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Messages - NES Boy

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MM8BDM Discussion / Re: A Idea For MM8BDM V7?
« on: May 12, 2022, 05:40:03 AM »
I doubt the MM8BDM dev team would use Zero as a prelude to the battle against Dr. Wily. In fact, I doubt Zero would be used at all.

MM8BDM Discussion / Re: MM8BDM V4C - Released!
« on: April 05, 2022, 10:42:23 AM »
I'm afraid this version is almost 7 years old. It's probably no longer available for download.
Not that it matters, but you could still get V4C, along with other outdated versions of MM8BDM, though this Google Drive link.

MM8BDM Discussion / Re: Did you know??? MM8BDM
« on: April 15, 2021, 09:51:59 AM »
This is one of the three NES palette schemes that was adapted to MM8BDM's palette. Rockman 7 FC uses it as well.
Since the old link is dead, here is a new one. As a bonus, here is a follow up in which Kasion (the creator of the palette) provides a new alternate palette (with an alternate version).

Looking up Myroc's profile, it appears his last activity on this forum was on March 27, 2020. That's almost a year from now.

The chances of him answering your question here are low. Try checking if he's active in Discord.

Bugs/Suggestions / Re: Water Works map card oddity
« on: March 10, 2021, 09:43:22 AM »
This is what it looked like before v5c:

Funnily enough, I was the one who originally reported the error. I correctly cited the song title and proper source, and yet they still screwed up the correction.

Fun bit of trivia: RushJet1 originally made the music so he could dub it into a course he created in the original Super Mario Maker (the servers of which are shutting down at the end of the month, so no more free alternative to Super Mario Maker 2's course world):

Does anyone remember this page? It's a write-up of Rockman & Forte, specifically the CD gallery. It's a very peculiar time capsule, as it was written before the game got localized on the GBA. I especially recommend to check up the Genesis Unit section, which reimagines them as a rap group (and Hyper Storm.H being described as a redesigned Uranus).

W.I.P Forum / Re: MM4SP - Cossack Crusaders (WIP)
« on: January 01, 2021, 07:10:07 PM »
We did realize that Galaxy is a Light Robot Master, and it technically goes against the lore of things that we've presented here. I've floated the idea once about replacing him with an MM10 bot, but those conversations have been very light. This might be another thing we ask once V6 gets out and we can take a closer look at the assets; Galaxy is going to be in the second wave of robots, anyway, which will probably take a long time to come out.
So you've decided to replace Galaxy Man after all.

Now, please explain why you decided to replace Spark Man with Gemini Man. Did it have to do with Sheep Man's inclusion (since he and Spark Man are both electricity robots)?

I don't mind a MM11 campaign being an epilogue-like story. V6 feels like a proper finale to the arc set up since V3-V4, so writing V7 in the spirit of, say, Adventure Time's epilogue or Dragon Ball Super's anime epilogue, makes more sense.

"The gang had more adventures later on, this was one of them".

This also feels quite close to how Classic MM games themselves were made and written: no real setup to an arc, no real feeling of a narrative sequence of events (besides MM6 to MM7).

Unless there's suddenly an ambitious attempt to write a new arc from any of you core people, an OVA approach to future core campaigns feels like the best approach: plenty of mod campaigns like Rock Force already felt going this way.
This reminds me of fortegigasgospel and Magnet Dood's The Forgotten Adventures Project, which was a an unofficial MM8BDM continuation taking place after the MMV chapter. It has its own chapters based on the Rozner DOS games, the Wonderswan game, Rockman Strategy, and it's even implied that a there's a chapter based on a certain Archie Comics storyline. This was started in 2014, back before even the idea of a giant mecha battle against an assimilated Wily Star was conceived. Not much had been done with this expansion since at least 2015, aside from some DOS game content.

This is because the MMV chapter keeps track of more than the standard mm8bdm_saveprogress CVAR. These are the most important CVARs:

