://www.romhacking.net/forum/index.php?topic=24125.msg345402#msg345402

The other night when I finished the Japanese title screen, I did a full playthrough to make sure all the graphics loaded properly and had no static. (I built this pack for the US version first, then adapted it to JP.) But I was only running Mesen. HDPacks seem to put a fair bit more strain on things, since I don't get such issues with normal emulation.

Anyway, the best way I've found to fix it is increasing the audio latency value in Mesen's audio settings. For me, just a small increase is enough for audio to keep up and not crackle. The other solution, oddly enough, is just quickly tapping whatever you've assigned "Fast Forward" to whenever audio begins crackling, which I think defaults to the Tab key. Otherwise, you may try also disabling overclocking if it is enabled.

Edit: And you're welcome! :) I just hope that fixes the static issue for you!
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Zynk on December 17, 2017, 01:33:42 am
I'm playing the US version. Seems the Tab or any key assigned to Fast Forward does not work on Mesen.

The fix I found so far is lowering the Speed to 50%. No crackling sound, but the game's so slow.  :(

An issue for Mesen, assigning Input keys have binding issues. I can't reassign or disable those binded keys.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: SCD on December 17, 2017, 03:51:59 am
This looks awesome, you did a great on it.

I really wish Wily Wars look like this.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Midna on December 17, 2017, 09:36:18 am
Giving the classic 8-bit graphics a Wily Wars-style makeover (except better, it the case of the sprite artwork) is a neat idea, and this looks super charming! I might give this a whirl.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: SourMesen on December 17, 2017, 11:02:09 am
I said this to you a few months ago already, but this looks amazing, in my opinion!

About the sound crackling or performance issues, this is likely an indicator of performance issues. HDPacks do require quite a bit more performance than normal emulation. The pack runs at around 160fps on my desktop, but barely gets 63-65fps and some static on my (much slower) laptop. Adding some overclocking drops it to ~58fps, which makes the sound distort constantly.

To see if it's a performance issue on your end, show the FPS counter (F10 by default) and speed up the emulation to the maximum speed (F9) - if you don't get 60fps, or barely above 60fps, that explains the sound issues.  If you get just a bit above 60fps, increasing the audio latency setting may help fix the sound issues.

I'll try to profile the HDpack code using this pack to see if there are any obvious performance bottlenecks that I can fix, but I've already spent a decent amount of time optimizing hdpacks in the past, so I can't promise anything.

For key bindings, you can remove by clicking to bind a key and then clicking "X" on the popup window to close it.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on January 01, 2018, 03:16:08 pm
Thanks for the feedback everyone! I hate to bump my own thread, but I wanted to mention that Sour deserves massive kudos: Mesen has updated to 0.9.4 and it has really great improvements to HDPack performance. The performance is basically double that of 0.9.3, so if you were experiencing audio crackling/static, it's very likely you won't with 0.9.4, even at default audio latency.

I have also updated the pack to 1.1, which isn't a huge update, but I've moved to one pack that supports all 3 versions of the game (just rename the folder to whatever ROM you're using) and updated the Game Over screen. I have some possible future plans for this, but for a while this will be the last update unless there are bugs.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Zynk on January 01, 2018, 10:18:37 pm
Confirmed to be working fine. A very few cracking sounds can be heard but not distracting and the game runs smoothly with the Mesen update.

A small nitpick. At the end of the game, the sky transition has the mountains with the edgy tiles appear.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: NiO on January 02, 2018, 01:59:50 pm
Thanks for sharing this :)
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: PresidentLeever on January 02, 2018, 05:51:25 pm
Looks pretty good. :)

WIly Wars has some improvements over the NES version though and you can fix some issues with codes from gamehacking.org (shot speed, movement delay) as well as remove all slowdown by overclocking in Regen.

Edit: Is there a general tutorial on how to do this? I might try it for some other game.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: SourMesen on January 02, 2018, 06:22:39 pm
There is no tutorial as of yet - the process is essentially playing through the game while recording the tiles, and then editing the PNG files to draw "HD" tiles on top of them instead. (Docs: https://www.mesen.ca/docs/hdpacks/).

Also, AxlRocks briefly mentions it in his opening post, but you can also overclock MM1 in Mesen to remove all the game's slowdowns.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: PresidentLeever on January 02, 2018, 07:47:26 pm
Interesting, thanks.

Yes I saw.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on January 02, 2018, 09:44:16 pm
Confirmed to be working fine. A very few cracking sounds can be heard but not distracting and the game runs smoothly with the Mesen update.

A small nitpick. At the end of the game, the sky transition has the mountains with the edgy tiles appear.

Thanks for letting me know! Can you grab a screenshot of it for me? Here's a savestate right at the ending: http://www.mediafire.com/file/89mtf8ewik4i4e4/Mega+Man+1+%28USA%29_7.mst

Looks pretty good. :)

WIly Wars has some improvements over the NES version though and you can fix some issues with codes from gamehacking.org (shot speed, movement delay) as well as remove all slowdown by overclocking in Regen.

Edit: Is there a general tutorial on how to do this? I might try it for some other game.

I wasn't aware of those codes, sounds like they'd help tighten up the gameplay to be closer to NES. I'll have to check those out next time I play WW!

Yeah, as Sour said, no tutorials yet. On one hand, it's simple to do the actual graphic replacement, but on the other, actually working with the 8x8 tiles which may not be lined up in any order and how some graphics will be split across different sheets is what takes a lot of time. And palette swaps, one of the best "shortcuts" for 2D graphics, can be anything but a shortcut because of how they'll dump on different sheets.

I find it easiest to draw over sprite sheets and screenshots and then transfer that to the HDPack. I also recommend dumping each level, editing all the background tiles and sprites for it, then continuing with the next level. Same thing for menus.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: mkwong98 on January 06, 2018, 04:56:56 am
Excellent work! How about posting a video of this on Youtube?
Also will you consider posting on the News Submissions?
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Zynk on January 06, 2018, 06:13:13 am
Thanks for letting me know! Can you grab a screenshot of it for me? Here's a savestate right at the ending: http://www.mediafire.com/file/89mtf8ewik4i4e4/Mega+Man+1+%28USA%29_7.mst

(https://i.imgur.com/U0ftLBq.png) (https://i.imgur.com/204j0ME.png)

Gonna play again as Rock  :)
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on January 06, 2018, 08:14:57 pm
(https://i.imgur.com/U0ftLBq.png) (https://i.imgur.com/204j0ME.png)

Gonna play again as Rock  :)

Oops! Thanks for that! I figured out the issue. During development I must've set the sky color manually to test something or whatever and forgot to properly set all relevant graphics back to transparent. I had been using the FCEUX palette, which meant the colors matched and the issue was invisible to me.
(https://i.imgur.com/736MnN2.png)

I'll upload the fix in a bit! 1.2 is uploaded with this fix in place! Also hope you enjoy playing as Rock! I always wanted to play with that skin since you often see helmetless Megaman in hacks and stuff, but never Rock. (I think, I've never seen one.)

Excellent work! How about posting a video of this on Youtube?
Also will you consider posting on the News Submissions?

