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Romhacking => Personal Projects => Topic started by: Vanya on October 13, 2008, 11:00:06 pm

Title: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: Vanya on October 13, 2008, 11:00:06 pm
UPDATE: This hack is cancelled and is now a GM project.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: DarknessSavior on October 14, 2008, 01:54:18 pm
I think the title screen is nice, but you need to work on MM. He needs flesh colored skin, and different colors/shading in his armor.

~DS
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on October 14, 2008, 02:29:38 pm
I actually am working on that right now. I just haven't figured out how to place a copy of the sprite I need from the Stage Select screen on the Title screen, yet. I guess I'm going to have to debug in order to find the info I need.

As far as the armor I'm going to use the colors from the other Title screens in the series. I'd do more to it, but the number of palettes I have to work with are very limited.

Does anyone have info on the non-stage related sprites?

Edit:
How's this for the armor color?
(http://i256.photobucket.com/albums/hh189/koala_knight/MegaMan-PoweredDown-1.png)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: andwhyisit on October 14, 2008, 09:12:32 pm
How's this for the armor color?
(http://i256.photobucket.com/albums/hh189/koala_knight/MegaMan-PoweredDown-1.png)
Good. But is it possible to use a different pallette for the face tiles? The "powered down" text palette would be good for this. Possibly add another palette to join the skin colour to the blue. If you don't have another palette to work with then I would suggest using the megaman logo palette on the armor like before, use the current armor palette on the megaman logo, or alter the palette to fit both.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Dragonsbrethren on October 14, 2008, 11:31:26 pm
I like the concept of this hack, I never got a chance to play the remake and most likely never will, so it'll be cool to see the new stages in classic style. Your titlescreen looks good, even without sprites being used for the face.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on October 14, 2008, 11:59:27 pm
Thanks! =)

I'm actually working on adding the sprite to the title screen. It was suggested to me on another board that I should locate the code for the cursor and use it insert custom code to add the sprite I need for the face. I already tested the "powered VdownV" palette for the face and it's perfect. I even already have the sprite I'm going to use prep'ed. All I need to do is insert the custom code. =)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: odditude on October 15, 2008, 01:21:26 am
is that image taken from the mm1 title in wily wars/megaworld?
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on October 15, 2008, 02:34:14 am
With some modifications, yes. =)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: optomon on October 15, 2008, 03:10:02 am
Why use MM5 and not MM1?
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: andwhyisit on October 15, 2008, 03:12:17 am
Shouldn't you recreate the chibi style megaman from powered up in both title screen and sprites?

Why use MM5 and not MM1?
Probably because MM5 is easier to mold into what he wants than MM1.

I like the avi btw. Fantasia has this way of getting classical songs stuck in your head. :D
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on October 15, 2008, 01:37:41 pm
Shouldn't you recreate the chibi style megaman from powered up in both title screen and sprites?

I hate that chibi style they used in Powered Up. Megaman was cutesy enough in Inafune's original SD style.


Why use MM5 and not MM1?
Probably because MM5 is easier to mold into what he wants than MM1.

Exactly! Plus the later MM games use larger tile banks for the backgrounds. And MM5 & 6 Use a better system for enemy graphics where they lead enemy graphics as they appear on the screen instead of restricting the sprite tiles to the currently loaded bank. And lastly, most of the RAM & ROM maps for MM5 is already available! =)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: optomon on October 15, 2008, 02:19:34 pm
Hmm... I suppose I'm not aware of how much different Powered Up is from MM1.

I like the avi btw. Fantasia has this way of getting classical songs stuck in your head. :D

I like to advertise classical music, especially from the late 19th century/early 20th century. I figured the stegosaur countenance staring certain death in the face would fit the theme of Rite of Spring best and would be easily recognized.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on October 15, 2008, 03:11:23 pm
Hmm... I suppose I'm not aware of how much different Powered Up is from MM1.

I'm guessing you haven't played it?
The most fundamental difference is the addition of Timeman and Oilman and their respective stages. There are also 11 playable characters with 3 versions of Megaman, Rock, Roll with like 8 costumes, and Blues. There's a challenge mode with like 10 stages for each playable character. Needless to say, but the extra PCs and challenge stages won't be in my hack. =)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: odditude on October 15, 2008, 03:15:55 pm
i'm very intrigued by this hack.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on October 22, 2008, 11:43:11 pm
Quote from: ShadowTails" id="92508
Well, I pasted Gutsman's standing pose on top of Stoneman's from Power Fighters, he came up to his eyes about. I don't think artwork generally is in proportion to all the other artwork, but art from the same game is. Barely any different from the NGPC sprites.

I stand corrected. =)

Well after a week-long crash course in 6502 ASM, I think I finally got the title screen about done.
However, since I'm going to the Food & Wine festival at Epcot tomorrow through Sunday don't expect any new screens until some time next week.

Now I'd like to brainstorm some ideas for the Stage Select & Password screens.
I have 2 ideas. I'm thinking of modeling the stage select screen after the Wily Wars variant for the portrait frames and the background after those used in MMPU. You
know the one that has all the enemies with after images? =)

The password screen might be more of a problem for me since there aren't any password screens in any other versions of MM1 that I know of. The versions that I know of are MM1, MM1:WW, MM1:CW. I'll do it from scratch if there aren't any other suggestions. =)

What do you guys think?
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: andwhyisit on October 27, 2008, 05:49:39 am
The password screen might be more of a problem for me since there aren't any password screens in any other versions of MM1 that I know of. The versions that I know of are MM1, MM1:WW, MM1:CW. I'll do it from scratch if there aren't any other suggestions. =)

What do you guys think?
Password saving is so dated. You should give the option to save instead.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: odditude on October 27, 2008, 12:24:03 pm
something tells me it's a little complicated to add battery save support to a game that never had it.

mm5 has password support already, and nes mm passwords were never that complicated to begin with.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: nomit on October 27, 2008, 01:42:13 pm
Some months ago someone added a save function to a game, but I just can't remember which game it was. If it was for nes as well it might be helpful
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on October 27, 2008, 02:53:27 pm
I remember that hack. I think it was an MSX game though. I'll look into it. I'm still new to 6502 ASM, so I won't promise anything for now.

And here is the fruit of my week-long ASM crash course:

This should be the final version.
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-1.png)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Suzaku on October 27, 2008, 05:33:25 pm
Oh, that title screen looks niiiiiice.   :thumbsup:
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: andwhyisit on October 27, 2008, 09:54:32 pm
Oh, that title screen looks niiiiiice.   :thumbsup:
Seconded. :)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on October 27, 2008, 10:30:16 pm
Thank You!  ;D

Next up is the Stage Select Screen. No Idea what the hell I'm going to do for this one yet. Time to activate:
Researchman! (He bores his opponents to death!)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 03, 2008, 04:35:39 pm
First draft of new stage select screen:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-2.png)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: andwhyisit on November 03, 2008, 11:20:30 pm
Some months ago someone added a save function to a game, but I just can't remember which game it was. If it was for nes as well it might be helpful
Willow for NES was done with source code, but the link is dead.

http://www.romhacking.net/forum/index.php/topic,5832.html

You could contact Ender about it though.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 04, 2008, 12:16:53 am
Which one's better as far as the colors?