    mm8bdm_mmvsaveprogress: This is the initial progression CVAR for the MMV chapter. It keeps track of which Stardroid you've defeated in an 8-bit variable. The order is +1: Mercury, +2: Venus, +4: Mars, +8: Jupiter, +16: Saturn, +32: Uranus, +64: Pluto, +128: Neptune. Any combination of four defeated Stardroids results in the small event where Dr. Cossack tells you what the Stardroids were doing in the planetary outposts. All eight Stardroids being set to defeated triggers the Terra event, after which the mm8bdm_saveprogress CVAR takes over the main progress tracking for the MMV chapter.
    mm8bdm_mmvweapons: These are the weapons you get from defeating the Stardroids. Like mm8bdm_mmvsaveprogress, it's an 8-bit variable.
    mm8bdm_mmvlastlocation: This is a value that sets which stage you've last played, as reflected by the planet outside the spaceship. Value 0 is nothing, values 1-8 are the planets you visit to fight the Stardroids, values 9-13 are the Wily Star stages, and value 14 is the final stage.
    mm8bdm_screwcount: This is the number of screws you currently have.
    mm8bdm_mm1weapons, mm8bdm_mm2weapons, mm8bdm_mm3weapons, mm8bdm_mm4weapons, mm8bdm_mm5weapons, mm8bdm_mm6weapons, mm8bdm_mm7weapons, mm8bdm_mm8weapons, mm8bdm_mmbweapons, mm8bdm_mm9weapons, and mm8bdm_mm10weapons: These are the weapons you buy from the shop, each one an 8-bit variable.
    mm8bdm_rushsearch: This is the Rush Search item. Value 0 is nothing, value 1 is the standard version, value 2 is the first upgrade, and value 3 is the infinite use version.
    mm8bdm_templeprogress: This is the main progression CVAR for the temple sidequest. Value 0 is the initial setting, value 1 is set after speaking to Pharaoh Man the first time, value 2 is set upon speaking to Pharaoh Man after you've bought the Rush Search and upgraded it to be used in earlier chapters, value 3 is set upon talking to Pharaoh Man after all the artifacts have been collected, value 4 is set once the teleporter to the ruins becomes active, value 5 is set after you open the gateway to the temple, and value 6 is set upon completing the sidequest.
    mm8bdm_artifactprogress: This CVAR is an 8-bit variable that keeps track of the artifacts you collect during the temple sidequest.
    mm8bdm_miscweapons: This is a 7-bit variable keeping track of the Mega Ball, Spark Chase, Mirror Buster, Screw Crusher, Ballade Cracker, Sakugarne, and Dawn Breaker.
This is why Magic Man doesn't actually offer to take you to back to the beginning of Chapter 13, and instead appears on Dr. Cossack's ship with an offer to erase your progress in the MMV chapter. If you just want to replay the MMV chapter without actually losing your weapons and such, then simply enter the following into the console:

map map02; mm8bdm_saveprogress 1121; mm8bdm_magicsaveprogress 1126; mm8bdm_mmvsaveprogress 0; mm8bdm_wilygolemunlock 4

Note that when returning to the present from this point forward, the state of mm8bdm_mmvsaveprogress will have no effect on anything.

MM8BDM Discussion / Re: MM8BDM V6 - Released!
« on: November 18, 2020, 10:29:52 PM »
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Skins & Bots etc / Re: Toids 'Я' Us: [v6 UPDATE] HUDBall v2a (MM8BDM v6a)
« on: November 18, 2020, 09:45:39 AM »
Since IsabelleChiming's MMV music is now officially part of the game, I have retired the MMV music pack as well.
Aww, you could have just cut it down into a "light" version containing just the tracks that didn't make it into the core, including the slower version of Neptune's stage theme and the looped ending theme.

MM8BDM Discussion / Mega Man 8-Bit Deathmatch Music Codes (V6A Edition)
« on: November 05, 2020, 02:54:22 PM »
Basically the same as SuperCraig64's topic, except organized differently and more up-to-date.
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Bugs/Suggestions / Re: Crippling Sunstar Bug
« on: November 03, 2020, 06:06:20 PM »
Second, here's some codes to help you get back where you left off. You have to open the console with ` to use them:

mm8bdm_saveprogress 1124
mm8bdm_mmvsaveprogress 255

That should get you back to where you were, but obviously won't give you your exact unlocked weapons, so here's a code to help you get those back:

mm8bdm_screwcount 5000
I recommend that you also use mm8bdm_mmvweapons 255 to get the Stardroids' weapons back without having to fight them again.

Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: October 31, 2020, 12:17:03 AM »
This is normally the part where there's a silly image edit with Hard Man's head or something, but I'm slightly pressed for time at the moment so the IMAGE IS GONNA WAIT.
Good thing I came to this topic early enough to see this.

That being said, I'm not going to participate. I was just browsing around, and I wish all of you the best of creativity.

MM8BDM Discussion / Re: MM8BDM V6 - Released!
« on: October 30, 2020, 05:20:36 PM »
i found one bug however. when i activate the map with m, i can not deactivate it. when i changed it to tab however, i could deactivate it.
I don't think that's the MM8BDM team's fault, it's a problem with Zandronum itself.

Anyway, on the subject of teams, remember when Korby proposed adding the Mr. X back into the game along with adding a Stardroids team, totaling up to six teams? The way the game works now, the MMV chapter has the Stardroids and the robots they enslaved on the Dr. Wily team, and the final botmatch is between you and Dr. Wily on the Dr. Light team and Mercury, Venus, Mars, Jupiter, Saturn, Uranus, Pluto, and Neptune on the Dr. Wily team.

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