Thanks! I'd love to do a Youtube video for it, I just need to get some simple editing software and hope my PC doesn't give me problems. I might do a news submission for it, I didn't even know you could do that actually :D
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: mkwong98 on January 07, 2018, 08:33:47 am
You can do it here:
http://www.romhacking.net/submitnews/ (http://www.romhacking.net/submitnews/)
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: RichterSnipes on April 17, 2018, 09:17:48 pm
This is an awesome graphics pack! You've done some really impressive work with the graphics. More colorful and detailed, yet still faithful to the original sprites and tiles. More aesthetically consistent than The Wily Wars, too. It feels like what you'd get if you ported Mega Man to the PC Engine.

This should be the ideal model for other HDNES/Mesen graphics packs to follow. There's only so many NES games where you can port graphics from other versions of them, and trying to make pseudo-realistic HD packs with the limited detail that NES games provide can backfire heavily.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on April 18, 2018, 07:47:03 pm
Many thanks for your kind words! I'm glad you enjoyed it! In some ways, it was necessary since WW had larger tilesets and changed sprite sizes, but I wanted to use the original NES graphics overwhelmingly because I think both the sprites and tilesets are more iconic and charming in their designs, and I also wanted a much brighter, more saturated look than WW, so anything I did port over almost always ended up with a new palette. I hoped it would still feel like Megaman 1 rather than an actual remake, if that makes sense, or like you said a Megaman 1 port to PC Engine or another console, but more than anything I hoped that the charm would still be there despite the graphical boost.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: pianohombre on April 19, 2018, 08:21:36 pm
I'm following a user on Facebook, who has done some work on recreating MM4-6 in WW style graphics. Although, I'm not sure if will be released soon, or ever. The updates are few and far between. He wants to release both a level editor, and the hacked rom so we'll see.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: sevin0seven on April 21, 2018, 03:20:52 am
Any recommended audio settings? I'm experiencing static sounds out of Mesen.

Go to Options/Audio/Advanced and Check "Mute ultrasonic frequencies on triangle channel (reduce popping)". That should do the trick.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: zacmario on April 21, 2018, 01:06:02 pm
I'm running 32 bit linux and have been using x86 retropi, will I see a mesen core that runs these great hd packs?
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: kin2444 on October 28, 2020, 04:59:22 pm
What do you think about replacing the BGM with music from Rockman the Complete Works or Mega Man Powered Up?
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on November 05, 2020, 05:49:37 pm
What do you think about replacing the BGM with music from Rockman the Complete Works or Mega Man Powered Up?

Thanks for your interest in this project!

I actually wanted to do music replacement but I never looked much into it and would probably need help with it, though I'm sure some of the other HD pack makers could help. My original idea was to ask RushJet1 for permission to use Mega Man 1 Remade: https://www.youtube.com/watch?v=ZXQDpxzbJqQ

But I like both your ideas too! I'd like to revisit this project at some point, as well as doing packs for the later games and some other NES games in general.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: gadesx on November 06, 2020, 07:19:47 am
Wily wars/Original game have hacks with enhancements.

Btw I like every version without changes too.

There was a project to do a fangame as Wily wars 2 including megaman 4-5-6.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: kya on November 09, 2020, 01:26:33 am
I've made a music replacement ips patch for Mega Man 1 a year ago, when I had somewhat more free time than now, for a person, who wanted to remix the tracks. He never surfaced since then, so I guess I can release the patch.

No music tracks inside, just the patch, and totally untested. You may try, if it works.

https://yadi.sk/d/M0qj8n38MvuJlw
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on November 13, 2020, 03:51:30 pm
I've made a music replacement ips patch for Mega Man 1 a year ago, when I had somewhat more free time than now, for a person, who wanted to remix the tracks. He never surfaced since then, so I guess I can release the patch.

No music tracks inside, just the patch, and totally untested. You may try, if it works.

https://yadi.sk/d/M0qj8n38MvuJlw

Wow, that's quite generous and much appreciated, thanks! It does work, though I haven't had luck yet with getting tracks to loop. I mean, the entire track will loop, but I don't know if Mesen acknowledges LOOPSTART and LOOPLENGTH tags or if I'm just doing something wrong in Audacity. Worst case scenario, I'll manually loop the music but I'd hate to bloat the file size if I don't have to. I'll try asking other HD Pack authors about this.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Aclectico on November 14, 2020, 08:13:01 am
I was never able to figure out a way to loop tracks properly, so I manually looped them for my packs. Yes, doing this does bloat the file size a bit.

Thankfully, the space on my hard drive allocated to NES HD packs is relatively small anyway (even with bloated music tracks). So, unless you are thinking of looping a track for something crazy (like a few hours) I'd say don't lose too much sleep over it.

Whatever you create probably won't end up being that much of a space hog... I just wish I could say the same thing about some newer games on the market like COD Modern Warfare  :P
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on November 14, 2020, 01:34:15 pm
Ah, oh well, no big deal. Yeah, I'm not too worried about bloat, I just get hung up on the principle of a 128kb game vs 128mb of music or something lol

Haha yeah, new games are getting insane with hogging space.

Anyway, thanks for the info!
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: mkwong98 on November 15, 2020, 04:40:24 am
I have just added this feature to Mesen. Instead of adding the tags to the ogg file, add the sample number to the end of the bgm tag in the hires.txt file. eg <bgm>3,1,OverworldTheme.ogg,310200

I have built it for x64 only, you can download it here to try:

https://github.com/mkwong98/Mesen/releases/tag/0.9.9-201115 (https://github.com/mkwong98/Mesen/releases/tag/0.9.9-201115)
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Aclectico on November 15, 2020, 08:22:41 am
I have just added this feature to Mesen. Instead of adding the tags to the ogg file, add the sample number to the end of the bgm tag in the hires.txt file. eg <bgm>3,1,OverworldTheme.ogg,310200

I have built it for x64 only, you can download it here to try:

https://github.com/mkwong98/Mesen/releases/tag/0.9.9-201115 (https://github.com/mkwong98/Mesen/releases/tag/0.9.9-201115)

Awesome! Given the current circumstances, I expected a fork was pretty likely. I am wondering about plans for this latest version ... About 30% of the questions I receive are from users who ask, "Will this run on RetroArch?" From what I gather, it seems to be a relatively sizable portion of the user base.

@mkwong98 - With this in mind, do you have any plans for RetroArch?
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on November 15, 2020, 09:14:00 am
I have just added this feature to Mesen. Instead of adding the tags to the ogg file, add the sample number to the end of the bgm tag in the hires.txt file. eg <bgm>3,1,OverworldTheme.ogg,310200

I have built it for x64 only, you can download it here to try:

https://github.com/mkwong98/Mesen/releases/tag/0.9.9-201115 (https://github.com/mkwong98/Mesen/releases/tag/0.9.9-201115)

Wow, that's great! Just tested it out, all seems good! Now I gotta double down on finding remixed soundtracks for this project.
Title: Re: Mega Man 1 (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: mkwong98 on November 16, 2020, 08:16:08 pm
Awesome! Given the current circumstances, I expected a fork was pretty likely. I am wondering about plans for this latest version ... About 30% of the questions I receive are from users who ask, "Will this run on RetroArch?" From what I gather, it seems to be a relatively sizable portion of the user base.

@mkwong98 - With this in mind, do you have any plans for RetroArch?

There is a libretro fork with a few new commits and I'm not sure whether I should send a pull request to them or I should pull from them. Maybe for the time being I should compile a dll for RetroArch as it is.

