Archive for nes

Apothecary

Posted in homebrew with tags , , , , , , , , , , on February 26, 2014 by pcedev

A game that was in development for the PC-Engine..
http://chunkypixels.blogspot.co.uk/2014/02/death-of-pc-engine-game.html

All the artwork and design is done, but the creator (sunteam_paul) doesn’t have someone to code the game for him. So he cancelled the project. But he did offer this..

OK, I’ll make you all a deal. Anyone who can get a fully working prototype (including character movement, screen flipping, basic enemy patterns) in the next 6 months can have all the art and my full cooperation in completing the project.

Anyone up for the challenge? Write it in Small C for the PCE, too.

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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).

Posted in Audio, hacks, Megaman, NES2PCE, retro with tags , , , , , , , , , , , , , , , , on February 8, 2014 by pcedev

More Megaman 1 stuff.

Maaaannnn. Talk about a pain. Principle and execution; two very different things. What should have been a very easy upgrade to the load room graphics hook/code, ended up being a nightmare. It broke a lot of stuff that I already had in place. So, some other stuff got changed/upgraded (mostly OAM->SAT conversion). But it’s done and working. Finally. All the enemy sprites for Cutman stage are up and running. All converted to native PCE format. I worked out how to handle the palettes for those enemies too. You know, you don’t realize how much 16 subpalettes just for sprites – is incredibly large for that era. It makes things sooo much easier, and the fact that I still have another set of 16 just for the BG graphics – this is gonna be easy. Wily Wars on the MD/Gen, uses 7+1 colors for sprites. That how the extend the 4 subpalettes to be more than 4. 8 colors for a sprite, isn’t so bad for Megaman style design. BUT WE ARE GOING THE FULL 15 COLORS PER SPRITE! Yeah, baby. I purposely added colors to the sprites, even if you can see them – lol. I wanna have a few screens in the game, surpass the 100+ color count mark.

Anyway, things are coming along. I’m working on the ‘start stage sprite’ load routine, which is different than the load-room-sprites (not sure why). I’ll have something to show off when that’s finished.

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 1 hucard Title/Options version uploaded

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

For those that want to play it via hucard. It has all the options of the CD build. The stereo separation setting have a greater effect now, since it also applies to the music as well. Ch0= square 1, Ch1= square 2, Ch2= triangle channel, Ch3 = noise channel.

You can get it from the Download and Links section.

Edit: Also, for the CD version; Easy mode and Normal mode are actually inverted. So Easy=normal and normal=easy. Sorry. Last minute change and I forgot to update the damage handler. The hucard version is correct though. I’ll upload a new data track soon. I plan on splitting up the CD version into two files; the cue+iso and a separate file for all music tracks. This upload speed to the site is killing me :/

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.

Megaman CD 1.01

Posted in hacks, Megaman, NES2PCE with tags , , , , , , , , , , , , , , , on January 25, 2014 by pcedev

Some new goodies in there (read the video description). Upload is taking a while, but will be available in the Download and Links section, once it has finished.

Edit: Game is now uploaded.