This is the original palette:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-0.png)

This is the one made to look more like MM1 NES:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-1-1.png)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: andwhyisit on November 04, 2008, 02:13:42 am
Which one's better as far as the colors?

This is the original palette:
http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-0.png

This is the one made to look more like MM1 NES:
http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-1-1.png
The top one is better. Even though MM1 purists may kill me for this, I would have to say that cyan colour is horrible.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 04, 2008, 04:46:34 pm
3rd Draft:
I'm not doing the usual "STAGE SELECT" text because everyone should know that already.
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-2-1.png)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: andwhyisit on November 05, 2008, 06:22:20 pm
The cyan! IT BURNS! AAIGJHHHHHHHHH!
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Killa B on November 05, 2008, 06:27:07 pm
The cyan! IT BURNS! AAIGJHHHHHHHHH!
...it's not that bad. I prefer the contrast, rather than just blue/blue.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: andwhyisit on November 05, 2008, 06:33:38 pm
...it's not that bad. I prefer the contrast, rather than just blue/blue.
The cyan is out of place amongst the colours. When you create a lighter tone of a normal blue colour it doesn't normally turn into an unnaturally bright cyan colour. Besides, the cyan is horribly bright.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Piotyr on November 05, 2008, 08:41:28 pm
Please put playable protoman and the dialog! PLEASEEEEEEEEEEEEE!. Hell I would settle for a playable protoman megaman one hack.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: SeraphSight on November 05, 2008, 09:10:23 pm
I'd say i prefer the darker blue as well, just my 2 cents.  I agree with the other statements of it being too bright.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 05, 2008, 11:02:06 pm
Please put playable protoman and the dialog! PLEASEEEEEEEEEEEEE!. Hell I would settle for a playable protoman megaman one hack.

I'll think about it, but that's way the hell beyond my abilities right now.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 06, 2008, 01:12:45 am
*4th Draft Version A:

(http://i256.photobucket.com/albums/hh189/koala_knight/MegaMan-PoweredDownTitleA-0.png)

*4th Draft Version B:

(http://i256.photobucket.com/albums/hh189/koala_knight/MegaMan-PoweredDownTitleB-0.png)

Which one's better?
*Note - The 8 pixel column on the right won't be visible.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Dr. Mario on November 06, 2008, 07:36:15 am
I have a feeling that I'm going to be on a little island on my own on this one, but I'm going with Version B
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: azoreseuropa on November 06, 2008, 07:38:43 am
First draft of new stage select screen:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-2.png)

I like this one the best.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: andwhyisit on November 06, 2008, 10:03:53 am
I would prefer Version A. Version B's border is nice, but it makes the whole thing look cluttered.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: SeraphSight on November 06, 2008, 01:28:18 pm
I would prefer Version A. Version B's border is nice, but it makes the whole thing look cluttered.

I agree here.  The border looks nice, but yeah, it does make too much clutter in my opinion.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Killa B on November 06, 2008, 03:52:27 pm
The cyan is out of place amongst the colours. When you create a lighter tone of a normal blue colour it doesn't normally turn into an unnaturally bright cyan colour.
Hence the word contrast. http://www.merriam-webster.com/dictionary/contrast%5B2%5D (http://www.merriam-webster.com/dictionary/contrast%5B2%5D)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 06, 2008, 03:59:40 pm
I'm still not sure which color I like better. But I think I'll stick to the blue for now.

Here's the 5th (and maybe final) Draft:

(http://i256.photobucket.com/albums/hh189/koala_knight/MegaMan-PoweredDown-0-1.png)
(the mugs are temp of course)

I'd also like to announce that I will be attempting to place a new ASM hack into the stage select screen that will display the name of the robot master at the bottom of the screen when you place the cursor on his panel. It will probably be a huge hassle, but meh, i'll enjoy doing it. ^_^
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: burn_654 on November 08, 2008, 11:59:27 am
that one looks like a winner to me. if there's decent mugs in there it'll look really cool.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: DarknessSavior on November 10, 2008, 08:10:52 am
Methinks you need to get rid of the colored border around the robot boss pictures. Other than that, it looks fine.

~DS
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 10, 2008, 01:29:44 pm
Thanks, but...


(the mugs are temp of course)



As you all know I'm trying to display text when the stage select cursor is on a portrait. I've found that there is a routine that chooses what stage to go to based on the values in 2 ram addresses. I want to use a variation of this to choose which text to display.

So I figured that I should find the routine that is executed when I press the controller buttons. But, I'm having trouble pinpointing the code. The problem is that the ram address I need to check is constantly having an ROL applied to it.

Do you have any other suggestions?
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 17, 2008, 10:11:40 pm
Update!!

Finally finished the stage select screen hack I was working on! No more cumbersome names under the mugshots!!

Here's a video:
http://www.youtube.com/watch?v=_jRddKtYr3w (http://www.youtube.com/watch?v=_jRddKtYr3w)

There's a patch available here:
http://www.ffhacktics.com/forum/viewtopic.php?p=18377#18377 (http://www.ffhacktics.com/forum/viewtopic.php?p=18377#18377)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: nomit on November 18, 2008, 01:12:53 am
That looks great. I bet it will look amazing with the real mugs.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 18, 2008, 01:26:04 am
Thanks! ^_^
In the mean time I'm going to be working on adding in an intro stage. =)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 19, 2008, 12:31:00 pm
New Password Screen:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-0-1.png)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Deuce on November 19, 2008, 01:33:04 pm
You know, Capcom's managed to sour me on pretty much the entire Mega Man franchise (in all its iterations), but I must admit, I'm very curious to see how this hack will turn out.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 19, 2008, 01:40:45 pm
Thank you! ^_^

I must say, I'm very eager to play the Sam Sho RPG as well!
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 21, 2008, 02:57:36 pm
New Password Screen 2nd Draft:

Going for a MMPU-ish look.
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-1-2.png)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: DarknessSavior on November 21, 2008, 03:21:41 pm
Eh, the look is fine, but I think you should go with the colors from before. Blue is a staple of the series, really. >.>

~DS
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: odditude on November 21, 2008, 06:01:34 pm
Eh, the look is fine, but I think you should go with the colors from before. Blue is a staple of the series, really. >.>

~DS
seconded.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Next Gen Cowboy on November 21, 2008, 07:08:06 pm
Vanya, I ask that you stop with the double posting, if you edit your message it will bump it to the top of the sub forum, so there is never a need to double post.

