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Megaman 8 (PS1) Level Editor released

Started by kuja killer, July 01, 2022, 02:02:14 PM

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kuja killer

Hello, I've been following a guy for a few years named "kuumba" who's a very well known megaman romhack player, speedrunner (some i think), and twitch streamer. For the past few months he's been teasing a secret project that he revealed today I want to share with the community in general.

The first ever (??) Megaman 8 level editor in history. I think this is super exciting and very awesome. And I really hope we can see some potential possible megaman 8 romhacks, with at least some basic level design changes in levels. I would defintely be very interested to play some in the near future. :)

I hope some other people out there might be interested ? :)

He published the source code on github here:
https://github.com/Kuumba123/TeheMan8_Editor

A much more detailed overview of how to use the editor in this youtube video he uploaded today (compared to the readme file)
https://youtube.com/watch?v=FQlwryC997Q

And it looks like he uploaded it to romhacking.net today as well here:
https://www.romhacking.net/utilities/1689/

Dr. Dreadhawk

#1
If he knows the game so well that he's making an editor for it, maybe he's able to fix the internal lag of the game? I mean the game has 3 frames of lag for jumping and moving around and 2 for shooting, unlike most of the games in the series. For reference here is a list of internal lag per game:

List of Internal Frames of Lag (Less is better)
Jump    Shoot   Move    Game
2       1       1       Mega Man (NES)
1       1       1       Mega Man 2 (NES)
1       1       1       Mega Man 3 (NES)
1       1       1       Mega Man 4 (NES)
1       1       1       Mega Man 5 (NES)
1       1       1       Mega Man 6 (NES)
2       1       1       Mega Man 7 (SNES)
3       2       3       Mega Man 8 (PSX)

2       1       1       Mega Man X (SNES)
2       1       1       Mega Man X2 (SNES)
2       1       1       Mega Man X3 (SNES)
2       2       2       Mega Man X4 (PSX)
3       3       3       Mega Man X5 (PSX)
3       3       3       Mega Man X6 (PSX)

1       1       1       Mega Man - Dr. Wily's Revenge (GB)
2       1       1       Mega Man II (GB)
1       1       1       Mega Man III (GB)
1       1       1       Mega Man IV (GB)
1       1       1       Mega Man V (GB)

1       1       1       Mega Man - The Wily Wars (SMD) (All Games)

1       1       1       Mega Man (GG)

2       1       1       Rockman and Forte (SNES)
2       1       1       Rockman and Forte (GBA)

1       1       1       Mega Man Xtreme (GBC)
1       1       1       Mega Man Xtreme 2 (GBC)

2       2       2       Mega Man Zero (GBA)
2       2       2       Mega Man Zero 2 (GBA)
2       2       2       Mega Man Zero 3 (GBA)
2       2       2       Mega Man Zero 4 (GBA)

3       3       3       Mega Man - Maverick Hunter X (PSP)
3       3       3       Mega Man - Powered Up (PSP)

2       2       2       Mega Man ZX (NDS)
2       2       2       Mega Man ZX Advent (NDS)




kuja killer

I asked kuumba about this, and he's not interested in patching the game for just that. I dont know if he knows anything about it programming-wise. But i never personally even knew about that, nor have i ever had any issues with input lag or such thing, since i use a CRT TV and monitor. He has no problems with it either.

Dr. Dreadhawk

I'm also a CRT guy. This is an accurate and objective measure of this lag. Since it's baked in the logic of the game it affects every setup, including CRTs and original hardware. We're talking about the kind of lag that runahead is designed to remove. They explain how to measure it yourselves here. For a brief explanation that might work with any emulator:

  • Pause emulation.
  • Press and hold a direction on the controller.
  • Advance emulation frame by frame until the character moves.

At best an action will be visible on the next frame, so the frames of lag are the amount of time you advanced a frame minus 1.

pianohombre

That's cool. I've long wanted to update MegaEd X to make a stand-alone Megaman 7 Level Editor, but unfortunately I don't know hacking, programming, or assembly that well. It would be nice if someone can find the code responsible for the Cutman/Woodman fights in the Sega Saturn versions of the rom, and paste those plus the graphics into the Playstation version.
"Programming in itself is beauty,
whether or not the operating system actually functions." - Linus Torvalds