Author Topic: Megaman PCE thread  (Read 13546 times)

BigusSchmuck

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Re: Megaman PCE thread
« Reply #90 on: October 24, 2012, 01:47:41 PM »
Hey, look what I found...

Thats pretty cool, so what are your plans on distributing this gem?



 A pressed CD? A real hucard? :P Sony DADC CD-Rs from a professional replicator (probably the best option given the cost and such)? I dunno. What do you guys want??? Though to be honest, I'm not really interested in getting dragged to court by Capcom ;>_> Someone else should handle... ehm.... that aspect of it? A few members here could set something up? I dunno.

 I kind of like the CD format as it gives the option for CDDA/redbook tracks (or original chiptunes).


 BTW, I made a test video:




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This is literally a dream come true for me. :)

I figured quite a few people wanted Megaman 2 instead of MM1 :P For MM1, I got a hit of about 150 views on my site/blog and that was with a lot of people referencing it from other sites (I can see the redirects). With my MM2 post, which I didn't really advertize, got 300+ views in like 4 hours.



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Megaman 2 tunes are legendary! cant wait!

I need to tighten up the audio emulation a bit (fix the sweep support), but otherwise the audio came out pretty decent so far. But yeah, MM2 has the most memorable tracks out of any MM game.
 
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I demand cd audio for this thing of beauty...

Shall I setup a donation thingy for it, for requests? ;)


 Since this MM2 went so well (I still can't believe it only took 4 hours to get it up and running, and that includes the time to play through it and beat it :P), I'm looking into the other megaman games as well. MM3 and MM5 have a totally different setup than MM1,2,4, and 6. But I'm up for the challenge :) I was thinking maybe a dual pack release per CD. I don't know if I showed off the new sprite work for MM1 (megaman and cutman have all new sprites), but it was a pain in the ass to do. So much so, that I might just work on redoing the background tiles and maps for now.

 I love the MM series and so this is a labor of love for me. But it does suck not to be able to... well, get a return on the hundreds and hundreds hours put into this backend emulation code/support. Morality/ethics/whatever issue aside (not that they don't have merit), I don't want any legal trouble or such. I mean, it's my own fault for not putting that time into something original that I could sell. So with that in mind, I was thinking about making a megaman type of game (clone) for the PCE. Feedback?

A clone would be cool. Instead of calling it Megaman, call it Turboman? :) I know you can't link the game on these forums in its current state but I and many other people here would love to play it on the turbo without having to digg out our nes just to play some Megaman. I have lots of memories of that game and its endless sequels (especially Megaman 3)

Drakon

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Re: Megaman PCE thread
« Reply #91 on: October 24, 2012, 03:54:58 PM »
ditto.  Megaman 2 is the game that made me into a gamer.  As for the choice of cd audio that might be tough, but if you're the guy who made gate of thunderforce then I trust in your audio judgement!

Hey, look what I found...


This is literally a dream come true for me. :)
« Last Edit: October 24, 2012, 03:58:25 PM by Drakon »
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ParanoiaDragon

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Re: Megaman PCE thread
« Reply #92 on: October 24, 2012, 04:04:20 PM »
Just tie it to the Shockman series, & call it a day. :D

Nando

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Re: Megaman PCE thread
« Reply #93 on: October 24, 2012, 06:37:19 PM »
Just tie it to the Shockman series, & call it a day. :D

ShubibibibibibiBIBIBIN 4

I'd give money to support a new game and/or the fan port (see what I did there?) Hell even if it's a sprite swap with a few surprises here and there it would be cool.


burn_654

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Re: Megaman PCE thread
« Reply #94 on: October 25, 2012, 02:52:02 AM »
Bonknuts, it's great to see your incredible work on these ports continuing! I'm in awe.  :clap:

I wonder...there's tons of very capable Megaman hacking utilities out there...would it be possible to patch the internal nes binary with one of the hacks? I know you had to reorient a fair amount of things in the nes binary, is that correct? Or is the nes code fairly untouched?

I just think the possibilities to port over the better Megaman hacks to pce (not to mention the ability to create new ones) with remixed music and/or graphics has TONS of potential.

As well I just want to say it's great to see you back in the scene a bit. Your pce hacking efforts and documents are just incredible!
« Last Edit: October 25, 2012, 03:13:14 AM by burn_654 »
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Necromancer

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Re: Megaman PCE thread
« Reply #95 on: October 25, 2012, 04:06:47 AM »
Even though I've never been a huge fan of Megaman (not that they're bad games though), I'd love to see a clone game, especially so if it's two player. 
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TailChao

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Re: Megaman PCE thread
« Reply #96 on: October 25, 2012, 04:26:14 AM »
Just saw the post on your blog during lunch.
Great job, man. This is really awesome stuff :)

Edit:
I don't want any legal trouble or such. I mean, it's my own fault for not putting that time into something original that I could sell. So with that in mind, I was thinking about making a megaman type of game (clone) for the PCE. Feedback?
I don't see why this wouldn't be a good idea.
It would be tough to generate, say, a MegaMan 3 level of content in a short amount of time. The originals are really fantastically designed.
But luckily you can't get sued for borrowing mechanics, only characters.

I can't speak for level design, but it seems you have (more than enough of) the technical background to pull it off. So go for it :D
« Last Edit: October 25, 2012, 04:34:53 AM by TailChao »

BlueBMW

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Re: Megaman PCE thread
« Reply #97 on: October 25, 2012, 04:37:53 AM »
Ill happily pay good money for anything mega man related on pce. :)
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Bonknuts

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Re: Megaman PCE thread
« Reply #98 on: October 25, 2012, 05:03:04 AM »
Good Job. Glad to see you back.