November 19, 2020, 11:51:24 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Hi, I added the retroarch core dll to the release.
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: mkwong98 on December 20, 2020, 09:44:55 am
Hi, I uploaded a new release to Mesen:

Added an option in HD pack builder to save screen information when tiles are first shown in the same folder as the HD pack. User can look up which screen the tiles are added in the tileIndex.csv and open the screen_XXX.csv and screen_XXX.png to see the actual usage of the tiles.

Added playback option and volume option to <bgm> tag as suggested by kya. Use 1 for looping playback, 0 for single playback, -1 for no change to playback option. Use 0 to 255 for volume control and -1 for no volume change:
<bgm>[album - integer],[track - integer],[filename - ogg],[loop point - integer],[playback option - integer],[volume - integer]

Download here: https://github.com/mkwong98/Mesen/releases (https://github.com/mkwong98/Mesen/releases)
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: julayla on December 20, 2020, 01:51:03 pm
Amazing on this Mesen hack. Many thanks from us fans
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on December 25, 2020, 09:42:38 pm
Amazing on this Mesen hack. Many thanks from us fans

Thank you for the kind words! And awesome work on the updates to Mesen, mkwong98!

Well, it's Christmas and I thought I'd give an update on this and some other things. First of all, I'm waiting on permission for a final remix I'd like to include in the audio update, but if I hear nothing back in a couple weeks, I'm going to just replace it with something else (probably from Powered Up) to get the pack out there for everyone.

Second of all, this:

(https://i.imgur.com/gyLvLIy.png) (https://i.imgur.com/aXqhjAK.png)
(https://i.imgur.com/3L2Ilr9.png) (https://i.imgur.com/rAyFzGY.png)

This was a pack I worked on a couple years ago but never finished. I restarted it due to the audio patch for MM1. All of Megaman's plain (non-weapon) graphics, all Robot Masters, and all enemies are done and inserted, as well as much of the stage graphics but only Airman and Bubbleman's stages have been inserted. I've figured out a much better workflow for HD Packs along the way, thus restarting the insertion process from scratch. I'm also making modifications to the ROM this time around; things like editing tiles that Mesen considers "duplicates," so I can add extra polish or details to certain parts of the game. Anko (the giant lantern fish) is one example, with his eyes and body containing solid color tiles or multiple tiles that Mesen would otherwise ignore.

I'm also planning on using the name "Megaman 2: Super" for this patch and retroactively doing that for MM1. The reason why is that from the start, I've imagined these packs as a "What If" scenario where Nintendo had went ahead with giving the SNES backwards compatibility, but on top of that, games could be given 16-bit makeovers. Of course, my packs exceed conventional, 16-bit limitations sometimes, but I think I mostly stay within that range. Anyway, I hope to post some more info soon.
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Vanya on December 27, 2020, 04:35:49 am
Sick! Now that you mention a SNES style theme for these projects, I wonder if it would be possible to fit MM1-6 in one ROM and then make a ginormous graphic pack for the whole thing.
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: pleasejust on December 27, 2020, 06:43:23 pm
Sick! Now that you mention a SNES style theme for these projects, I wonder if it would be possible to fit MM1-6 in one ROM and then make a ginormous graphic pack for the whole thing.

That would be amazing!
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on December 27, 2020, 08:38:44 pm
Sick! Now that you mention a SNES style theme for these projects, I wonder if it would be possible to fit MM1-6 in one ROM and then make a ginormous graphic pack for the whole thing.

A Megaman All-Stars would be so cool! Some bootlegs have done it, some even include all 3 regions and/or Rockboard. I wouldn't use any of those as a base now though, they're just simple text lists that jump to the vanilla games. I want to use MM3 Improvement as a base for MM3 as well as other minor graphical hacks to the rest of the games.

That said, it probably wouldn't be too difficult to transfer most of the graphics from the standalone ROMs to the All-Stars version, either. So long as the palettes and pixel placement of each tile stays the same, it should be fine, at least it was for my MM1 pack, which is why it works on all three regions with minimal effort.

The only problems I see are:

1. Renumbering the sheets in hires.txt. Each sheet is numbered and must be numbered properly to work. Mesen handles this itself normally, but with my MM2 pack, I'm dumping things with one ROM and transferring the work to another ROM, where each sheet is named and organized in a logical way. This makes changing or referencing back to other graphics MUCH easier. Mesen just numbers sheets "Chr_0", "Chr_1", and so on.

But to combine multiple hires.txt files, 150-250 sheets per-game would need renumbered and added. MM1 also needs organized like MM2 at some point.

2. Any reused graphics would need accounted for. I don't think anything other than Mets was intentionally reused, but there could be very simple graphics that appears in multiple games.



PS, finished importing Crashman's graphics tonight. I don't like the pipes, I spent way to much time tweaking the palette and never found one I like. They get darker as you play the stage. Totally open to a different palette and let me know what you think of the lines in the sky. I just tried it out to break up the solid blue a bit.

(https://i.imgur.com/Km4dGvY.png) (https://i.imgur.com/8P1Z46I.png) (https://i.imgur.com/xeg1K6h.png)
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Vanya on December 28, 2020, 11:00:48 am
The pipe palettes seem fine to me.
The lines are a bit wierd looking. Like it's a giant screen in the background.
Can't do a cloud pattern or something else more organic?
Rest looks great!
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: julayla on December 28, 2020, 02:23:45 pm
Neat so far. I'm eager to play the Mesen versions of the 6 Megaman Games with updated graphics now. (And possibly the hacked Rollchan versions.)
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: ramitoedits on December 31, 2020, 11:55:10 pm
this is so dope, im such a fan of the rock skin, I always wanted somethings like this after first seeing the ending cutscene to Megaman 1, glad its now a possibility :), hope to see you bring the skin back for mm2!
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on April 25, 2021, 07:31:42 pm
this is so dope, im such a fan of the rock skin, I always wanted somethings like this after first seeing the ending cutscene to Megaman 1, glad its now a possibility :), hope to see you bring the skin back for mm2!
Thank you! I felt the same way, especially since helmetless Megaman has gotten some love in both ROM hacks and official games, but never Rock. That skin will definitely carry forward for MM2!

Neat so far. I'm eager to play the Mesen versions of the 6 Megaman Games with updated graphics now. (And possibly the hacked Rollchan versions.)
Thank you! I might have some news on Roll Chan support, I'm going to ask Zynk about it finally because I've wanted that for a long time too.

The pipe palettes seem fine to me.
The lines are a bit wierd looking. Like it's a giant screen in the background.
Can't do a cloud pattern or something else more organic?
Rest looks great!

Your comment got me to learn working with backgrounds and I decided to go back and completely redo the Megaman 1 pack, so thank you as well! So let me post some teaser screens. Only the ending cutscene is left to implement but that'll be no problem. And kya's music patch will be part of this release too!

