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Romhacking => Personal Projects => Topic started by: bosn on September 06, 2020, 04:43:07 pm

Title: Mega Man X custom stages
Post by: bosn on September 06, 2020, 04:43:07 pm
So I decided to have a go at level editing for MMX using MegaED X editor aswell as some assembly editing and now I'm looking for some feedback.
Right now only the Chill Penguin and the Sting Chameleon stages are edited, meaning different layout and new enemies.

Other gameplay changes:
-New Game starts with Dash(Boot capsule gives Air Dash)
-Number of lives left are display on the ready screen
-Password and Control scheme are saved into s-ram

Apply this patch to Mega Man X (Rev 1) (U)
https://www85.zippyshare.com/v/ZTzSh6au/file.html

Some screens:
Chill Penguin
(https://i.imgur.com/V2xZztp.jpg)

Sting Chameleon
(https://i.imgur.com/ikb85tV.jpg)
Title: Re: Mega Man X custom stages
Post by: slidelljohn on September 06, 2020, 06:59:00 pm
Do you have new ram mapping?
Title: Re: Mega Man X custom stages
Post by: bosn on September 06, 2020, 07:05:28 pm
Yes, this is a SA1 hack aswell so a great deal of the RAM is remapped
Title: Re: Mega Man X custom stages
Post by: slidelljohn on September 06, 2020, 07:15:31 pm
I cant dash after leg upgrade.
Title: Re: Mega Man X custom stages
Post by: bosn on September 06, 2020, 07:57:48 pm
I forgot to mention I binded the Dash to the L button but you only have to change it once as the control scheme gets saved to the SRAM
Title: Re: Mega Man X custom stages
Post by: slidelljohn on September 06, 2020, 08:17:37 pm
Well, that explains it :o

Everyone has their own way of playing but I do not recommend
forcing the button layout like that. Most people are probably
going to have to change the button layout whenever they go
to play it.

I like your idea with the lives showing on screen. I was going
to edit it to where it gets activated by the select button but
the mapping for everything is changed so my docs wont work.
Title: Re: Mega Man X custom stages
Post by: Vanya on September 07, 2020, 12:17:59 am
Well, that explains it :o

Everyone has their own way of playing but I do not recommend
forcing the button layout like that. Most people are probably
going to have to change the button layout whenever they go
to play it.

He said that the keys are saved to SRAM so you only have to change it once, so it's fine.
Title: Re: Mega Man X custom stages
Post by: slidelljohn on September 07, 2020, 01:19:32 am
I’m well aware of what he said. It was just
my opinion on a 25+ year button layout. :)
Title: Re: Mega Man X custom stages
Post by: MysticLord on September 07, 2020, 02:22:08 pm
I'll give this a shot sometime in the next week, but I really like the Air Dash hack and would kill for a double jump and a duck (drop down, not quack quack) maneuver.
Title: Re: Mega Man X custom stages
Post by: LadyCannock on September 08, 2020, 05:36:12 pm
I'll have to give this one a shot, too. Been playing the MMX collections on the switch lately and feels the game could use some much needed improvement. Also, not a fan of button remapping either. Was there a specific reason why you chose to map it on the L shoulder?
Title: Re: Mega Man X custom stages
Post by: bosn on September 10, 2020, 12:59:31 pm
Got the idea from MMZ which uses the L button for dash and I feel it's a more practical button for it but like I said the control scheme gets saved whenever you change it.
In any case, the point of this topic was to get some feedback on the Chill Penguin stage itself. I know there's a few changes unrelated to it but that comes from the base romhack.
Title: Re: Mega Man X custom stages
Post by: Metalwario64 on September 10, 2020, 06:05:25 pm
I'll have to give this one a shot, too. Been playing the MMX collections on the switch lately and feels the game could use some much needed improvement. Also, not a fan of button remapping either. Was there a specific reason why you chose to map it on the L shoulder?
L dashing is so much better than using A to dash, because it frees your fingers up to dash, jump and shoot at the same time without having to rock your thumb awkwardly or do the "claw" with your thumb and index finger.
Title: Re: Mega Man X custom stages
Post by: Supergamerguy on September 10, 2020, 08:31:32 pm
L dashing is so much better than using A to dash, because it frees your fingers up to dash, jump and shoot at the same time without having to rock your thumb awkwardly or do the "claw" with your thumb and index finger.

TRUTH. I played the Zero games after the first 4 X games and felt a massive improvement in controls despite losing 2+ buttons.
Title: Re: Mega Man X custom stages
Post by: slidelljohn on September 10, 2020, 11:44:54 pm
L dashing is so much better than using A to dash, because it frees your fingers up to dash, jump and shoot at the same time without having to rock your thumb awkwardly or do the "claw" with your thumb and index finger.
Have you ever tried using your left thumb for the d-pad and your right index, middle, and ring fingers to dash, jump, and shoot? I don’t use my right thumb at all to press any buttons and I destroy everything in my path with ease.  :laugh:

Even off the wall is very easy for me with that method. I play with the original button settings like that but everyone has their own way of playing.