Also, come on it's Big Blue, I mean come on!
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 21, 2008, 08:33:47 pm
Oh! Sorry! I was working under the assumption of a 24 hour rule.  :-[

I'll keep that in mind from now on.

As for the colors...

How about this?
I'll keep the Password version in blue shades, but have the SRAM version in orange like Powered Up. That'll make it easy to differentiate between versions. I'm not going to use the exact same blues as the select screen to preserve a little variety. ^_^
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: DarthNemesis on November 21, 2008, 08:48:54 pm
How about this?
I'll keep the Password version in blue shades, but have the SRAM version in orange like Powered Up. That'll make it easy to differentiate between versions.
I think that's a good solution. The layout of the password screen looks good, too.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Dragonsbrethren on November 21, 2008, 10:37:50 pm
That sounds good, I actually really like the orange one even if it isn't "traditional."
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on November 21, 2008, 11:53:04 pm
Here's another draft:

!!!Note Only going back to the Blue palette for the *Password Version* of the game, the *SRAM Version* will retain the orange palette and the screen will be configured differently. ^_^

(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-0-2.png)

Does anyone have any experience with NES music & remixing? I need help remixing and/or transferring MM1 & MMPU songs for MM5. I can't do it myself because I know nothing about music in general and I'm partially tone def. Help please!! ^0^

Small Updates:
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-v01ALPHA-.png)
(http://i256.photobucket.com/albums/hh189/koala_knight/CopyofMegaMan-PoweredDown-v01ALP-1.png)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: burn_654 on December 07, 2008, 03:00:38 am
I have a lot of musical knowledge, love to remix (music major, done a lot of projects for people in Acid/ProTools) and I'm a huge fan of the megaman tunes. I'm quite familiar with the LittleSoundDJ tracker for gameboy, is there anything like that for famicom? I see a program falled FamiTracker - would you be able to use stuff made with that? Like, what would you need to insert in the Megaman 5 engine?

I'd love to try to help :)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on December 07, 2008, 03:14:39 am
I'm really drunk right now so bare with me...

I think that stuffmade with famitracker is compatible ith any game that has a standard soud system i.e. no special chips, which MM5 doesn't.

I havn't studied the mm5 sound system fully yet, so I don't really know.

I'd appreciate any help I could get with the music since I'm inept & slightly ton def.

Do you think you could put together a remix of Cutman's stage theme based on the PSP version as a trial of your skills? Threre's no huge hurry. So if you need time to learn Famitracker, go ahead. Also they have a websitefor it with a forum if you need it at all. Thanks!!

^_^
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: johnny on December 15, 2008, 12:00:54 am
Seems like a pretty cool idea. Although I wonder why so many people are taking the newer Megaman games and downgrading the graphics to 8 Bit. I would have expected someone to actually take a game like Rockman and Forte and redo a classic Megaman game in the new style.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Disch on December 15, 2008, 09:32:05 am
I think that stuffmade with famitracker is compatible ith any game that has a standard soud system i.e. no special chips, which MM5 doesn't.

I havn't studied the mm5 sound system fully yet, so I don't really know.

There isn't really a "standard sound system" when it comes to NES games.  Each game has a music driver which may be unique to that game.  Although I believe MM5 has an engine that is shared by several Capcom titles.

Anyway, my point is you probably won't be able to use something like famitracker unless you cut up and rework its driver to match MM5.  There's more to being compatible than just not using the extra sound chips.  You have to consider RAM conflicts, code execution time (somewhat -- Famitracker is probably quite a bit slower than what MM5 does, since it has more features), and last but certainly not least, sound effects.

In any event.. getting a pre-made tracker to work would probably be more trouble than it's worth, so I'd scrap that idea.  In all likelyhood you'll have to do this the old fashioned way:  edit the score in a hex editor.  I'm sure MM5's format is documented somewhere -- I recall there being an incomplete MM3 music editor -- and I'm reasonably sure MM5 uses the exact same engine (MM3-MM6 all share the same engine, iirc, along with other capcom titles like Little Mermaid and others I can't remember now but bbitmaster has a big list of).
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Piotyr on December 15, 2008, 12:12:45 pm
Seems like a pretty cool idea. Although I wonder why so many people are taking the newer Megaman games and downgrading the graphics to 8 Bit. I would have expected someone to actually take a game like Rockman and Forte and redo a classic Megaman game in the new style.

With rockman 7 its because it ended up a bit laggy thanks to limits in the hardware not overcome till rockman and forte.
I would like to see a 7 remake in rockman and forte or even a fix to 7 to make it not lag up at points.
Also many believe that megaman lost something in going from 8 to 16bit.
Just like they believe that megaman x lost something in going to the playstation.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: johnny on December 15, 2008, 12:49:22 pm
Seems like a pretty cool idea. Although I wonder why so many people are taking the newer Megaman games and downgrading the graphics to 8 Bit. I would have expected someone to actually take a game like Rockman and Forte and redo a classic Megaman game in the new style.

With rockman 7 its because it ended up a bit laggy thanks to limits in the hardware not overcome till rockman and forte.
I would like to see a 7 remake in rockman and forte or even a fix to 7 to make it not lag up at points.
Also many believe that megaman lost something in going from 8 to 16bit.
Just like they believe that megaman x lost something in going to the playstation.

Well the only thing I can see being a difficulty is the fact that Rockman and Forte has the stage select screen set up like a flow chart. Its not the normal stage select screens. Also in many Megaman games there are no intro stages and halfway point stages. The only Megaman games that have this are Megaman 7, 8, Rockman and Forte, and Powered Up. So I guess remaking any other Megaman game in the Rockman and Forte style other than 7, would probably be a huge project.

As for Megaman losing something it has nothing to do with graphics IMO. Think about Castlevania on the NES and Super Castlevania 4 on the SNES. Both awesome games where even the upgrade in graphics took nothing away from it. With Megaman, I think it has to do with adding in stuff by default to make it really complex and rediculous, such as all the side quests like collecting letters, CDs and other hidden useless items. Also the annoying Rush BS, Beat, Auto, Roll Shop and other stuff whereas before that the concept of Megaman was fairly simple. Which is where Megaman 9 went right. It was simple yet the game was very challenging. Also some people claim when they added slides and charge shots it made the game too easy for some. Although to be honest I found Megaman 2 to be alot easier than most of the Megaman games which came afterwards. But anyways I think people liked Megaman 9 because of its strong similarity to Megaman 2. Listen to alot of the music which is the same as Megaman 2. Also if you listen to Concrete Man's stage music, its very reminiscent of Wood Man's Stage. Especially at the very beginning.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on December 15, 2008, 11:44:48 pm
I think that stuffmade with famitracker is compatible ith any game that has a standard soud system i.e. no special chips, which MM5 doesn't.