(https://i.imgur.com/gEKYXsH.png) (https://i.imgur.com/2ertMwJ.png) (https://i.imgur.com/Oy50Si3.png)

(https://i.imgur.com/bQOKclH.png) (https://i.imgur.com/uEfYeAh.png) (https://i.imgur.com/bK2z05j.png)
(https://i.imgur.com/l0vy3uq.png) (https://i.imgur.com/v100okh.png) (https://i.imgur.com/E1mQPlQ.png)

Finally, after 3 decades, Wily's castle is revived from the concept art and visible in-game!
(https://i.imgur.com/tCveWxu.png)
(https://i.imgur.com/uaZLBl6.png) (https://i.imgur.com/pOhpYxs.png) (https://i.imgur.com/oVzMKHf.png)
(https://i.imgur.com/1DAPdsS.png) (https://i.imgur.com/zDrCaye.png) (https://i.imgur.com/R6wNvAA.png)

Customizations (Players can mix and match all this stuff, there are more options than displayed here too):
(https://i.imgur.com/Ijs6XfI.png) (https://i.imgur.com/gf78rCX.png) (https://i.imgur.com/bKeyYBP.png)
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: acediez on April 25, 2021, 07:48:32 pm
😱😱😱😱😱😱😱

You have truly undone yourself man, this is absolutely stunning.
I've never tried a Mesen pack before, I hadn't seen one that made me want to try it myself yet. This will be my first!
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Supergamerguy on April 25, 2021, 10:34:36 pm
This new HD pack is incredible. I can't express how absolutely awesome it is. Please keep up the amazing work!
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: xstuff on April 25, 2021, 11:43:07 pm
I'm really looking forward to playing this :woot!:
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: CaptainHIT on April 26, 2021, 02:24:38 am
Wow! Awesome work!  ;)
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Eggplantus on April 26, 2021, 03:58:43 am
Also looking forward to playing this! Anyway, you can play as Rock in Powered Up!
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Aclectico on April 26, 2021, 09:10:37 am
Quote
Your comment got me to learn working with backgrounds and I decided to go back and completely redo the Megaman 1 pack, so thank you as well! So let me post some teaser screens. Only the ending cutscene is left to implement but that'll be no problem. And kya's music patch will be part of this release too!

One of my favorite developments in the HD pack scene has been the addition of custom backgrounds and multi-layered backgrounds. It looks like you are really putting the background functionality to great use and I'm looking forward to the eventual release. Are you planning on utilizing parallax scrolling with this new pack overhaul?
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Noside on April 26, 2021, 12:21:34 pm
Woah! looks amazing! great work! :crazy: :woot!:
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: pianohombre on April 28, 2021, 05:37:19 pm
Teaser looks pretty dope. I'd definitely love to replay this once the new graphics patch is out
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Red Soul on April 28, 2021, 06:41:54 pm
This looks insanely good. One of my pipe dreams is having the classic NES series all looking like this.
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: sics on April 28, 2021, 07:16:09 pm
Looks amazing, congratulations! :beer:
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: julayla on April 28, 2021, 09:57:10 pm
Great job. Congrats on this fine work.
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on April 29, 2021, 04:02:34 pm
Thanks for all the kind words!

Also looking forward to playing this! Anyway, you can play as Rock in Powered Up!

Oh really? I had no idea, that's cool! I still need to play Powered Up someday!

One of my favorite developments in the HD pack scene has been the addition of custom backgrounds and multi-layered backgrounds. It looks like you are really putting the background functionality to great use and I'm looking forward to the eventual release. Are you planning on utilizing parallax scrolling with this new pack overhaul?

I feel the same, they're so useful. And I am doing some parallax, though just with one background layer at 0.5. I wanted to do multiple layers but the quirks of scrolling make it so involved that I stuck to one layer for now.

Here are some more screens, made a lot of misc fixes and additions. I have a few other additions I want to make and the backdrops are implemented for the ending, just need to do the actual BG tiles.

Zynk gave me the go ahead to convert Roll-chan!
(https://i.imgur.com/5kBRdeN.png) (https://i.imgur.com/nyDr3EM.png)
(https://i.imgur.com/AmBbrT0.png) (https://i.imgur.com/JPmMZZX.png)
And helmetless Megaman has entered the fray too:
(https://i.imgur.com/sDYHPFQ.png) (https://i.imgur.com/NSd1vqr.png)
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: julayla on April 29, 2021, 04:42:30 pm
Thanks for all the kind words!

Oh really? I had no idea, that's cool! I still need to play Powered Up someday!

I feel the same, they're so useful. And I am doing some parallax, though just with one background layer at 0.5. I wanted to do multiple layers but the quirks of scrolling make it so involved that I stuck to one layer for now.

Here are some more screens, made a lot of misc fixes and additions. I have a few other additions I want to make and the backdrops are implemented for the ending, just need to do the actual BG tiles.

Zynk gave me the go ahead to convert Roll-chan!
(https://i.imgur.com/5kBRdeN.png) (https://i.imgur.com/nyDr3EM.png)
(https://i.imgur.com/AmBbrT0.png) (https://i.imgur.com/JPmMZZX.png)
And helmetless Megaman has entered the fray too:
(https://i.imgur.com/sDYHPFQ.png) (https://i.imgur.com/NSd1vqr.png)

Yay, this is great. I'm so happy about this. Especially with the Roll-Chan graphics update. I can't wait to play it. Here's hoping the other Megaman Games get the same treatment
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Flaviogames on May 01, 2021, 09:14:06 pm
very beautiful, congratulations

May 04, 2021, 12:05:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
megaman nes? mas essa quantidade de cores correspondem ao snes, é o megaman 1 do nes para snes é isso?
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: AxlRocks on May 04, 2021, 10:59:58 pm
very beautiful, congratulations

May 04, 2021, 12:05:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
megaman nes? mas essa quantidade de cores correspondem ao snes, é o megaman 1 do nes para snes é isso?

Obrigada! Tipo de. É um pacote de textura para o NES MM1 para torná-lo parecido com uma porta SNES de 16 bits. Requer o emulador "Mesen", que você pode baixar aqui: https://github.com/mkwong98/Mesen/releases/tag/0.9.9-210415 (traduzido pelo Google Translate)

Here's some new work done using frameRange conditions (for animations on the small health and energy pickups and the READY text), the option to use MM3-6 pickup sprites, and some new multi-parallax backgrounds:

(https://i.imgur.com/TpSOSgW.gif) (https://i.imgur.com/tHRXVJV.gif)
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: xstuff on May 05, 2021, 11:20:02 am
Obrigada! Tipo de. É um pacote de textura para o NES MM1 para torná-lo parecido com uma porta SNES de 16 bits. Requer o emulador "Mesen", que você pode baixar aqui: https://github.com/mkwong98/Mesen/releases/tag/0.9.9-210415 (traduzido pelo Google Translate)

Here's some new work done using frameRange conditions (for animations on the small health and energy pickups and the READY text), the option to use MM3-6 pickup sprites, and some new multi-parallax backgrounds:

(https://i.imgur.com/TpSOSgW.gif) (https://i.imgur.com/tHRXVJV.gif)

I'm getting some Mega Man Powered Up vibes just from looking at Cut Man's stage. Nice work :)
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: ChaddyBones on May 05, 2021, 12:56:12 pm
Man, this looks fantastic! I feel like that PC Engine CD port of Mega Man from years ago could have used a graphical upgrade like this, rather than just a straight port.
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Noside on May 05, 2021, 04:08:49 pm
Man, once again, this is getting to a masterpiece level! :thumbsup:
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Vanya on May 07, 2021, 06:15:45 pm
That is amazing!
This may change the direction of my MM1 remake back to being a rom hack after seeing what can be accomplished with Mesen.
Title: Re: Mega Man (NES) - 30th Anniversary 16-bit Graphic Pack for Mesen
Post by: Eggplantus on May 13, 2021, 06:16:38 am
Any idea when it will be completed?
Title: Re: Mega Man: Super - Mesen 16-bit Graphics Pack
Post by: AxlRocks on May 13, 2021, 04:07:55 pm
It's actually just about done. Probably next week or two. I'm going to implement one more background layer in Iceman's stage, and then send it off for a trailer, then it'll be uploaded soon afterwards.