@bosn
Here are a couple things for that level.
(https://i.imgur.com/6cEyhEW.png)
The vram and color palette is not correct in the beginning of the game for the flying bug and the snowball when going to the left.

(https://i.imgur.com/bEJJp1J.png)
Also towards the end of the level when the snowball hits the wall.
Title: Re: Mega Man X custom stages
Post by: MysticLord on September 12, 2020, 08:28:27 pm
Your link says your file download expires in a day.
Title: Re: Mega Man X custom stages
Post by: bosn on September 13, 2020, 06:34:39 am
@slidelljohn
Yea, I know what the problem is, I need to tune the VRAM events and probably edit the level for the first case.

@MysticLord
Didnt realize it was a temporary upload. Ill upload it elsewhere.
Title: Re: Mega Man X custom stages
Post by: slidelljohn on September 13, 2020, 08:22:07 am
Awesome! Looking forward to the next update.

The only other thing that I seen that might be a issue is the 2 bats by the leg upgrade. They could hit you when you talk to dr light.

I know my feedback probably hasn’t been favorable. I’m no master wordsmith like FAST6191 :-[ but hopefully my not so favorable feedback with some of the things that I point out will benefit you into some more favorable feedback :)

It would be nice to see some before and after pictures of the levels when you make new ones if that is possible. I’m also interested in hearing your ideas and how much you have planned for mmx. Not sure if you have seen some of the things that I have worked on for mmx but they might interest you.
Title: Re: Mega Man X custom stages
Post by: bosn on September 13, 2020, 09:16:35 am
Those two bats follow you further than I'd like them to, yeah. Seems to me, I either leave them as is or have to simply remove them, don't think putting them further to the left will change much.

Right now, I'm casually working on the Sting Chameleon stage. I definitely want to add a completely new enemy, preferably a miniboss as that would be fun challenge.

I appreciate your feedback, don't worry about it. I havent seen your MMX stuff, can you point me out to it?
Title: Re: Mega Man X custom stages
Post by: slidelljohn on September 13, 2020, 03:01:55 pm
I might be mistaken but I think there is a event that makes the bats fly away but I’m not sure if the editor supports it if there even is a event for it.

Completely new enemy sounds great! Do you have anything in mind? Do you do any sprite work? If you don’t have anything yet for a mini boss I might have something if there is a spriter willing to help. I have a mini boss that I never completed but he is a interesting one if he ever gets finished.

I’ll see about putting some of my mmx stuff together. If you haven’t seen it your in for a treat :happy:
Title: Re: Mega Man X custom stages
Post by: bosn on September 13, 2020, 03:53:51 pm
I think they just fly away when they're too far from wherever they spawn.
I don't have any concrete ideas just yet I just thought if I'm making something new it would be more interesting to make it a boss rather than something you kill with one shot
Title: Re: Mega Man X custom stages
Post by: slidelljohn on September 16, 2020, 09:06:09 am
I think I might have been mistaken about the event for the bats because
I didn't see one when I did a play through.

I pm'd you some of my mmx patches.
Title: Re: Mega Man X custom stages
Post by: bosn on September 19, 2020, 09:56:45 am
Finally managed to figure out the stage teleport event used in the Armored Armadillo stage when you're falling through the pit.

The point of this event is to extend the stage horizontally since stages have a max value of $1FFF.
Now, if you seamlessly teleport megaman somewhere behind on the horizontal axis but somewhere else on the vertical axis, you can artificially extend the stage horizontally.
Essentially, you can go on the right direction for longer.

Heres an image of the idea:
You port from the green to the red squares.
(https://i.imgur.com/2sOOKxz.png)

Here's it in action. If you don't notice anything special it means its working as intended  :laugh:
https://streamable.com/1q0sqo

September 23, 2020, 04:51:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's my first enemy/unit made from scratch annnd it's an elevator. It works similarly to the one in the Boomer Kuwanger stage but this one can hold enemy units as well.

(https://i.imgur.com/OmdVOrp.jpg)
Title: Re: Mega Man X custom stages
Post by: bosn on October 03, 2020, 11:34:43 am
Here's another new enemy even though its the same sprite as the Ladder Yadder with a new palette but  completely new behavior.
It shoots a projectile if the player gets close and climbs tree down if the player gets even closer.