I havn't studied the mm5 sound system fully yet, so I don't really know.

There isn't really a "standard sound system" when it comes to NES games.  Each game has a music driver which may be unique to that game.  Although I believe MM5 has an engine that is shared by several Capcom titles.

Anyway, my point is you probably won't be able to use something like famitracker unless you cut up and rework its driver to match MM5.  There's more to being compatible than just not using the extra sound chips.  You have to consider RAM conflicts, code execution time (somewhat -- Famitracker is probably quite a bit slower than what MM5 does, since it has more features), and last but certainly not least, sound effects.

In any event.. getting a pre-made tracker to work would probably be more trouble than it's worth, so I'd scrap that idea.  In all likelyhood you'll have to do this the old fashioned way:  edit the score in a hex editor.  I'm sure MM5's format is documented somewhere -- I recall there being an incomplete MM3 music editor -- and I'm reasonably sure MM5 uses the exact same engine (MM3-MM6 all share the same engine, iirc, along with other capcom titles like Little Mermaid and others I can't remember now but bbitmaster has a big list of).

Those are some very good points there.
I'm currently taking a break from this project to in order to concentrate on my school work for the rest of the year. I'll be back with some sort of an update in early January '09. In the mean time I'll look into the music stuff in my free time.

Until next time, Happy Holidays!
^_^
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: SeraphSight on December 16, 2008, 03:07:05 am
If we're going on megaman rants, i can contribute too! 

I always liked 1-6, 9, and x1-3.  for some reason, when they gave the floor a 3d feel, it made it feel different, and not in a good way.  7-forte, and x4+ had the odd feeling, though x4 felt better due to zero being awesome and not getting an overpowered double-buster-saberwave combo, and was actually made into full other character unlike in x3 where he was only a stagerunner, and even then X got better eventually.

I wish i could see x4 and up in the x1-3 snes style, it worked really well, in my opinion. 

oh, and while i'm just being an opinion-giver, capcom, toss Axl plz.



Otherwise, i'm keeping an eye on this project, looks good, real good.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: johnny on December 17, 2008, 12:54:20 pm
If we're going on megaman rants, i can contribute too! 

I always liked 1-6, 9, and x1-3.  for some reason, when they gave the floor a 3d feel, it made it feel different, and not in a good way.  7-forte, and x4+ had the odd feeling, though x4 felt better due to zero being awesome and not getting an overpowered double-buster-saberwave combo, and was actually made into full other character unlike in x3 where he was only a stagerunner, and even then X got better eventually.

I wish i could see x4 and up in the x1-3 snes style, it worked really well, in my opinion. 

oh, and while i'm just being an opinion-giver, capcom, toss Axl plz.



Otherwise, i'm keeping an eye on this project, looks good, real good.

So you're saying if a classic Megaman game was in fact redone, it would be better to use an early Megaman X engine for it rather than the Rockman and Forte engine? Sounds cool to me. But remaking the classic games in X style would basically make it a bit more hard edge I guess. Which is kinda out of the ordinary for that series.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on December 18, 2008, 03:38:12 pm
Sounds cool to me. But remaking the classic games in X style would basically make it a bit more hard edge I guess. Which is kinda out of the ordinary for that series.

Not really. The only thing that gives MMX it's 'hard edge' is the graphic style and writing.

I had considered the idea of using MMX as a base for a MM remake, but the lack of extensive documentation andmy own lack of ASM skill stopped me from using it. However it might be something to condiser for a future hack. ^_^
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: johnny on December 18, 2008, 04:57:11 pm
That sounds like an awesome idea Vanya. I'd be more than willing to help out on a project like that any way I could. But to be honest I think it would prob be easier to make a homebrew if that was the case rather than a Rom Hack.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on December 19, 2008, 01:01:02 am
That is absolutely true. ;D
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: johnny on December 19, 2008, 06:07:45 pm
Well I guess the idea behind that would be like Megaman X: Deja Vu. Basically taking X and putting him up against modified Megaman Classic Robots. Of course making them look like more hard edge. The music as well. I'm sure with the many game engines it could be done. But for me the way I could help out is probably Research and Development. An example is I would take stats as to how many shots it takes Megaman to kill each enemy in a Megaman Game, how much damage Megaman can take from each enemy, which boss weapons can effect each enemy and which ones can't, where you find secret 1ups and other stuff, etc etc. Likely if we took Megaman 4 for example someone who is good with graphics could make revamped sprites for the robot masters as well as an X themed tileset for the backgrounds for the stages. I helped on a project which did this sort of thing with Castlevania 3. It was called Castlevania Chronicles: Dracula's Curse. I did the Research and Development on that project which was hell. Unfortunately the project went nowhere. You can see a demo of it though here:

http://www.youtube.com/watch?v=v36VMKOoKo0

The original prototype was created in Blitz Basic. Of course Blitz Basic at the time couldn't do transparent effects so the engine was ported to C at the time. Now Blitz Basic 3D is basically there and could do 2.5D. Alpha and Transparent effects could be possible now. So a Megaman game would work IMO.

Anyways my idea would be an intro stage to Megaman 4 also. Maybe one where Megaman is chasing down Protoman and has a short battle with him at the beginning.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on December 20, 2008, 01:31:19 am
Interesting ideas. We'll see what happens in the coming year. Right now I'm seriously considering dropping the MM5 romhack and going with a gamemaker format instead. I have the Megaman engine by Damaged for GameMaker. It seems to be pretty good and it's open source. If I use it as a base I could get Mega Man: Powered Don finished much quicker. The down side is it would be playable for PC only. ^_^
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Killa B on December 21, 2008, 11:17:12 am
Interesting ideas. We'll see what happens in the coming year. Right now I'm seriously considering dropping the MM5 romhack and going with a gamemaker format instead. I have the Megaman engine by Damaged for GameMaker. It seems to be pretty good and it's open source. If I use it as a base I could get Mega Man: Powered Don finished much quicker. The down side is it would be playable for PC only. ^_^
Please don't. This is one of the few current projects I'm interested in, so please don't take it away from me! :laugh:

No matter what anyone might tell you, it's a proven scientific fact that GameMaker is totally ass.* It's not portable, and even on Windows it runs like crap. I, as well as quite a few others on this board, use Linux. And while Wine is a great piece of software, I avoid using it whenever possible. If you don't care about Linux, think about this: an NES hack will also be able to run on PSP, DS, GP2x, Pandora, etc. It'll also run on too many consoles to even name.

If you switch to GameMaker, it defeats the whole purpose of romhacking! :'( Don't you want to bend the system to your will, and make it your bitch? :D Anyone can make a PC game, but only a minority of the world's population** can make an NES romhack. Be one of the few, the proud.