I've thought of some hacks I'd like to see for this project but I can't complete personally. If anyone is interested or could help me out, that'd be great:
Spoiler:
1.) Robot Masters don't need fought again when revisiting a stage

2.) Make enemies swap palettes when frozen by Ice Slasher. It doesn't need to look good in vanilla graphics, of course.

3.) Weapon Cycling via any of the following options, or preferably a combination of 3a/3b+3c:
3a.) Select button (removing the pause feature)
3b.) Select button plus up/down (removing the pause feature)
3c.) A and B buttons on controller 2
3d.) Select button/Select button plus up/down on controller 2 (not removing pause feature)

4.) Score Removal as an option

5.) Big Eyes have a tell animation for their short or high jumps

6.) Spikes obey invincibility frames

7.) Fireman's big fire wave hazard moves slower

And a few other little damage tweaks here and there, but that stuff I can manage. None of that is implemented in this release though.

I want to also announce that this will be available on github, because one major goal of this was to make it easy for others to modify and build upon. I may also include the XCF files, though those will only be useful to anyone using GIMP (as far as I'm aware there aren't converters/plugins for other programs.)

As well, there will be a Notepad++ compatible language definition file I'll be releasing. This is a huge help if you're modifying the hires files manually. It's sort of basic and could probably be improved upon, but I've never made language definitions before, so  ::) It does include a way to collapse/fold user defined blocks of the file and highlights most important keywords and such.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on May 25, 2021, 09:35:09 pm
Alright, the release date is set: Friday, May 28th at 3PM EST! After many playthroughs, tweaks, fixes, and collabs with other awesome creators, I'm satisfied with where it's at for now and think it'll be something really fun for players. See you Friday! :thumbsup:
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Ray572 on May 26, 2021, 03:06:36 am
Great, keeping vigil on Thursday night  :beer:
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: G061 on May 26, 2021, 09:51:56 pm
Holy heck, this is killer work!
The only thing I'd think to add, and normally I'd say say this is sacrilege, is at this point the detail work is so good you may as well update the character sprites to be less conforming to their 8-bit pixels as well. I'd comfortably say you'd do as good a job on them as everything else here. Something between Wily Wars and Mega Man 7.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on May 28, 2021, 01:55:44 pm
Had to break the street date by an hour guys, real life stuff came up but it's here! Check the first post for all the downloads!
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Red Soul on May 28, 2021, 06:01:39 pm
I'm extremely happy to see this come out. I can only congratulate everyone involved and hope this paves the way for more classic MM improvement projects like this.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: the_importer on May 28, 2021, 07:38:30 pm
Oh man, what a tease, I thought this could run on OG hardware of FPGA.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: break on May 28, 2021, 08:11:52 pm
Is it possible to update the front page thread with all of the updated information here ?
Looking forward to figuring out how to get this running !
Also, thanks for sharing this project here.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: renkoha on May 28, 2021, 08:30:03 pm
for some weird reason I can't use this, mesen shows instalation of HD pack was succesfull but when game restarts is the same, and i have installed HD packs for other games so is weird this one is not working, any specific rom I should use?
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on May 28, 2021, 08:37:21 pm
Is it possible to update the front page thread with all of the updated information here ?
Looking forward to figuring out how to get this running !
Also, thanks for sharing this project here.

You're welcome! I've updated the first post of this thread with a link to NES Game Fan's really good Install Tutorial:

https://www.youtube.com/watch?v=xLMfjvgwfl0

If you're running into any issues after that video, post again and I'll be happy to help you out! :thumbsup: Enjoy!

I don't think I can update the front page thread's first post unfortunately, though since this thread is linked there, that'll have to suffice.

Oh man, what a tease, I thought this could run on OG hardware of FPGA.
Unfortunately not, maybe in the future through some crazy extra hardware but it's emulation only at this point.

I'm extremely happy to see this come out. I can only congratulate everyone involved and hope this paves the way for more classic MM improvement projects like this.
Thank you, and well, I will be working on the other 5 NES titles as time goes on (A lot of MM2 is done graphically, but it takes a lot of time to implement everything in-game) and I'm hoping this being hosted on github and being made with modding in mind will lead to others making extra skins, graphics revamps, etc
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: jim35 on May 28, 2021, 09:40:21 pm
AxlRocks Will the sequels that have retranslations be able to used on your updates of them? also are you going to do retranslations of the games that didn’t get retranslations? last thing why didn’t you create sprites that’s is based on the production art of the mega man games instead of a slightly better version of the nes sprites?
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: CMDreamer on May 28, 2021, 10:12:18 pm
I'm sorry if this is not the correct place to request a reupload, but the OP's MEGA link for the pack, on the first page of this thread is not working.

Thanks in advance!
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on May 28, 2021, 10:25:23 pm
Should be working now! Sorry about that!
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: darthvaderx on May 28, 2021, 10:33:47 pm
The default skin that is coming on the main set is not Megaman but Roll, OK? And thank you very much and congratulations on this excellent hack.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: CMDreamer on May 28, 2021, 10:37:53 pm
Should be working now! Sorry about that!

No reason to apologize.

Thanks a lot for this! It's stunning!

I'm very excited to start playing with it.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on May 28, 2021, 10:53:20 pm
The default skin that is coming on the main set is not Megaman but Roll, OK? And thank you very much and congratulations on this excellent hack.

Yeah that was why the link died too, I had to reupload a fixed version and had to generate a new link. All fixed up now. Thank you and you're welcome!

No reason to apologize.

Thanks a lot for this! It's stunning!

I'm very excited to start playing with it.

Thank you, welcome! Enjoy!
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: lantern48 on May 29, 2021, 12:13:56 am
NM
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Ray572 on May 29, 2021, 01:22:40 am
Thanks, it works perfect. I will play megaman 1 again  :beer:
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Bonk on May 29, 2021, 02:35:57 am
Incredible work! Truly! Very very impressed.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: SuperStarFox on May 29, 2021, 05:34:08 am
This is incredibly amazing! I will totally play this graphic pack right away! Also hope to see Mega Man 2, 3, 4, 5, and 6 get a 16-bit graphic pack in the future.  :thumbsup:
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: CasualChris on May 29, 2021, 11:12:50 am
nvm
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: DannyPlaysSomeGames on May 29, 2021, 06:21:49 pm
I found a glitch (albeit a very cool one) where if you game over and select to return to the stage select, instead of the regular background, you get the highlighted robot master's stage background.

(https://i.imgur.com/QCdwocE.png)

Also, I don't know if this is intentional or not, but none of the defeated robot masters have altered portraits, which can be a bit confusing when trying to figure out where to go next.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on May 29, 2021, 07:48:36 pm
Yeah I believe it happens on the Wily stages in particular. The value I'm using to detect whether you're in a stage or not isn't reset when game overing in Wily stages like with normal ones. It does look kind of cool though, huh? Lol

I'll have another look at fixing it though.