 Thanks :D Good to be back :)

Quote
I wonder...there's tons of very capable Megaman hacking utilities out there...would it be possible to patch the internal nes binary with one of the hacks? I know you had to reorient a fair amount of things in the nes binary, is that correct? Or is the nes code fairly untouched?

I just think the possibilities to port over the better Megaman hacks to pce (not to mention the ability to create new ones) with remixed music and/or graphics has TONS of potential.

 Yeah, using existing hacks is very doable. I don't hack much of the rom to begin with (less than 0.01% or so if you compare it against just the code of the rom, i.e. excluding graphics/maps/sound/data/etc), but if the rom hack someone made was above and beyond what the editors do.. that is to say they did ASM hacking to the rom and not just graphics/sprite/maps, then I'd have to do a little more port opcode hunting down. But with my tool I made, it makes that much easier. And so yeah, even with an ASM hack it's doable. But traditional hacks are cake (usually no modifications needed). I have Dragon Warrior running on PCE CD (it was the very first nes2pce game I did) and after it was up and running, I took Sliver-X's hack of Dragoon Omega and applied it to the rom. It worked perfectly.


Quote
Even though I've never been a huge fan of Megaman (not that they're bad games though), I'd love to see a clone game, especially so if it's two player. 

 As for an original game, I've though about two player mode. A four player mode would be hilarious, but complicated for balancing. Anyway, I thinking that maybe the two players could share the same life and weapon energy bar, and if either player dies they have to restart. Something along those lines.



Nando

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Re: Megaman PCE thread
« Reply #99 on: October 25, 2012, 05:17:55 AM »

 As for an original game, I've though about two player mode. A four player mode would be hilarious, but complicated for balancing. Anyway, I thinking that maybe the two players could share the same life and weapon energy bar, and if either player dies they have to restart. Something along those lines.


That's pretty interesting. Would foster more team play.

Four player could be manic, but doable, I think; besides the regular metalslug/megaman like game play, you can set up a vertical scrolling platform heavy rainbow islands like stages. Just one idea.


BigusSchmuck

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Re: Megaman PCE thread
« Reply #100 on: October 25, 2012, 05:51:04 AM »
Good Job. Glad to see you back.

 Thanks :D Good to be back :)

Quote
I wonder...there's tons of very capable Megaman hacking utilities out there...would it be possible to patch the internal nes binary with one of the hacks? I know you had to reorient a fair amount of things in the nes binary, is that correct? Or is the nes code fairly untouched?

I just think the possibilities to port over the better Megaman hacks to pce (not to mention the ability to create new ones) with remixed music and/or graphics has TONS of potential.

 Yeah, using existing hacks is very doable. I don't hack much of the rom to begin with (less than 0.01% or so if you compare it against just the code of the rom, i.e. excluding graphics/maps/sound/data/etc), but if the rom hack someone made was above and beyond what the editors do.. that is to say they did ASM hacking to the rom and not just graphics/sprite/maps, then I'd have to do a little more port opcode hunting down. But with my tool I made, it makes that much easier. And so yeah, even with an ASM hack it's doable. But traditional hacks are cake (usually no modifications needed). I have Dragon Warrior running on PCE CD (it was the very first nes2pce game I did) and after it was up and running, I took Sliver-X's hack of Dragoon Omega and applied it to the rom. It worked perfectly.


Quote
Even though I've never been a huge fan of Megaman (not that they're bad games though), I'd love to see a clone game, especially so if it's two player. 

 As for an original game, I've though about two player mode. A four player mode would be hilarious, but complicated for balancing. Anyway, I thinking that maybe the two players could share the same life and weapon energy bar, and if either player dies they have to restart. Something along those lines.



Dragon Warrior? You are my hero, I always wondered if someone was going to port that over to the pce/turbo eventually.

Keranu

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Re: Megaman PCE thread
« Reply #101 on: October 25, 2012, 07:10:41 AM »
Even though I've never been a huge fan of Megaman (not that they're bad games though), I'd love to see a clone game, especially so if it's two player. 
Likewise. Hell I like the clones more than Megaman itself!
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Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).

fragmare

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Re: Megaman PCE thread
« Reply #102 on: October 25, 2012, 01:23:55 PM »
I'm sorry, bu5
Likewise. Hell I like the clones more than Megaman itself!


I'm sorry, but I must disagree.  Shockman couldn't shine Megaman's shoes.  The best thing they ever did with the Shubibinman series is turn into a hack-n-slash platformer with Shubibinman 3... now *THAT* was an awesome game.  Shubibinman2/Shockman just seemed... subpar in comparison to the enjoyment and overall style of the Megaman games.  Especially Megaman 1-3 on the NES... those games are the stuff of legend.

The music for the first Wily's Castle level is quite possibly the most spine tinglingly nostalgia inducing 8-bit music track ever created:
« Last Edit: October 25, 2012, 01:28:26 PM by fragmare »

vestcoat

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Re: Megaman PCE thread
« Reply #103 on: October 25, 2012, 02:23:54 PM »
Shockman is an average game with big pluses for music and two players. What killed it are the slow, boring stretches of auto scrolling and the half-assed shooter segments. It feels like they had a good game in the works and then someone jammed the Gradius demo from Blades of Steel in the middle of it.
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Arjak

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Re: Megaman PCE thread
« Reply #104 on: October 25, 2012, 03:12:58 PM »
The music for the first Wily's Castle level is quite possibly the most spine tinglingly nostalgia inducing 8-bit music track ever created:



*Shivers* Damn, that song kicks ass! Capcom's early work is the stuff of legends! :dance:
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