* I sometimes take liberties with the words "proven" and "scientific"
** This might sound like an exaggeration
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: johnny on December 22, 2008, 10:37:08 am
It doesn't necessarily have to be a ROM hack to be portable. Beats of Rage is portable and thats not a ROM hack. I actually use Ubuntu Intrepid Ibex at home and I believe Beats of Rage can run on that as well as consoles and windows. But yeah avoid using premade engines that are Windows only. The whole idea of working with a Homebrew is to give yourself and others many options. Not really to take options away. Just a little advice. But I would suggest to do whatever is easier for you while at the same time making the finished product portable so all can play it.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on December 22, 2008, 04:09:01 pm
OK.
I'll take all that into consideration.
I may even go ahead and make both versions.
It all depends on many factors.
GameMaker runs fine on my PC and it's pretty old.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: SeraphSight on December 23, 2008, 02:42:35 pm
GameMaker runs fine on my PC and it's pretty old.

haha, because it's made for windows.  Now, i don't have anything other than a PC myself, but i knowpeople who use macs and Linux and to get windows stuff to run, they have to first emulate windows as if that's not terrible enough but the thought of having to emulate the os just to emulate the game has me really pitying those without the specific os an engine runs on.  haha... 

It'd be like getting a DS or PSP emulator to play snes games on.  :o
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on December 23, 2008, 11:38:31 pm
Except GameMaker isn't an emulator. :)
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: johnny on December 28, 2008, 06:11:26 pm
Well whatever you decide to do man it sounds like great concepts came out of this thread.

Edit: Also for those wondering I tested Gamemaker 7.0 in Ubuntu Intrepid Ibex running under Crossover/Wine. It installs but it does not run. I'm assuming since this is the case that most, if not all Gamemaker applications will not run under Linux.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: BRPXQZME on December 29, 2008, 01:33:53 pm
I dunno, Clickteam software itself didn’t (doesn’t?) run under Wine too well for a while, but the games produced thereby were pretty much manageable (just not good performers).

There’s no way of knowing unless you check.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: johnny on December 29, 2008, 09:49:26 pm
Well I tried one game in it. I dunno if it was just the game or what but there were sound issues and Z is listed as the jump key and it doesn't work. The game did run though. Although I dunno if this is just the way Gamemaker is or the way it ran under Linux but it seems very choppy to me.

BTW heres the game I tried:

http://www.yoyogames.com/games/show/3656

Heres another one that wouldn't work at all:

http://www.yoyogames.com/games/launch/51295

Seems with Intrepid Ibex running Gamemaker games is hit or miss.

In any case my advice Vanya is to use something else. I'm sure theres plenty of software out there which can allow you to make a homebrew which can run well on all platforms. I believe I've run this Gamemaker software before I just couldn't remember what it was called until I just played these games. I believe the games ran terrible on Windows as well. So yeah...again I'd say go with other software.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Killa B on December 29, 2008, 09:58:32 pm
In any case my advice Vanya is to use something else. I'm sure theres plenty of software out there which can allow you to make a homebrew which can run well on all platforms.
There's also plenty of software that would allow you to finish your Megaman 5 hack!

In fact, it will probably be much easier to do than writing your own Megaman engine. Not to mention there will be a lot more people who will play it.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: johnny on December 29, 2008, 10:24:24 pm
There's also plenty of software that would allow you to finish your Megaman 5 hack!

In fact, it will probably be much easier to do than writing your own Megaman engine. Not to mention there will be a lot more people who will play it.

Yeah that would be ideal if he can do all the stuff he'd like to do with it and the project doesn't have to lay unfinished. It would be a shame for that to happen.
Title: Re: New Mega Man 5 hack: Mega Man Powered Down
Post by: Vanya on December 30, 2008, 10:32:42 am
The thing with GameMaker 7.0 is that it has a bunch of modifications so that it would run in Vista. That kinda slowed things up for XP users. Phail. It runs well enough on my XP machine though.

At any rate I'll probably do both versions in the end anyway. Whatever I can't do in the hack will go into the homebrew. ^_^
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on January 20, 2009, 06:11:16 pm
New mugs courtesy of 'Shades of Green' and edited by me:
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/NewMugsbyShadesofGreenedits.png)
Title: Re: Hack Project: Mega Man Powered Down
Post by: Killa B on January 20, 2009, 06:16:38 pm
Looks really nice. That's a lot of colors, too! :o
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on January 20, 2009, 06:31:40 pm
Thanks! I'm hoping I have enough space for the sprite portion of the mugs. I may even be able to work in some more colors. We'll see. ^_^


EDIT:
Alright! Here's the my progress with the new mugs IN-GAME!!

Woohoo! As can be seen in the screen shot; Oilman, Cutman, and Elecman's mugs are complete with sprites. All the other RM's just have their BG portions done.

I have enough space in the original sprite area to finish up Gutsman, Timeman, and most of Fireman. Then I'll have to ASM magick in the rest of the sprites for the remaining RMs. Fortunately, the routine that writes sprites to the OAM is really simple and adding in another read from a new location should be easy. I'll just have to find space for the new sprite data to reside.

Anyway here's the screen shot with the new palette revision.

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-v01ALPHA-0.png)

Cutman was the biggest sprite hog. He's only 6 tiles, but took 12 sprite data entries to complete. Even time man with his multiple palettes is only 6 tiles & entries.

Also, I'm using a custom palette with the actual NES output colors.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Killa B on January 22, 2009, 04:09:28 pm
Sweet.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on January 23, 2009, 06:26:04 pm
Updated first post with the final version of the select screen.
There's a new alpha patch available here (http://www.ffhacktics.com/forum/viewtopic.php?t=1131).

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-v01ALPHA-0-1.png)

I have a small glitch of unknown origin that I have to fix. For some reason I haven't figured out yet Cutman & Iceman's mugs aren't removed fully when a stage is selected and the screen does it's faux mosaic effect. If anyone has any idea why this is, please let me know. ^_^
Title: Re: Hack Project: Mega Man Powered Down
Post by: odditude on January 23, 2009, 08:44:31 pm
looks fantastic!
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on January 27, 2009, 11:04:46 pm
UPDATE: Started working on Cutman's stage. Let me know what you guys think! ^_^

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-0.png)(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-1.png)(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-2.png)
Title: Re: Hack Project: Mega Man Powered Down
Post by: Special T on January 28, 2009, 12:14:15 am
I don't know if it's the emulator im using or not but i noticed when i cutman / bombman's face flashes when the cursor has certain other bosses selected i.e.

Cutmans face flashes when i have the cursor on Oilman

Bombman's face flashes when i have the cursor on Fireman

Im using Nestopia if that helps.

But it's looking good keep up the good work!
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on January 28, 2009, 11:34:41 am
Interesting. What version of NEStopia are you using? I just ran it on version 1.40 and it acted completely normal.