The portraits not fading out is an oversight. I thought I couldn't set it up but I just realized there is a way I can. I'll work on that in a little bit.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Aclectico on May 29, 2021, 08:12:48 pm
Yeah I believe it happens on the Wily stages in particular. The value I'm using to detect whether you're in a stage or not isn't reset when game overing in Wily stages like with normal ones.

I noticed you used "tileAtPosition" checks for the stage select screen, and "memoryChecks" for the actual stage backgrounds. I wonder if simply placing the stage select details above the stage background details in the hires.txt file would solve the issue. That way, the information that pertains to the "Menu_Stage_Select_00.png" file is given priority. I've noticed that "memoryChecks" can sometimes do some pretty wonky stuff.

*Edit* I just realized the above strategy may work for the far background, but not the foreground trees as they would probably still show on the top layer. With that in mind, the following strategy may still work: Add a condition that is an invert check (exclamation point) to all of the stage backgrounds. In other words, setup a condition where Mesen is only allowed to show a stage background if a stage select screen tile is not present. Example below:

!SelectMenu01
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Vanya on May 29, 2021, 09:17:24 pm
I found a glitch (albeit a very cool one) where if you game over and select to return to the stage select, instead of the regular background, you get the highlighted robot master's stage background.

(https://i.imgur.com/QCdwocE.png)

Also, I don't know if this is intentional or not, but none of the defeated robot masters have altered portraits, which can be a bit confusing when trying to figure out where to go next.

That's a glitch that might be worthy of being turned into a feature.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on May 30, 2021, 03:06:47 am
I noticed you used "tileAtPosition" checks for the stage select screen, and "memoryChecks" for the actual stage backgrounds. I wonder if simply placing the stage select details above the stage background details in the hires.txt file would solve the issue. That way, the information that pertains to the "Menu_Stage_Select_00.png" file is given priority. I've noticed that "memoryChecks" can sometimes do some pretty wonky stuff.

*Edit* I just realized the above strategy may work for the far background, but not the foreground trees as they would probably still show on the top layer. With that in mind, the following strategy may still work: Add a condition that is an invert check (exclamation point) to all of the stage backgrounds. In other words, setup a condition where Mesen is only allowed to show a stage background if a stage select screen tile is not present. Example below:

!SelectMenu01

Great minds think alike :laugh: That worked out it seems. Fixed it! ... and then added it back as an intentional customization option as Vanya mentioned hehe Also added Robot Master defeated portraits, also re-added the background to all mugshots. I think it looks a lot nicer and also further differentiates defeated from not defeated.

Updating the first post in just a few minutes with v2.1. Gotta wait on my pathetic upload speed.

(https://i.imgur.com/oTBAvgJ.png)
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: ToHell on May 30, 2021, 07:14:46 am
Very nice HD Pack, unfortunately I have a problem. I installed everything according to tutorial and have this:

https://ibb.co/jLk05c0
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on May 30, 2021, 01:56:02 pm
Very nice HD Pack, unfortunately I have a problem. I installed everything according to tutorial and have this:

https://ibb.co/jLk05c0

Shoot, my bad, you can fix that by copying Menu_Stage_Select_Base.png from the Customization\Skin - Default folder to the main folder. (I put the new one in every customization folder just not the main  :P) I'm uploading a fixed version in a couple minutes too.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: ToHell on May 30, 2021, 03:53:39 pm
Big Thanks!!
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Noside on May 30, 2021, 04:54:18 pm
Omg, I downloaded the newest hd pack and there's a ton of stuff in it that I don't know what to do! :o
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Leon40 on May 30, 2021, 08:38:09 pm
hello AxlRocks I congratulate you for the megaman HD pack, I report an error that I found in the game that occurs in the master robot selection screen when I choose Cutman or Bombman and defeat them and when returning to the robot selection screen the Portraits cutman or bombman continue to appear in color and not as defeated, the other master robots when defeated if they appear as defeated on the selection screen, check that error I await your response.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Trimint123 on May 31, 2021, 01:50:19 am
Firstly, I wanna mention that you did a wonderful job with this project!
And secondly, I had a minor bug that I need to mentioned.

Also added Robot Master defeated portraits, also re-added the background to all mugshots. I think it looks a lot nicer and also further differentiates defeated from not defeated.
Due to inclusion of this feature, the "Robot Master Portraits - Blank" in the customization option lacks the custom "defeated" portrait and used the default available, which looks awkward of sudden portrait change. So I decide to make the fix myself.
(https://i.imgur.com/JHpvuWB.png)

And yes, I just make an account to this forum just to make this report. Lmao
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on May 31, 2021, 02:59:55 am
Hey Leon40, I fixed that I think. Here's the link to download:

https://mega.nz/file/f7pmVRpI#hy3Zmq9rIxZFmlG3UHScj1vBRcFtNGEyzastREyCA64

Just place hires.txt from that zip file into the main folder for this pack, overwriting the old one. That should fix it  :)
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Special T on May 31, 2021, 09:25:21 am
I have a question about the poster in Wily's fortress.

Spoiler:
I see oil man and time man but who is the robot in the middle... I don't recognize him.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on May 31, 2021, 12:53:45 pm
Firstly, I wanna mention that you did a wonderful job with this project!
And secondly, I had a minor bug that I need to mentioned.
Due to inclusion of this feature, the "Robot Master Portraits - Blank" in the customization option lacks the custom "defeated" portrait and used the default available, which looks awkward of sudden portrait change. So I decide to make the fix myself.
(https://i.imgur.com/JHpvuWB.png)

And yes, I just make an account to this forum just to make this report. Lmao

Oh hey, welcome to ROMhacking! Enjoy your stay  :) I didn't see your post last night for some reason, but nice work! I didn't think of doing the sprite versions as well. I'll implement that and ones for each individual sprite this evening.

I have a question about the poster in Wily's fortress.

Spoiler:
I see oil man and time man but who is the robot in the middle... I don't recognize him.

He's a bit obscure, check here:  :)
Spoiler:
https://megaman.fandom.com/wiki/Bond_Man

EDIT: Added v 2.1.3, includes the defeated sprites for stage select and some further Megaman look around revamps
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Trimint123 on June 01, 2021, 01:11:33 am
Oh hey, welcome to ROMhacking! Enjoy your stay  :) I didn't see your post last night for some reason, but nice work! I didn't think of doing the sprite versions as well. I'll implement that and ones for each individual sprite this evening.

EDIT: Added v 2.1.3, includes the defeated sprites for stage select and some further Megaman look around revamps

Well, the post was during pending by the moderators before being seeable. Lol
Also cool! Keep up your good work. :thumbsup:
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Sef on June 01, 2021, 11:27:29 pm
Hey! Just made an account to this forum too.
First, I want to thank you and everyone involved in this project! The results are amazing! :thumbsup: :woot!:
I've already played dozens of times with various customizations

Just a minor issue, I've downloaded the last version and realized that the hires.txt from the Customization's patches are outdated (does not contain the latest fixes). Also, the <patch> lines are wrong on those hires.txt too (Mega Man 1 - Super.ips instead of Megaman - Super.ips). I've managed to fix it for me by changing the filename.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Kallisto on June 02, 2021, 02:11:47 am
I gave your HD Pack a whirl, and I'm incredibly impressed by your work, and some added features you put into the game to make MM1 a even better experience beyond the original design of the developers.

