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Messages - Amaweks

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Congratulations for the team, just an amazing hack!
Hope you get to the cosmetic changes, they will be a nice touch.

Personal Projects / Re: Final Fight SNES Restoration Project
« on: February 14, 2019, 01:41:52 pm »
Just passing by to say: Awesome project, congratulations!  :beer:

ROM Hacking Discussion / Re: Megaman Engine Homebrew Demo Released
« on: January 24, 2017, 09:22:35 am »
I'm interested in your project.

Is it a entirelly new engine, or is it implemented in others engines like game maker?
What your plans?

As soon you have something that can build a stage with playable main character I can do some tests.
Keep us informed.  :thumbsup:

We're close, but I can't offer a date.

Testing is done. We got quite a lot of feedback and we're diligently working through the list of bugs and problems as free time permits.

We will wait for the time that is necessary, because it has already become obvious that it will be worth the wait :thumbsup:

One question: Since you made profound changes in Metroid 1 engine, have you ever thought about releasing some hacking tools that allow others forum members to make similar changes?

Just passing just to say that you guys are doing an awesome work with this hack. Take the time needed to complete the project. Congratulations for all the criativity and advanced ASM hack.  :beer:

Gaming Discussion / Arcade Game Studio...
« on: June 23, 2016, 02:33:58 pm »
Not romhacking related, but "retrogame" related...

I do not know if anyone here ever seen or used it, but I am finishing my second game using the "Arcade Game Studio" (ARGS), Bruno R. Marcos. The program is free, and more than a game engine it is a solution to make arcade style Ghouls and Ghosts, Bomberman, Commando, Horizontal or Vertical Shooters, without knowing a line of programming.

Not the most versatile of all programs, and it serves more to certain specific types of games, however, you see the results coming very fast. View results with little production time is something important for an amateur who has little time available.

Another thing that helps a lot is how to mount the stages. The assembly of tiles is simple and direct: you selects the tiles (16X16) on the tileset and past it on the stage. Then, you click and add 8X8 markers to define what is solid, platform, spikes, ladder, etc ... In the end, you have the option to plan the scenario (like in a normal production), or create the level design in real time by setting the trial and error (or at least, use this method to test).

The program came to light in 2012, so I wonder why so few games have been produced by this program... this is why I'm making an "advertising" of the program here. Speaking of advertising, I'm almost finishing my second game:

Soon, when the game is finalized, I will release the "source code" (actually the game's project files in ARGS) for those who want to use to learn how to work in the program, or use graphics and sounds I've created in your ow projects.

Personal Projects / Re: SC4ED - Super Castlevania 4 Editor
« on: June 18, 2016, 09:22:35 am »
Not exactly sure why the palette editor stopped working, but I changed some things and it seems to be working again.  I also added display of events and a very crude event editor that allows events to move around.  Most events show up as a small red box except for the candles.  Events can be toggled on/off with the 't' key.

I decided to stop working on the editor for now.  I uploaded the source code to github.  It's a huge hack of the mmx editor so be warned if you look at the source.  It's hard to write good editor code when big parts of the game engine are still unknown.  Hopefully there's someone else more motivated than me to continue working on it.

Latest compiled version:


Well, it was a very good enfort, and the editor seems to do lots of things. Hope to try a hack in the future.
Thanks for your work, RedGuy  :beer:

Personal Projects / Re: Megaman 1 Nes Redux (big Graphical hack)
« on: February 14, 2016, 09:12:39 am »
I actually like the red and orange face myself. I feel like the brown line and original light skin is way to close to the original palette for a redux.

He also looks anemic compared to for example the JP box art, but then again he's a robot.

Well, I'll keep the red/orange face, just because it's more colorful.

- Fixed sprites on the end:

Roll design heavily inspired by Roll Chan Hacks, my way to say: "Thanks Zynk".

And thanks every one! You helped me a lot doing improvments in the hack.

Last day in vacation, I think i'm done with this hack, soon it will be sent to database.

Hope to start another Redux hack, maybe Castlevania 1, but first I have to end 2 original game projets of mine (see my blog if you want to know about it).


So, it's online for download:

Personal Projects / Re: Megaman 1 Nes Redux (big Graphical hack)
« on: February 13, 2016, 06:15:39 pm »
Nice redux sprites! :)


I think that would be a good improvement as well. The dark brown is much more agreeable to me over the red for the eyes and mouth.
That's a cool Trevor Belmont sprite that you made.

Your Mega Man sprite is looking better, I would say the two things you should change is edit the colors of his eyes and mouth to dark brown and his skin to a lighter color like this quick edit I did of your sprite:

I will evaluate the gains and losses of both choices for the color of the mouth and eyes (if brown or red / purple ) to make a decision.
I to feel thet brown look better, however, very dark ( almost black ), and does not give an appearance of " more colorful " to the character. Using red seems that the face has a more balanced color ramp , giving the feeling that the face is more colorful, and make it more colorful is the intention of the hack.