(https://i.imgur.com/UWPLgmY.jpg)

I really liked these enemies on the opening stage but was disappointing that they're not elsewhere in the game so now theyre in the Sting Chameleon stage aswell

(https://i.imgur.com/0E4jPzv.jpg)

As a final update here's a bootless dash in preparation to implement the Air Dash feature

(https://i.imgur.com/nIi712B.jpg)
Title: Re: Mega Man X custom stages
Post by: justin3009 on October 03, 2020, 07:20:48 pm
I did make a patch for bootless dash and air dash for X in X1 but you're likely going to implement that better than I could lol. I'm kind of excited to see where this goes. It's rare to see ANYONE working on these games anymore.
Title: Re: Mega Man X custom stages
Post by: Vanya on October 04, 2020, 05:13:25 am
Actually, to make things a bit different from the sequels, how about having the leg upgrade be a simple double jump? For extra flare, you could try adding a little burst of energy below his feet when he jumps again in mid air. Just a thought.
Title: Re: Mega Man X custom stages
Post by: bosn on October 04, 2020, 05:40:30 am
@justin3009
I actually implemented it by checking your code for the air dash but wasn't able to make the movement as smooth so I put that on a standby. I'll probably have to redo the whole thing.

@Vanya
That's an interesting idea, in fact you could even have both. That could be cool.
Title: Re: Mega Man X custom stages
Post by: MysticLord on October 04, 2020, 06:19:44 am
There are hacks and documentation for MMX, don't know if you've seen them:
http://www.romhacking.net/games/931/

I like innate dash and upgrade air dash. A double jump upgrade as Vanya mentions would very nice.
Title: Re: Mega Man X custom stages
Post by: bosn on October 11, 2020, 12:49:47 pm
Since I'm implementing the Air Dash, I figured I should place the Boot Capsule elsewhere so why not put it behind a mini boss.
As I can't sprite, the obvious solution is to reuse enemies from later games and so here's Snow Rider from MMX3.
I actually enjoy the process of adding new enemies a whole lot more than editing stages tbh ;D

(https://i.imgur.com/uRkfiR6.jpg)

@MysticLord
I check that page from time to time to see if anything new pops up
Title: Re: Mega Man X custom stages
Post by: justin3009 on October 11, 2020, 07:20:46 pm
I'm surprised you're able to do this so quickly. I never got around to modifying enemy graphics but editing even the PC graphical data was beyond annoying to deal with in X2 and X3. Is the enemy data easier to handle overall?
Title: Re: Mega Man X custom stages
Post by: acediez on October 12, 2020, 12:20:28 pm
Very excited to see stage modification with custom enemies, I'm very looking forward to play whatever comes up from this!
Title: Re: Mega Man X custom stages
Post by: guitarpalooz on October 12, 2020, 05:01:24 pm
I think I might have been mistaken about the event for the bats because
I didn't see one when I did a play through.

I pm'd you some of my mmx patches.

slidelljohn, does this have to do with the metroid style MMX you had mentioned on here awhile back?  If so, any chance I could have a look as well?
Title: Re: Mega Man X custom stages
Post by: bosn on October 14, 2020, 02:31:10 pm
I'm surprised you're able to do this so quickly. I never got around to modifying enemy graphics but editing even the PC graphical data was beyond annoying to deal with in X2 and X3. Is the enemy data easier to handle overall?

I have a partial disassembly of MMX1 so it's only a matter of adding a few pointers to pointer tables and the like, the hard part is figuring how it works but once you do it's not particularly difficult.

Very excited to see stage modification with custom enemies, I'm very looking forward to play whatever comes up from this!

Just don't get your expectations too high, I'm happy just getting basic stuff to work. This is more of a learning experience for me more than anything else.

Anyway, here's Snow Rider's entrance

(https://i.imgur.com/HaOv9Sw.gif)
Title: Re: Mega Man X custom stages
Post by: MysticLord on October 14, 2020, 08:00:06 pm
Very cool. Are you going for the traditional straight-forward approach, or more of a Metroidvania? What is the maximum possible stage size, or other limits?
Title: Re: Mega Man X custom stages
Post by: bosn on October 15, 2020, 05:08:22 pm
Metroidvania as in one big map sort of like MMZ1 and ZX? That sounds like a huge effort and Im unsure it's worth it although it could be an interesting challenge. The select stage screen is unchanged as I'm only changing the stages individually so I guess its the straight-forward approach.
Max stage size is 32x32(1024) screens but you can only have 83 unique screens so you would have to dynamically load stages as you went along but honestly for such a thing the structure of the game would have to be completely revamped.
Title: Re: Mega Man X custom stages
Post by: MysticLord on October 15, 2020, 09:54:19 pm
I mean each stage having multiple possible paths, with goodies hidden along each.
Title: Re: Mega Man X custom stages
Post by: bosn on October 18, 2020, 07:51:23 am
Here's the Sting Chameleon stage. I was more ambitious with this one compared to the Chill Penguin stage, the stage layout is significantly different.