I really noticed no issues aside from NES issues like graphical flickering that can't really be avoided and sound cackling that tends to happen when you mod the music (experienced this from MSU-1 specifically for SNES).

But it didn't minus the experience at all.

I hope this inspires people to do this for Mega Man 2-6
EDIT - I just read your youtube comment, I'm excited that is actually in the works!


I had no idea HD Packs had this kind of power, I thought it was just a simple graphical change, but I had no idea it went beyond that.

This is a big game changer for NES games if there is enough interest.



Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Aceearly1993 on June 02, 2021, 04:39:12 am
Hello! Been a fan of sidescrollers such as Mega Man and Castlevania franchises for a few years. Your works are brilliant, cheers! Although I'm not a fan of the replaced Iceman, Bombman and Fireman themes, (and I believe there're others who were against the replaced themes) it would be cool if the theme tracks used in Powered Up for these levels were available as either the default or the optional presets to make the overall music style consistent.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: mkwong98 on June 02, 2021, 05:19:27 am
An outstanding pack! Good work! :thumbsup:
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: DemoniusX on June 02, 2021, 06:28:26 am
Great hack! Love the graphics and look it's been given...however I have a problem. I can't get the new music to work. I just have the NES tracks which is fine but I would like to hear the new tracks while playing this. any help is appreciated!
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on June 02, 2021, 12:15:10 pm
Hey! Just made an account to this forum too.
First, I want to thank you and everyone involved in this project! The results are amazing! :thumbsup: :woot!:
I've already played dozens of times with various customizations

Just a minor issue, I've downloaded the last version and realized that the hires.txt from the Customization's patches are outdated (does not contain the latest fixes). Also, the <patch> lines are wrong on those hires.txt too (Mega Man 1 - Super.ips instead of Megaman - Super.ips). I've managed to fix it for me by changing the filename.

My bad, I'll fix that soon! And welcome to ROMhacking too!

Great hack! Love the graphics and look it's been given...however I have a problem. I can't get the new music to work. I just have the NES tracks which is fine but I would like to hear the new tracks while playing this. any help is appreciated!

I'll be home soon and look into it! By chance did you use the customization option to keep the pause feature? If so, a quick fix is to follow what Sef mentioned and change the patch listed in hires.txt to exactly "Megaman - Super.ips" (no quotes) because it sounds like no patch is being applied. I'll fix this correctly as soon as I get home :)
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: kaine23 on June 02, 2021, 01:55:02 pm
A work of art!
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on June 02, 2021, 08:06:23 pm
Thank you all for your kind words, really means a lot that you're enjoying it!

I fixed the hires issue. DemoniusX, let me know if this fixes your issue as well.

Need to address this: we've ran into an issue with a "copyright" claim on v2.1.3. Only the version with BGM though, which is something I figured would happen before release and why I didn't include BGM on the github repo. 2.1.4 is posted and only has the graphics includes the NES music patch by default. (So swap it out if you're upgrading and want the remixed music)

I think using entirely fan made remixes should be immune to these copyright strikes, but really, who knows, since this is all bullshit anyway. Anyone can listen to, download, and whatever else to all these songs from youtube and they do so every minute of every day. I'm brainstorming solutions and will update on the situation when I can.

Hello! Been a fan of sidescrollers such as Mega Man and Castlevania franchises for a few years. Your works are brilliant, cheers! Although I'm not a fan of the replaced Iceman, Bombman and Fireman themes, (and I believe there're others who were against the replaced themes) it would be cool if the theme tracks used in Powered Up for these levels were available as either the default or the optional presets to make the overall music style consistent.

Thanks! Yeah, understandable! I wanted to originally make a few different music packs, one of which was entirely Powered Up's soundtrack, one of fan remixes, etc. I tried to use as little of Capcom's own versions of the MM1 compositions to avoid copyright claims... but alas ::)

That said, it's fairly easy to swap music in and out and for end users to make packs. I'll work on a tutorial for how to figure out loop points, but it's pretty straightforward if you've ever used Audacity before. Right now though, I'm going to focus on getting permission from more remixers to include their works as the main music pack going forward.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Aceearly1993 on June 03, 2021, 12:22:34 am
Thank you all for your kind words, really means a lot that you're enjoying it!

I fixed the hires issue. DemoniusX, let me know if this fixes your issue as well.

Need to address this: we've ran into an issue with a "copyright" claim on v2.1.3. Only the version with BGM though, which is something I figured would happen before release and why I didn't include BGM on the github repo. 2.1.4 is posted and only has the graphics includes the NES music patch by default. (So swap it out if you're upgrading and want the remixed music)

I think using entirely fan made remixes should be immune to these copyright strikes, but really, who knows, since this is all bullshit anyway. Anyone can listen to, download, and whatever else to all these songs from youtube and they do so every minute of every day. I'm brainstorming solutions and will update on the situation when I can.

Thanks! Yeah, understandable! I wanted to originally make a few different music packs, one of which was entirely Powered Up's soundtrack, one of fan remixes, etc. I tried to use as little of Capcom's own versions of the MM1 compositions to avoid copyright claims... but alas ::)

That said, it's fairly easy to swap music in and out and for end users to make packs. I'll work on a tutorial for how to figure out loop points, but it's pretty straightforward if you've ever used Audacity before. Right now though, I'm going to focus on getting permission from more remixers to include their works as the main music pack going forward.

Thanks for the reply. Sad to hear that the BGMs were somehow clashed with copyright issue, sometimes the policy would be pretty blah these years... Oh well. But don't be let down by those stuff. Have hopes, bro. We'll be waiting for the custom music tutorial.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: lan-vuhoang on June 03, 2021, 03:13:24 am
Luckily, I have this all the way from v2.0, so i could just reuse the BGM folder there.

Though when I update, I have to do all the customization again to get the results I want (Megaman skin, JP Megaman logo, blue background, original art and robot masters in title screens, sprites in robot master selection). :(

Is there a way to make this less painful?
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on June 03, 2021, 03:23:16 am
Luckily, I have this all the way from v2.0, so i could just reuse the BGM folder there.

Though when I update, I have to do all the customization again to get the results I want (Megaman skin, JP Megaman logo, blue background, original art and robot masters in title screens, sprites in robot master selection). :(

Is there a way to make this less painful?

Good point! I can make a zip for each update that contains only the files modified. Any further versions will have a "full" version (for now, without the BGM) and an update version. (I'll rename the "update only" links on the first post to "no BGM" too.)

Another idea I just had, you could create a folder, copy the customizations to it first, then copy everything into the main folder. I'll still do those zips with only the updated files, so users can see if any of their customizations were affected by the update.

EDIT: So every version of this was copyright claimed despite 2.1.4 have no music.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Supergamerguy on June 03, 2021, 12:07:23 pm
EDIT: So every version of this was copyright claimed despite 2.1.4 have no music.

Wait, so does this mean that the entire project is cancelled????
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on June 03, 2021, 12:56:38 pm
Wait, so does this mean that the entire project is cancelled????

Not cancelled but I'm really ticked off about this. I can't see how anything here is somehow more copyright infringing than any other fan game, ROM hack, sprites on a site, or whatever because there's 0 game data included in it and everything that is included at this point is a total remix of the original assets.