Personal Projects / Re: Megaman 1 Nes Redux (big Graphical hack)
« on: February 12, 2016, 10:59:33 pm »

I was wondering if you could fix Rock and Roll a bit? Their eyes seem to have cataracts. Also, could you have used the JP version with Megaman on the titlescreen get a redux, too?

The Rock and Roll eyes was a fail atempt to do something new...   I will fix it.

I prefer doing the hack in the US version, first because is the version i have played since childhood, and second for the spare tiles (all the tiles of the big megaman from title screen are there to reuse on the select stage screen). I already have used some tiles to modify the boxes around the boses in the select stage screen. So, it will be it.

Personal Projects / Re: Megaman 1 Nes Redux (big Graphical hack)
« on: February 12, 2016, 07:58:43 pm »
The red eyes really kill me. Why not use black like the original?

The Intent is not be like the original  ;D.

Jokes aside, the red-eye is to achieve a good color ramp with the yellow on the face. Furthermore, the face palette is shared with some enemies and I've set not having black outlines for this hack, which inevitably requires black be replaced by color "0" (04 , or 05, 06 , 07)
Plus, Megaman can have red ears when firing from the stairs (half of the ears in red).

When on game play you barely note the face in red, in general it looks like dark lines (dark red lines).

Of course, you have the right to dislike it.

PS. Mockups just for fun:

No, I do not intend to hack the Game Gear Megaman. Despite the another sprite mockup be from CV3, I'm thinking about a hack of CV1 with this "baroque" sprite style (the sprite on the right). Now I have other projects to finish, but I'm thinking....

Personal Projects / Re: ROLL♥CHAN Evolution!
« on: February 12, 2016, 07:08:26 am »
Really loved all Roll Chan hacks.  :beer:

Nice videos, they made me want to go back and replay the whole nes series (on Roll version)

Personal Projects / Re: Megaman 1 Nes Redux (big Graphical hack)
« on: February 11, 2016, 06:04:50 pm »
Would it be possible to somehow enhance the contrast between Megaman's face and the whites of his eyes? It has always been hard for me to tell where the whites of Megaman's eyes start, and where his face ends.

Change the skin tone ever so slightly, or whatever. But bring out the whites of his eyes somehow.

This is the most contrast I can get (the original color is almost white, the color in the hack is a light orange. More contrast than this and megaman face will be to much darker.


Anyway, my vacations are close to the end, so I spend the day doing some ajustments on megamans sprites (again):

- Ice man face transparent pixels: fixed

Personal Projects / Re: Megaman 1 Nes Redux (big Graphical hack)
« on: February 11, 2016, 06:38:27 am »
I like the original way where it shows the boss level your about to enter. I don't mind the boss selection screen but the screen where it shows the boss and the total points for beating him is too much. I rather it be the original way since all the other games are the same. Also, can you possibly remove the score. There is no need for it.

If it were possible I would change the selection screen for picture frames, which unfortunately is beyond my skills.
I prefer to leave the score and other details like the original, my interest is hacking the game graphics, making it look as colorful as possible.


I think I'll keep the dithered blocks for now... I have made some experiences with Cut's Man stage:
Now the Celling window BG shares de same palette with the light pink BG...

What do you think?

Personal Projects / Re: Megaman 1 Nes Redux (big Graphical hack)
« on: February 11, 2016, 04:21:50 am »
Well, that's enough for the stand sprite. I will definitely stay with the last edit. Thanks for the help and suggestions, guys.  :thumbsup:

Lesson learned: do not stray away from the original sprite. That's looks OK to me  :thumbsup:

Yeah, the helmet spot should be the lighter shade.

I think it's all a matter of choices, between a more conservative or more daring modification. I stay in the middle of the two while maintaining the overall form, but rather by modifying the pixels inside the silhouette.
But, if appropriate , modify the shape, the silhouette, of all the sprites on the game, which is beside the point . The intention for this hack has always been to make the game more colorful as possible.

Thanks for the help, Oxhyde  :beer:

Sorry for spreading the curse... :'(

Let me be clear: I don't think that the new sprite is badly done, not at all! It's much more a question of taste. I like the childlike stature of the original best. My favorite is probably the one pixel edit that MasterGwonam did.
Maybe keep "fat" (which never seemed fat to me) as the standard, since it's the most true to the original and provide the more V-shaped "Marilyn Manson" :happy: as an option?

Some curses come on time, and your way of spreading it was with a funny and accurate image.
Yes, I understooded, not that you were trowing the sprite that you criticized in the trash, it was just your way of showing a direction to which that sprite design pointed. Accurate  ;)

Number 2 is definitely the best!

I definitely agree  :thumbsup:

I'm okay with the current sprite, although number 2 does look good too!
One little suggestion...
Did Megaman have a tan session? :P

His face looks too orange, maybe some lighter tones for his face would be nice.