The stage itself is longer, the cave section has two branching paths and at the end of the swamp section there's a mini elevator gauntlet.
Again, there's new enemies that weren't on the stage originally, like the crushers and the big fish aswell as a completely new enemy the tree climbers.(see screenshots)

Other changes:
-New Game starts with Dash
-Implemented Air Dash, given by the Boot capsule
-Changed location of the Boot capsule within the  Chill Peguin stage.
-New Chill Penguin Miniboss the Snow Rider

(https://i.imgur.com/ikb85tV.jpg)

Download link:
https://anonfiles.com/F1W6K0g5pf/mmx_02_rar
Title: Re: Mega Man X custom stages
Post by: justin3009 on October 18, 2020, 10:52:46 am
The somewhat alternate route on Sting Chameleon was pretty cool tbh but my god those pit falls. The first one in Chameleon got me cause it blended into the background a lot with my colorblindness but once you see it once you're good lol.

This is extremely impressive honestly. I'm excited to see where you take this one. We haven't had anyone level edit X1 to this extreme before and even modify enemy locations and such. (Mainly because most people don't know how to modify the VRAM setup and what not).

Great on ya for this!
Title: Re: Mega Man X custom stages
Post by: bosn on October 18, 2020, 11:29:06 am
Thanks for the feedback, glad you enjoyed it. It has been great fun figuring how things work and making these. I'm considering hitting the Flame Mammoth stage next as I think I can it pretty interesting

Also, I forgot to mention but if you played a earlier version you should delete your save file(just in case) as I had to remap the BWRAM to accommodate bigger stages.
Title: Re: Mega Man X custom stages
Post by: MysticLord on October 18, 2020, 10:46:05 pm
I only played the Air Dash mod, which is really nice but playing it on a PSP I can't get past the platforms and enemies in the first Sigma's Fortress stage.

I tried the Hard Type by Hart-Hunt, but I couldn't get past the first stage.
http://ngplus.net/index.php?/forums/forum/11-mega-man-x-hard-type-series/

I much prefer metroidvanias to platformers because I suck at platformers, specifically death-falls.
Title: Re: Mega Man X custom stages
Post by: Hart-Hunt on March 10, 2021, 03:56:21 pm
Hey there! I have yet to play this, but it looks cool! I hope you continue the project, since MMX never gets enough love.

I've been working on documenting the bosses' AI, but I'm not a programmer and I basically burned out after 4 bosses or so. If you care to make something out of my notes, then go nuts with it. The notes were for a new, more mature romhack I was planning but the project died along the way. Here's a drive link.

NOTE: Most files were made for Sublime Text 3, the notepad-type of app I used for documenting.
https://drive.google.com/drive/folders/1oeMNH2-uvaZUGKEqZ-lAcHjW5JFPvpuS?usp=sharing

Also, I trust that you have the latest MegaEd X editor? It fully supports basic event editing, and also layout editing to make stages of any shape. It doesn't have any kind of tutorial unfortunately, and I haven't used it in ages.

Hope it helps!

EDIT: Also, I've tried to download the patch to try it, it threw a "file doesn't exist" message :'(
Title: Re: Mega Man X custom stages
Post by: bosn on April 20, 2021, 11:21:29 am
Hello, a while back I had to format my hdd and by a idiotic mistake I didnt backup my romhacking source codes so I basically lost everything. So this little project as you'd imagine is abandoned.

In any case I've reuploaded the patch if you want to give it a go
https://www85.zippyshare.com/v/ZTzSh6au/file.html
Title: Re: Mega Man X custom stages
Post by: acediez on April 20, 2021, 11:30:45 am
Thanks for comming back and uploading the file again. I kept this bookmarked to check on it later in case it got more progress over time, but when I came back to it the link was down. I'll check it out soon.

It's sad to see one of the rare Mega Man X hacks pushing things forward abandoned, I was very excited to see game's enemies implemented. But it's also very understandable under these circumstances. Thanks for sharing!
Title: Re: Mega Man X custom stages
Post by: Seeeeph on June 13, 2021, 12:33:28 am
I've been working on documenting the bosses' AI, but I'm not a programmer and I basically burned out after 4 bosses or so. If you care to make something out of my notes, then go nuts with it. The notes were for a new, more mature romhack I was planning but the project died along the way. Here's a drive link.

NOTE: Most files were made for Sublime Text 3, the notepad-type of app I used for documenting.
https://drive.google.com/drive/folders/1oeMNH2-uvaZUGKEqZ-lAcHjW5JFPvpuS?usp=sharing
Much thanks for your documentation Hart-Hunt! This may pick up my interest at hacking this game again. Been trying to hack this game three times in the past, but always gave up since the editor was either too tedious or I couldn't edit enemies properly. Will give it one more try sometime soon (now that I'm done with zelda 3 for good....).