Thanks for the encouragement! ^_^
I'll be posting a new Alpha patch as soon as I finish Cutman's stage. Then I'll begin working on ASM hacking he enemies and boss to recreate the ones from MM1.

Edit:

New work on Cutman's stage (Still have to add the trees and scaffold-like stuff):

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-0-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-1-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-2-1.png) (http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MegaMan-PoweredDown-R2ALPHA-3.png)

You guys will notice that I added a trans server pad to the first screen. I'm thinking of maybe adding in a way to exit the stage even before it has been cleared.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on February 07, 2009, 12:24:03 am
Found this today while hacking the gravity switching objects:

0x03EC6D to 0x03EC85 (18 bytes) Play music or sound effect routine. Set the accumulator to the value of a song or sound effect you want to play, then JSR to this routine to play it.

It may be useful for anyone hacking MM5. ^_^
Title: Re: Hack Project: Mega Man Powered Down
Post by: Tater Bear on February 07, 2009, 02:22:30 am
http://nesdev.parodius.com/bbs/viewtopic.php?t=4473&postdays=0&postorder=asc&start=0

I saw your post about needing help with music, Nesdev is the place to go... Check out the thread above, maybe he can give you some help
Title: Re: Hack Project: Mega Man Powered Down
Post by: Special T on February 13, 2009, 12:28:45 am
Interesting. What version of NEStopia are you using? I just ran it on version 1.40 and it acted completely normal.

sorry for the delayed response but I am using V 1.4
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on February 13, 2009, 11:50:12 pm
That's really odd. The emu is the same, maybe it's the rom you're patching to? I'll post some info about the rom I have. o_O
Title: Re: Hack Project: Mega Man Powered Down
Post by: strfr on February 18, 2009, 01:47:20 pm
The problem is that there are too many sprites per scanline (i.e. too many sprites horizontally) in the rows with Cutman and Bombman each.  Since the blinking cursor uses up 2 sprites horizontally, all of the rows must use at most 6 sprites horizontally.  Evidently, the ones with Cutman and Bombman have more than that.  If you allow more than 8 sprites per scanline in the emulator, that hides the problem.  If this is set in your emulator, try disabling it and see.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Tauwasser on February 18, 2009, 06:21:43 pm
It's still not hardware compliant then... It works for the user on pc, but will fail on a real system... *cough*Bad planning*/cough*

cYa,

Tauwasser
Title: Re: Hack Project: Mega Man Powered Down
Post by: Special T on February 19, 2009, 08:30:12 am
It's still not hardware compliant then... It works for the user on pc, but will fail on a real system... *cough*Bad planning*/cough*

To be honest I think he's doing a really good job, a few small tweaks should take care of those minor issues.

In my opinion this is how MM1 should have been in the first place.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on February 19, 2009, 11:43:36 am
I did totally forget that I had more than 8 sprites per scan line on. I should be able to fix this easily enough, though. Don't worry.

Thanks for the kind words, Special T. ^_^

I'm still working on Cutman's stage, BTW. Had to take a break, because I actually got called to work as a sub-contractor on an IT job for the last 6 days! Take that crappy economy! I worked for a week! Ha! ^_^
Title: Re: Hack Project: Mega Man Powered Down
Post by: andwhyisit on February 19, 2009, 10:45:34 pm
It's still not hardware compliant then... It works for the user on pc, but will fail on a real system... *cough*Bad planning*/cough*
@Vanya: Why not test it on BSNES as you progress?
Title: Re: Hack Project: Mega Man Powered Down
Post by: Special T on February 20, 2009, 12:24:08 am
It's still not hardware compliant then... It works for the user on pc, but will fail on a real system... *cough*Bad planning*/cough*
@Vanya: Why not test it on BSNES as you progress?

isn't BSNES for the SNES? Anyway since this is for the NES I think NEStopia is the most accurate.... but i could be wrong.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on February 20, 2009, 10:54:25 am
I do test on NEStopia from time to time as well.
And, yes, BSNES only emulates SNES as far as I know.
As for that stage select problem, I'm simply going to move those lights that are on the sides to the top and bottom of the mug frames. It'll, look a little different, but that's ok.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Killa B on February 20, 2009, 12:16:54 pm
You might consider also testing on Nintendulator, which is another very accurate emulator (if I'm wrong it's Disch's fault).

Then you can make sure it works right in both cases.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Sivak on February 22, 2009, 04:27:33 pm
Interesting project.  I have all the MM1 songs in midi format (by me), so music notes are easy to obtain if/when it comes to that.  I also did an NSF version of Time Man a while back.  Not too complex of a song.
Title: Re: Hack Project: Mega Man Powered Down
Post by: johnny on February 22, 2009, 06:36:02 pm
I see alot of people saying a music hack can be implemented into Megaman 5.  Thus far I only saw one hack that utilized custom music supposedly in Megaman 5. This hack didn't even work. Didn't change the music, didn't do anything. I suppose though if someone did hack the music in Megaman 5 already, it would be possible to scan through the Hex itself and see where the changes actually took place.

Heres the text I'm reading on the hack:

Megaman Vortex:

"This hack is still in development, but so far has three levels changed. It has a new storyline and uses music from Megaman 3-6."
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on February 23, 2009, 12:19:42 am
@Sivak: Any help with the music would be greatly appreciated! I believe I've listened to some of your midi's in the past. Very good work! ^_^
For this project I'd need downmixed versions of several songs from the PSP game. I'm glad to here that remixes/downmixes of the MMPU songs exist at all.

@johnny: Thanks for the head's up! I'll look into this hack and see if it leads anywhere. ^_^

Title: Re: Hack Project: Mega Man Powered Down
Post by: burn_654 on February 23, 2009, 01:15:00 am
I'm sorry to say I don't think I can really help with the NSF side of things *yet* like I thought I could. (also with this confusion over what will work/what we know about MM5 music...just may be out of my scope sadly.) If you need any help with some midi/composition work though I'll be glad to help out :)
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on February 23, 2009, 06:24:58 pm
S far as the music is concerned what I really need the most is simplified versions of Mega Man Powered Up's music. The music that was originally in MM1NES should be fairly easy to port over to the MM5 So I need NES-ish versions of things like Timeman & Oilman's stage music, title screen music, intro stage music, cut scene music, that sort of stuff. ^_^
Title: Re: Hack Project: Mega Man Powered Down
Post by: Sivak on February 23, 2009, 10:57:48 pm
I found my Time Man nsf.  I just put it on rapidshare, but that should be adequate for finding it.

http://rapidshare.com/files/201824604/Time_Man.nsf.html
Title: Re: Hack Project: Mega Man Powered Down
Post by: johnny on February 24, 2009, 12:38:02 am
@johnny: Thanks for the head's up! I'll look into this hack and see if it leads anywhere. ^_^

Megaman Vortex  is over at Zophar's Domain. Its in the Megaman 5 section of the Rom Hacks. I hope that can help you.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on February 24, 2009, 10:51:01 am
@Sivak: That is freakin' awesome! Just the kind of thing I've been looking for! I am in your debt! ^_^

@johnny: I found the patch for it thanks! ^_^
Title: Re: Hack Project: Mega Man Powered Down
Post by: tummai on February 27, 2009, 12:23:17 pm
Just checking in on this thread.  I will try to help out with unraveling MM5's sound engine so we can change the songs.  Looks like there is already a doc that explains some stuff: http://www.romhacking.net/docs/capmusfrm.txt (http://www.romhacking.net/docs/capmusfrm.txt).  That will help a lot. :)
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on February 27, 2009, 11:53:03 pm
Sweet! ^_^
Thanks for bringing that document to my attention.
I'm going to look over it this weekend.