For now, I've added mirrors.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Supergamerguy on June 03, 2021, 05:37:11 pm
Not cancelled but I'm really ticked off about this. I can't see how anything here is somehow more copyright infringing than any other fan game, ROM hack, sprites on a site, or whatever because there's 0 game data included in it and everything that is included at this point is a total remix of the original assets.

For now, I've added mirrors.

Whew, I thought I couldn't download the project anymore. I've been waiting a little while to download it just in case any extra features are added and/or bugs are fixed. It's good to know that it's still available (for now).
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Kallisto on June 03, 2021, 07:26:48 pm
Yeah that is extremely bogus whoever made that copyright claim, its not a fan game in the traditional sense since its just essentially a Mod Pack to completely alter the look of the game which has been a thing since PC gaming was a thing.

Hopefully you can fight back.

Still out of all the projects that have done similar (and MSU-1), why they going after you? Music is one thing fine, but clearly they have their head up their ass.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on June 03, 2021, 08:10:32 pm
I want to dispute it but Mega requires that I give my name and address to even begin a dispute, and I'm just not willing to do so. So the music is now nowhere to download and I've added disclaimers everywhere I can to address that Megaman is owned by Capcom and so on. Just have to see what happens I guess.

And yeah, I half get the music being an issue - but then again, what is the difference in having all these tracks uploaded on YouTube for free vs including chopped off versions intended for use in a mod? Where is the profit loss in either, but especially in my usage vs Youtube's? There isn't.

And I can't help how people obtain a copy of a 35 year old game to use with this pack. Their actions are not my responsibility.

I'm known to be paranoid but I really feel like I'm being unusually targeted.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: lan-vuhoang on June 03, 2021, 08:52:46 pm
Whew, I thought I couldn't download the project anymore. I've been waiting a little while to download it just in case any extra features are added and/or bugs are fixed. It's good to know that it's still available (for now).
Even the Mega link is still online.
Phew.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on June 05, 2021, 01:23:40 pm
Hey all, great news!

First of all, casualtom82/Tom Lyman streamed a full playthrough of version 2.0 a few days ago and has permitted me to link to it on the first post. Check it out sometime!

I have not one, but two full Music Packs in the works. Both RushJet1 and bsolmaz13 have given me permission to make their remixes into music packs! Check them out here:

bsolmaz13
https://www.youtube.com/watch?v=H01l87VKXyw&list=PLQ6Fdo5Rx2_LnpTWafJHbNVAguGRjf7j2&index=1

RushJet1
https://www.youtube.com/watch?v=ZXQDpxzbJqQ

I will be turning these into the tutorial for creating your own music that loops as well.

Give all these creators some love and I'll be posting again soon with updates on the music packs!
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Vanya on June 06, 2021, 12:38:07 am
NOICE!!!
I love both of those, but the bsolmaz13 one is my preferred option.
I've followed his channel for years and eagerly awaited each release he made for the Revised remixes.
That tears it, I have to make a hack that adds in Timeman, Oilman, and Bondman.
With the graphics and music updated like this it'll be my dream update to Megaman!
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Supergamerguy on June 06, 2021, 07:44:31 am
NOICE!!!
I love both of those, but the bsolmaz13 one is my preferred option.
I've followed his channel for years and eagerly awaited each release he made for the Revised remixes.
That tears it, I have to make a hack that adds in Timeman, Oilman, and Bondman.
With the graphics and music updated like this it'll be my dream update to Megaman!

PLEASE DO! I know it would take a lot of ASM coding, but man, would it be cool.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: Vanya on June 08, 2021, 12:18:05 am
The ASM scares me every time I have to dive into one of these games, but it is what it is.
Question then, do I need to work on a specific ROM or disassembly to keep things compatible with this HD pack?
I prefer to build on what was already done as much as possible to avoid reinventing the wheel as it were.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on June 08, 2021, 01:54:42 am
A hack that adds Timeman, Oilman and Bondman would be my dream hack too! As far as keeping things compatible with this version, the only changes the patch makes by default is the changes to various tiles which are otherwise identical to other tiles (this is so the HD pack can pick up and support those tiles) and a few minor level edits, I think in Fireman's stage mainly. Then there's the music patch and the pause patch. Otherwise, it's just plain old MM1.

If you wanted to build off the most "necessary" changes, use the Pause Intact NES music patch so all the graphics and level tile edits will work right out of the box. However, some of the tile edits I made were quick and dirty since I didn't need to care what vanilla graphics look like so long as the tiles were not duplicates. You'd probably need to revert some of the changes later to make a non-HD Pack release that doesn't look messy in spots.

Might be easier to just build off a vanilla ROM, it wouldn't take much for me to re-implement the modified graphics and and level edits afterwards.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: kuja killer on June 08, 2021, 09:01:12 am
i was just curious about this whole dispute thing you mentioned. -

do you know if it was just some random youtube user that complained about it ?? or was it from an actual real named company ??
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: AxlRocks on June 08, 2021, 06:30:54 pm
i was just curious about this whole dispute thing you mentioned. -

do you know if it was just some random youtube user that complained about it ?? or was it from an actual real named company ??

No idea unfortunately. As far as I can tell, Mega.nz doesn't list anywhere who actually claimed the copyright unless I went forward with a formal dispute, using my name and address. The thought crossed my mind quite a bit about it being some random person on the internet, but I don't know either what it takes for a claim to be filed with Mega. I'm sure I've made a few enemies due to my rants about most of the Legacy Collections or who knows what else.

That said, removing the music has seemed to please whoever it was, so maybe it was actually Capcom. I'd still be sort of surprised by that because from what I've seen, they've been fairly accepting of fan projects and I don't see why using chopped up versions of their music is any different than using their original, unedited sprites and BG graphics... which 99% of fan games do.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: lan-vuhoang on June 12, 2021, 06:32:02 am
Any updates on this or MM2 Super yet?

June 14, 2021, 08:44:27 am - (Auto Merged - Double Posts are not allowed before 7 days.)
...Guess now, the only way to get the latest version was through Github, then.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: ghettowario on July 07, 2021, 09:07:05 pm
No idea unfortunately. As far as I can tell, Mega.nz doesn't list anywhere who actually claimed the copyright unless I went forward with a formal dispute, using my name and address. The thought crossed my mind quite a bit about it being some random person on the internet, but I don't know either what it takes for a claim to be filed with Mega. I'm sure I've made a few enemies due to my rants about most of the Legacy Collections or who knows what else.

That said, removing the music has seemed to please whoever it was, so maybe it was actually Capcom. I'd still be sort of surprised by that because from what I've seen, they've been fairly accepting of fan projects and I don't see why using chopped up versions of their music is any different than using their original, unedited sprites and BG graphics... which 99% of fan games do.

Is there a way to get this with a music pack?  Or does anyone have a copy of the original upload?
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: KickMeElmo on July 19, 2021, 06:33:13 am
Unfortunately I'm left wondering similar. While I recognize that the copyright claim means the original is likely no longer an option, I'm hoping someone has a more original music pack available, as comments alluded may be the case in time.
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: julayla on July 19, 2021, 03:17:02 pm
This stinks sadly. I really wanted to see how well the remixes would go with this version
Title: Re: Megaman: Super - 16-bit Graphics Pack for Mesen
Post by: CO_Andy on July 20, 2021, 12:53:26 am
I have the last version with all the remixes still intact. Anyone who wants it, just shoot me a PM.