This is a problem that I stopped trying to solve in the beggining. The NES has few colors, and the problem of the original color in this new sprite style is that the skin has a clor very close to the white eyes, and far from the red or purple mouth and shadows, giving it a bad color ramp.

So I made that choice: put a much more vibrant color (a "2*" instead of "1*" which is not the ideal) and give the feeling that the character is more colorful, similar to that some Master System games.

2 is the best so far I think, though the helmet shine should be more in the front to be consistent with the rest and there was no reason to make the foot smaller.

Yes, the no reason to make the foot smaler, I agree, fixed.
i have wondered before about the direction of the helmet spot light.

The light source comes from the sprite northeast. And the shadow of the helmet is facing northwest.
The question here is if I can give me the freedom to be unrealistic about the light source , and I believe that yes, I can have that freedom.
In the case of such a small sprite, and that is mirrored in real time during gameplay , I do not see much problem with some inconsistencies in the light source , since in general all work as a whole.

Moreover, in design terms, we can add more than one light source (reflections coming from the ground or from bright objects in other directions). So, no big deal with it , I gess.

Next time I'll came here will be to show some changes, specialy with the blocks in CutsMan stage.

Personal Projects / Re: Megaman 1 Nes Redux (big Graphical hack)
« on: February 10, 2016, 06:33:57 am »
I like that last edit you made. Also, how about a spot shine on his helmet?  :D

I made some MM1 weapon colors and some other alternate colors.

Nice color edits, from what i remmember yours is better then the ones in the hack... I will stole then from you  ;)
I'll try the helmet shine (maybe the middle color)

The project looks pretty interesting. I can't wait for the full version. Good luck, Amaweks!

Espero que em breve, falta poucos, mas detalhes importantes...
(Hopefully soon, it is missing a few but important details ...)

I really hate to say it, guys. But I don't like the new one AT ALL. :'(
It looks like he's wearing a corset to me...

 :laugh: :laugh: :laugh: :laugh: :laugh:
Damn you...

You right, its the combination of high underwear+thin body tha makes that effect. You can think its is a super strong guy too (the type with large chest and small waist). In any way it does'nt fit well for the blue bomber...

I like that sprite.
I want it for the Redux hack!

Two days ago I liked it too, but now.. well, its a important detail, so I will spend some more time on it, let's see...

I like the last one, but it does make him look a lot less cute/boyish and more like a typical action hero dude.

Yes.. so new problems: make hin dont look fat, but make shadows and color ramp, raise underwear but without tuning his waist...

In my opinion you should keep Mega Man's original body weight the way it is, because I think his new body weight on the new edit that you made looks kinda weird on him. You should keep all the sprites the way they are and just change the colors because I'm really impressed on the new colors that you added to the game.

You did a great job on it.

Thanks, I'm trying..
All the sprites have been changed, redesigned, changing their style to a new one with heavy shadows (everything to take the contour color in the color gradient and make the graphics more 16-BITish, more colorfull)

But I understand what you saying, to keep the original shape of things.

Damn you. Now I can't unsee  >:(


 :laugh: :laugh: :laugh: :laugh: :laugh: :laugh:
I thought the same as you, and almost made ​​an edit to sex change the Little blue guy...


Now let's work...

I've made some edits, and you guys know that in the end the decision is up to me, so I'm inclined to decide the sprite number 2 below:

what do you think?
And, what about the shine n the helmet, middle blue or bright blue?
And the right legs?

Hope to solve this all this week so we can move on to the blocks (I already have attempted to do, releasing a palette exclusively for them, but let us leave that for later)

I can't do other things with this questions on my mind  ;D

Personal Projects / Re: Megaman 1 Nes Redux (big Graphical hack)
« on: February 09, 2016, 05:58:01 am »
Thanks for the help , guys. These were very cool suggestions.

The question is how to add the "shine" of the boots and underwear without losing definition color and without applying pillow shadow (the player understand that the boots, gloves and underwear, are of a darker blue than the torso, arm , etc...)

The boots solution was easy: lots of blue shade (darker blue) as they appear against the background.

The underwear and the gloves had a problem: next to the torso, to much shade left them indistinguishable (tangled with the body), and the shine should give the player the impression it is the same color of the torso (lighter blue).

You both gave me the answer together: clear the area around the arms, and contrasting them more against the backdrop, solves these problems , and leave Megaman slimmer, solving the problem of fat torso caused by the shadow.

new try:
(pixel on left shoulder, shine left boot)

Still open to suggestions

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

I still have to look over Iceman's face

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

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

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

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

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

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

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

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

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

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

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

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

A quick try on megaman idle sprite:

Opinions, sugestions?

Love your project, a must play for sure.

Nice music, really big enfort on narrative, and so far the level design is very interessant. But I love especially the graphics , the choice of colors, shading , and all the hacking tricks of this wonderful game. Side a side with a official game.

Awesome work  :beer:

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