I'm going to put together a list of songs that I'm going to want for the hack in general. I'll also note which songs are going to be simple rips from MM1 and which need to be remixed into nsf's or midi's from the PSP game. Sivak already provided an excellent nsf of Timeman's stage theme in nsf format. thanks again, guys! ^_^
Title: Re: Hack Project: Mega Man Powered Down
Post by: johnny on February 28, 2009, 04:51:48 pm
Sivak I hope you don't mind. I took your Cutman midi, your Fireman midi and your Gutsman midi and modified them Powered Down style. Just to see how it would sound. Take a listen guys:

http://rapidshare.com/files/203765648/Cutmanpowereddown.mid.html

http://rapidshare.com/files/205043402/Firemanpowereddown.mid.html

http://rapidshare.com/files/203790953/Gutsmanpowereddown.mid.html

Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on July 03, 2009, 11:14:45 am
I just wanted to let everyone know that I'm considering programming this from scratch using the new NESicide IDE. I figure that it would probably be faster to program the thing my way instead of reverse engineering Capcom's code.

For more info on NESicide click here (http://www.nesicide.com/).
Title: Re: Hack Project: Mega Man Powered Down
Post by: Tater Bear on July 03, 2009, 12:10:55 pm
Sweet! I am glad I added it to the database. You should let the author know about your project and message him with any improvements and suggestions you have as a user of the IDE. He posted about releasing a new version soon (Thanks in part to attention it has received from being on this site), so I imaging hearing that it is being used to recreate a new megaman game would help encourage him  :D.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Piotyr on July 03, 2009, 03:05:48 pm
You should contact the megaman 7 powered down author and see if he will allow you to use his engine.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on July 03, 2009, 05:49:32 pm
I will definitely contact the NESICIDE author.

You should contact the megaman 7 powered down author and see if he will allow you to use his engine.

Link?
Title: Re: Hack Project: Mega Man Powered Down
Post by: Piotyr on July 03, 2009, 09:20:20 pm
I don't know about an official site but here's the game http://www.indiegames.com/blog/2008/06/remake_game_pick_rockman_7fc_m.html
Its a fully demade rockman 7 so I would think if you could contact the guy (Who is japanese) you could end up with a fully made rockman engine.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on July 04, 2009, 12:18:45 am
Ah, yes. I know all about that game. (BTW There's another group making Rockman 8 FC as well.)
I don't really know how easy it would be to get commented code for that.
However, there is a Game Maker engine that I already have in my possession that has commented code.
It shouldn't be too difficult to convert the relevant code to 6502 ASM.
Thanks!
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on July 16, 2009, 03:20:09 am
Just wanted to let you guys know that I'm almost done with Cutman's stage and that I will be releasing a demo at the end of the month with Gyroman substituting for Cutman as the boss. But since I don't want to make you guys fight just a normal looking Gyroman, I'm making him dress up as Cutman!
LOL, I don't think he was all that happy about it. ^_^

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/gyromanincutmansuitsheet.png)
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on August 03, 2009, 09:00:42 am
Found out this week about a program designed to convert midi's to MM3-6 format NSFs. If I can get it to work it should help to getting this project back on track!

From what I understand thus far the midis have to have a certain formatting in order for the conversion to work.
Title: Re: Hack Project: Mega Man Powered Down
Post by: DarknessSavior on August 03, 2009, 03:31:51 pm
Oh? Let me have that, because I wrote a tune that sounds like a MM tune, and I want it in NES format!

~DS
Title: Re: Hack Project: Mega Man Powered Down
Post by: Garoth Moulinoski on August 03, 2009, 03:50:13 pm
Just wanted to let you guys know that I'm almost done with Cutman's stage and that I will be releasing a demo at the end of the month with Gyroman substituting for Cutman as the boss. But since I don't want to make you guys fight just a normal looking Gyroman, I'm making him dress up as Cutman!
LOL, I don't think he was all that happy about it. ^_^

http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/gyromanincutmansuitsheet.png

Wait... So Cutman isn't going to be in this hack? I thought it was to port Megaman Power Up back to NES format?
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on August 03, 2009, 05:36:12 pm
Follow this link to the music program:
http://acmlm.no-ip.org/board/thread.php?id=5269 (http://acmlm.no-ip.org/board/thread.php?id=5269)

No, Cutman will be in the final game. I'm just using Gyroman as a place holder for the first demo. I thought it would be cute to put him in a Cutman outfit.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Garoth Moulinoski on August 03, 2009, 08:37:40 pm
Oh, okay. I thought the focus for the hack changed for a second there.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Josephine Lithius on December 23, 2009, 06:49:04 am
So uh...  Any word on this hack as of late?  I'm interested in this.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on December 23, 2009, 11:07:32 pm
Details about hiatus are here:
http://acmlm.no-ip.org/board/thread.php?id=5910 (http://acmlm.no-ip.org/board/thread.php?id=5910)
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on January 02, 2010, 04:47:23 pm
I'm thinking of porting my work over to MM6 in an effort to use the Rush Adapters as bases for Roll & Protoman.

What do you guys think? Would it be worth it?
Title: Re: Hack Project: Mega Man Powered Down
Post by: MutantBuster on January 03, 2010, 10:20:24 pm
Hard to say, Im not sure how feasible that is. Why not try just doing that on its own and if it works out then make the change? MM5 is more solid than MM6 otherwise.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on February 17, 2010, 01:12:22 am
Status Update:
Decided to move the project over to MM6 as it suits the scope of my project better.
I'm gonna take a different approach and work with smaller goals. I'm beginning by converting some hacks for the RM6 improvement patches I have to work with MM6. Then I'm going to begin converting the Rush adapters into Protoman & Roll.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on March 11, 2010, 03:26:24 am
Megaman Powered Down the ROM hack is officially canceled.

I no longer have the time needed to reverse engineer the ROM, so I'm moving the project to GameMaker8.

The bad news is that it will be impossible to play this on a real NES cart.
The good news is that anyone will be able to enjoy the game much sooner since I can code much faster in C-type languages than in ASM. Also, there will now be much more content from the PSP version and some new game modes modeled after the recent MM9 & 10 content.

