Archive for hack

Posted in hacks, Megaman, NES2PCE with tags , , , , , , , , , on February 12, 2014 by pcedev

Show off new sprites for Cutman’s level:

Can’t really see much, but each sprite has its own subpalette. I think I reserved something like 10 per room, for enemies. Most sprites use all 15 colors, though it doesn’t really show. In comparison, MM Wily Wars uses 7/8 colors per enemy sprite. Fragmare’s working on tweaking the MM sprites.

So nothing fancy to show off, other than it’s up and working (room sprite/pal load routine).

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Megaman CD update

Posted in Audio, hacks, Megaman, music, NES2PCE with tags , , , , , , , , , , , , , , on January 27, 2014 by pcedev

Since I had to fix the easy/normal bug, I figured I’d clean some other stuff up as well. The CD setup is now distributed in two packs; CD music pack and Cue/Iso pack.

I got rid of all the non-megaman CD tracks (place holders). So everything is Megaman related now. The title screen now has its own track (haha – it’s awesome) and the original game title screen is gone (goes from the new title screen to the stage selection screen). The tracks are now appropriately named, so replacing them with whatever you want – should make it easier. Uploaded and available in the Download and Links section.

Also, I probably won’t be making any updates to MM1 for download – for a while. I’ll post progress, but there’s no real need to upload every time something small is added. I am happy with the state that it is in now; the next public release should contain some major upgrades.

Megaman hucard update

Posted in hacks, Megaman, NES2PCE with tags , , , , , , , , , , on January 26, 2014 by pcedev

I’m going to make a build of the hucard version, with the new title, menu, and options. The stereo pan channel setting should have more of a purpose too.

That said, I want to do the same for Megaman 2 hucard project. Anyone have any ideas for a title screen for this one? I.e. It’s not limited to NES format.

Also, I’m going to start uploading just the data track ISO files for CD project updates. I have a few upgrades in mind for MM1; expand on the 6 button support for fast weapon changing, add auto weapon energy capsule refill to first non equip weapon with the lowest energy, and add the slide feature of the later MM games. I’m toying with the idea of adding a power up charge shot as well, but that’s gonna take some additional hacking.

 

Oh yeah, almost forgot: I’m looking for a chiptune artist to redo MM1 songs in native PCE chiptune format. I’ll provide the sound engine and format. Pass the word along, if you can.

Showing off

Posted in Audio, hacks, Megaman, NES2PCE with tags , , , , , , , , , , , , , on January 12, 2014 by pcedev

The new CD play routines. Sleeker, better, synced, and no garbage screen. This is run on mednafen, and medanfen has no seek delay. So I added a hard delay in the track play routine, to show what the screen would look like on a stalled or long seek-to-track of the real system.

MM1 / MM2

Posted in Megaman, NES2PCE with tags , , , , on November 9, 2012 by pcedev

Been pretty busy the last week and will be for a bit. But I’m slowly chugging away at stuffs. I got this weekend coming up, so I need to prioritize what pce related stuffs I should do. I’ve got a lot (DX still needs ending credits, Spriggan Mark 2 need ADPCM offsets to tracks to go to BL for english dub prep, Motteke Tamago needs the new title screen inserted, etc).

Megaman 2 is getting an overhaul to the audio emulation code, so that is holding back the public release. Thanks to Drakon for testing out Megaman CDDA version. I fixed a few bugs. I also added an easy mode to MM1 (people seem to think this game is hard 😛 ). I need to fix the CDDA track loading screen (it looks like crap when the tracks load). So these two games will be getting public releases soon.

Also, Megaman 2 with CDDA tracks. Or hell, just a version that’s on CD as-is. It’s gonna be difficult. The game is 256k as is. But CDRAM for SuperCD is 256k (plus 8k for system ram). At minimum I need an extra 8k free bank to put my emulation code in and for CDDA track code, I need another 8k free bank. I thought about removing some graphic data from the game, and load that in when it’s needed (like at the start of a level), but none of the graphic segments start exactly on an 8k page boundary. I.e. there are no clean breaks where I can do this. It’s definitely going to be tricky to say the least.

And finally, not MM related, Dragon Warrior. I never publicly released this game. It’s on CD. I’m gonna redo some the emulation code because this game was the very first NES2PCE project that I ever did, then release it publicly. I’ll have to figure out BRAM syscard lib and make a save option too.

MM: sprite work extended

Posted in Megaman with tags , , , , , on March 18, 2012 by pcedev

Pwwwhooo.. You run into problems when you give NES extended sprite sizes ;>_>

NES doesn’t have negative left coords for hiding or moving sprites to the left off screen. They do for the right side though, but it’s only 8 pixels wide. The X position is 8bit: 0 to $ff. $F8-$FF don’t get shown onscreen and so they don’t wrap around. And since the largest width for a sprite on the NES *is* 8 pixels, it works. The problem occurs on the original NES is when you want that effect left side. Megaman handles this by hiding the sprites in 8pixel wide columns of the whole meta-sprite. So you get this sort of jarring/popping on the edge. Not a huge deal on the real system, especially back in the day when the edge of the 256 pixel wide screen was almost always partially in overscan area (TVs were rather poorly calibrated back then and the tolerance allowed for overscan was rather sloppy for consumer grade equipment).

So in comes my problem. I replaced all MM main character meta sprite with a single entry: 32×32. The game logic tries to remove the right edge on MM when he’s right at the edge of the left side, thus he disappears. Big problem? Not really. I can fix that logic. But that got me thinking. If I don’t find a solution to this problem, it could definitely be a problem for any other NES game one might want to upgrade as such. There aren’t enough bits left in the sprite attribute byte to fix this either (the problem is not to break compatibility).

So after mulling this over for a few days, I’ve come up with a solution. It’s pretty damn rare that games use “OAM data” ($2004). They all seem to use the sprite dma controller ($4014). The nice thing about the sprite dma is that it copies all 64 OAM entries to PPU OAM ram while halting the cpu. The dma controller takes an address based on $x00 from ram. And the NES only has 2k of ram ($000-$7ff). This is perfect for the solution. I have a shadow 64 entry in higher/invalid ram area of the NES range. This provides four additional bytes to the original four bytes for an OAM entry. For X and Y, the shadow equivalent bytes are a signed offset (2’s compliment). Perfect for offsetting the sprite with it ‘wrapping’ onscreen. And here comes the tricky part. For compatibility, the sprite dma function backend code clears each byte after it reads it. So the game engine itself doesn’t need to clear the shadow list. And if it isn’t used, values of $00 do nothing to effect the original. This also allows to me to use all 16 subpalettes for sprites and also allows me to use other sprite ‘banks’ in PCE vram.

MM: main sprite work

Posted in Megaman with tags , , , , , on March 12, 2012 by pcedev

I redid the meta-tile hacking for all of Megaman’s sprite frames. I gave a special character (used an invalid value for the game) to the original meta-tile definitions and a hook to look for this. Now the game gets all the X/Y offsets from my 3 tables instead of trying to modify the games (in which enemy characters share). It greatly helped in fine tuning all the offsets of the frames too (saved me a lot of time). So, I think I can call the main character sprite work finished. Time to work on the bosses next, as they use some of the original main character sprite cells (cutman uses MM’s legs for the running frame).