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Messages - NES Boy

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1
I think this mod needs an update, because V6B changed the Roll skins to make the changing color scheme consistent between them:


2
MM8BDM Discussion / Re: Share Your Team Color Presets!
« on: March 15, 2023, 11:02:05 PM »
Stardroids vs. X
This set of team colors is inspired by an idea the MM8BDM team had during v5a's development to have six teams, reintroducing the Mr. X team from pre-v4A and introducing the Stardroid team. This was an attempt at future-proofing for content related to the MMV expansion.


The Light and Wily teams are left alone, but the Cossack and King team colors have been changed to the proposed colors for the Stardroid and X teams, respectively. (The choice to replace the King team colors with the Mr. X team colors was in reference to the fact that the King team replaced the Mr. X team when the MM&B expansion was created.)
As for the ally and enemy teams, allies use the Mr. X team colors, while enemies use the Stardroid team colors.
Code: [Select]
00 70 E8|38 B8 F8|E0 00 58|FF 9B 9B|90 40 F0|FF 7B FF|70 70 70|B8 B8 F8|70 70 70|B8 B8 F8|90 40 F0|FF 7B FF|

3
Get ready to add V6B to the archive in Mar10 Day!

4
MM8BDM Discussion / Re: Archived Older Versions of MM8BDM
« on: March 09, 2023, 04:47:54 AM »
V6B is coming this Friday, so you'd better get V6A archived!

5
MM8BDM Discussion / Re: Archived Older Versions of MM8BDM
« on: January 11, 2023, 12:52:32 AM »
You're welcome.

6
MM8BDM Discussion / Re: Archived Older Versions of MM8BDM
« on: January 06, 2023, 06:46:33 AM »
There's no need to ask CutmanMike for older versions, since there's a thread created a few months after this one was originally created that currently offers a Google Drive link to archived versions of MM8BDM. Even the alpha build and the SGC demo are included.

7
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.

8
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Not that it matters, but you could still get V4C, along with other outdated versions of MM8BDM, though this Google Drive link.

9
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).

10
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.

11
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):


12
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).

13
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)?

14
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.

15
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.

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