So I will leave you all now with a tidbit from the new project...

New Title Screen!
(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/MMPU-TitleScreen.png)
Title: Re: Hack Project: Mega Man Powered Down
Post by: Tater Bear on March 12, 2010, 12:45:17 am
The bad news is that it will be impossible to play this on a real NES cart.
:'(
Title: Re: Hack Project: Mega Man Powered Down
Post by: MutantBuster on March 12, 2010, 03:01:29 pm
Nooooooooooo!

I was looking forward to doing that!

if your just making it from scratch its not even technicly a hack anymore!
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on March 12, 2010, 04:54:46 pm
Sorry! I know ppl were looking forward to that.
However, there are a lot more ppl looking forward to playing this in general, and this will be the fastest, highest quality path to that end. And, no, it isn't a hack anymore. That's why the new development thread was moved to The Mega Man Fangame Network.
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on March 29, 2010, 04:10:38 am
Good news for PSP owners that wanted to play MMPD on an NES.
You still won't be able to play it on an NES, but there are some interesting things going on with GameMaker that will eventually allow you guys to play MMPD on a PSP! This is all legit, too. No need to mod your PSP.
Check it out:
http://glog.yoyogames.com/?p=762 (http://glog.yoyogames.com/?p=762)
Title: Re: Hack Project: Mega Man Powered Down
Post by: johnny on December 30, 2011, 03:14:10 pm
Good news for PSP owners that wanted to play MMPD on an NES.
You still won't be able to play it on an NES, but there are some interesting things going on with GameMaker that will eventually allow you guys to play MMPD on a PSP! This is all legit, too. No need to mod your PSP.
Check it out:
http://glog.yoyogames.com/?p=762 (http://glog.yoyogames.com/?p=762)

Vanya, are you still working on this or is this being put on hold? Also, would you have the layout of the Wily Stages from Megaman Powered Up or the layout from the original Megaman?
Title: Re: Hack Project: Mega Man Powered Down
Post by: Vanya on December 30, 2011, 09:55:54 pm
I am, as a matter of fact, working on it still.
I'm working on the physics engine at the moment,but I only have a small tech demo right now.
I don't have any of the PSP layouts unfortunately. I was working with them last year before my PSP died.
VGMaps.com has all the original maps, though.

For those of you lamenting the death of the ROM hack, I will say this: the GM version will have pixel perfect physics, and a huge roster of playable characters including many not present in Mega Man: Powered Up. It will also have several game modes as seen in MMPU including, but not limited to, Challenge Mode, Time Attack, Endless Attack and possibly 2 construction modes. There's no way I could have done all that in a ROM hack given my skill level with ASM.

By the way, there's also a new project title. "Megaman: Power Up!!"


(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/0-MMPDTitleGFX2.png)


(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot101-2.png)


(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot100-2.png)


(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot107-2.png)


(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/screenshot116.png)





OK. Small status update. Rebuilding everything from the ground up.


What's done:



What's next:



Another demo will be out as soon as I finish all of Megaman's basic moves.
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: Vanya on January 26, 2012, 02:13:23 am

Had a crash all new work got friend. Starting from scratch from my notes which I have hard copies of.


Here's A little something I've been working on since the loss of my data.
Started as an upgrade of just one frame of the original Megaman sprite for a friend. Also, includes an 8-bit X & and an 8-bit-ish Megaman.EXE based on Zero (v2.0). Those are for a perler bead project for my friend's nephew, they aren't gonna be in the game.


(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/TheMegamen.jpg)


When I finish it, it'll be used as a base for some of the other playable characters. He ended up about the same size as Megaman from the Wily Wars, so I took part of one of those sprites for mine.
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: Piotyr on January 26, 2012, 09:36:50 pm
Have you thought of combining your efforts with the megaman co op and vs guy? http://www.youtube.com/watch?v=0wEQLVkLs-U
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: Vanya on January 27, 2012, 05:02:03 am
Nope, but I know of their project. Seems really interesting, but our projects have different aims.



On a completely different note:
Threw this together for an edit I'd like to do to Megaman Zero Collection so I don't have to put up with the rather nonsensical palette choices.


(http://i256.photobucket.com/albums/hh189/koala_knight/NES%20Graphic%20Edits/GeneralRecolors-large.jpg)

Moar:

(http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/TheMegamen-1.jpg)
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: johnny on April 09, 2013, 06:13:36 pm
Vanya I was curious as to how this is coming along? Anything new?
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: Vanya on April 10, 2013, 02:53:23 am
No major progress recently, to be honest. I've been engaged with several 'for profit' projects that have taken my attention away from most of my fan game projects. It's not abandoned completely, though. I still go in and work on it a little every few weeks.

Right now most of my free time is going into a recreation of the Eggerland/Lolo games. And I'm only doing that as an exercise for crating an original commercial game with a similar format. My reasoning is that the Sokoban format, which I feel Eggerland was an innovative evolution of, pretty much went nowhere after the Lolo series. Fortunately for my other projects, "Eggerland Saga" is coming along well and very fast. I only started toying with it last week and it's core programming is almost done.

After this one's done I'll shift gears back to one of my other remakes. Since I want to do a platformer next it might just be my Megaman project. Bug me about it and I'm more likely to pick Megaman. What would help things out in that direction is discussion. So if you have any questions or suggestions feel free to ask.
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: Fantendo on April 15, 2013, 05:01:59 pm
Hi Vanya: I am sorry if this was already covered but is there any chance you would want to upload your work in progress for the original project (when it was a MM5 hack)? I thought it might be fun to leverage it into another hack.
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: Vanya on April 15, 2013, 06:42:49 pm
Assuming I can find the original files, sure.
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: locolol on April 17, 2013, 06:27:27 am
Assuming I can find the original files, sure.

Maybe i can help you with that, here's the "Mega Man - Powered Down - R2 ALPHA" IPS patch  ;)

http://www.mediafire.com/download.php?zav0n1ygyotm4k1
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: Vanya on April 17, 2013, 09:12:37 am
Groovie! Thanks. I forgot I had it there.
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: Eurynomos on July 08, 2013, 12:01:44 pm
see my thread in the newbie board,hope we can join ideas,salutes.
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: tomaitheous on January 09, 2014, 07:29:28 pm
Did you ever get the slide mechanics working on MM1? I was going to try this out, if no one had accomplished it.
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: Vanya on January 09, 2014, 11:23:11 pm
Nope. I was working off of MM5 so I didn't need to.
Title: Re: [Fangame] Megaman: Power Up!! (New title, New format)
Post by: tomaitheous on January 10, 2014, 12:14:53 pm
Ahh, ok. Shouldn't be too hard to add, but the devil's in the details  :laugh: