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Messages - NES Boy

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106
MM8BDM Discussion / Re: Did you know??? MM8BDM
« on: February 24, 2017, 03:51:10 PM »
The mail box outside Dr. Light's lab actually has two unused actor states in the curretly released version. These states are interally named "Cossack" and "CossackSnowy".


107
Tutorial Collection / Re: (V5B) Creating Map Creator Cards for your maps!
« on: February 14, 2017, 06:26:28 PM »
mm8bdm_map_background - 264 x 92 background image of the card. You can make your own or use one included in the mm8bdm pk3. Click here for an image gallery of all title cards and their graphic codes. Default is "MAPCD10".
I noticed that MAPCDV uses the GBC palette (specifically one of the palettes used by the bootstrap ROM, so I looked into the palette used when the game is played on Super Game Boy.

It turns out that the text box uses five different SGB palette schemes throughout the game:






Here is a breakdown on the SGB palettes and when they are used (as well as HSL informaton based on the SNES's color space):

(click to show/hide)

108
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: February 10, 2017, 06:53:22 PM »
I noticed you used 8-bit versions of Geno's fanmade MM&B database images for Galaxy Man and Solar Man:


109
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: December 02, 2016, 02:44:06 AM »
So, we're in December now, and the 17th is the 29th anniversary of the first Mega Man game's release in Japan. Do you have anything special to announce or show for MM8BDM by then?

110
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 31, 2016, 10:37:18 PM »
I've got a question: are Gamma's sprites getting a redesign so he has his canonical appearance, and not the one he has in the Nintendo Power poster?

111
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 17, 2016, 01:00:55 AM »

Well, I guess it's time to bid goodbye to the old title screen that one is replacing:


R.I.P.
2014-2016

Incidentally, I remade the old title screen with the original, unaltered Sega Genesis graphics:


112
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 11, 2016, 09:16:29 AM »
I like how the presentation of the story is getting a major facelift. As the latest public release stands, Dr. Light's dialog at the lab actually changes during the MM8 and MM9 campaigns (specifically, upon reaching MM8DUO, MM8DW1, and MM9FAK), though there's no notification during the main gameplay, since generally, you only automatically return to the lab after completing a chapter.

Also, I hope this means that TITLEMAP will finally get MM7 and MM8 intros!

One question, however: will the V1 and V2 credits be updated to feature teasers for the next campaign storyline, like in V3 and onwards?

113
Rejected / Re: [Suggestions] Music cues and an intro graphic change
« on: September 30, 2016, 04:55:29 PM »
You obviously didn't listen to the actual music, because it's actually different from the NES version. This is mainly because the previous game in the GB series used a version of the song that's more faithful to the NES version:

114
On the subject of an album release, I know some video game soundtracks like to have exclusive songs created for the album in addition to songs that originate from the game, like the following:

(click to show/hide)

As you can see, the majority of my reference pool comes from Nintendo game soundtracks.

Anyway, the point is, I'd like to hear what the V3 and V4 Final Boss themes would sound like if they were done as if they actually existed in Mega Man 8 and Wily Wars, respectively.

115
Tutorial Collection / Re: [TUTOR] It's The Future! : Voxels 101
« on: September 30, 2016, 02:23:39 PM »
I should note that the MM8BDM team made a Hornet Chaser voxel model, just as a test:


(click to show/hide)

116
Rejected / Re: [Suggestions] Music cues and an intro graphic change
« on: September 30, 2016, 01:02:54 PM »
Well, then, how about this music track?
We already have music from the same game this comes from (SADCRED), so why not another?

117
DECORATE and ACS Modifications / Re: MM8BDM official Weapon Template (v4)
« on: September 28, 2016, 01:28:33 PM »
I think V5 made this obsolete, since all the weapons have been revamped to inhert from a parent class, "BaseMM8BDMWep".

118
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 25, 2016, 06:12:36 PM »
Will there be a campaign, or are you going to wait until V6 comes out (since Nitro Man's not actually in the core yet)?

119
MM8BDM Discussion / Re: Did you know??? MM8BDM
« on: September 24, 2016, 08:12:23 AM »
To elaborate on what MegaVile said, here is everything you can spawn (type "summon ___" into console) or equip (type "give ___" into console):
    MM1Weapons
    MM2Weapons
    MM3Weapons
    MM4Weapons
    MM5Weapons
    MM6Weapons
    MM7Weapons
    MM8Weapons
    MMBWeapons
    MM9Weapons
    MM10Weapons (Solar Blaze is the only weapon available as of V5)
    MMVWeapons (no weapons are available as of V5)
    MMKWeapons
    BusterUpgrades
    BusterWeapons (This is different from BusterUpgrades in that you can't spawn it, you have to equip it. You are also able to switch between Mega Buster and the upgrades freely, rather than add the upgrades into your inventory)
    8BDMWeapons (This gives you all the weapons available. Regarding the buster upgrades, spawning this gives you BusterUpgrades, while equipping this gives you BusterWeapons)

120
Tutorial Collection / How to manipulate campaign progress
« on: September 13, 2016, 09:09:32 AM »
This is for people who are having trouble progressing in the game or losing their progress.

Progress in Mega Man 8-Bit Deathmatch relies on the following CVARs:
    SaveProgress
    MM8BDM_BassChallenge
    MM8BDM_MemoryIntroduction
    MM8BDM_EnkerDefeated
    MM8BDM_PunkDefeated
    MM8BDM_BalladeDefeated
    MM8BDM_CapsuleDefeated
    MM8BDM_QuintDefeated
    MM8BDM_BossRushV4
Allow me to break these down, one by one:

SaveProgress

The SaveProgress variable is an integer — a non-decimal number. This is the most important variable regarding game progress. Its main purpose is to determine how many stages are available on Dr. Light's machine. The following image is a list of valid values as of Version 5a, with each number representing how far you are into the game:

(click to show/hide)

There are other functions behind SaveProgress, however. When set to 0, you are automatically brought to Dr. Light's opening speech and the control menu. The game will also automatically set console commands for "crosshair 1", "cl_run 1", "freelook 1", and "gl_lights 0". Additional characters will also appear in the lab as the game progresses — Cold Man shows up in the kitchen after the Wily Tower levels, and Mega Man 9 Robot Masters appear after their respective levels are cleared.

Usually, Dr. Light's dialogue changes at the start of the game that the campaign currently represents, though there are instances of it changing mid-game:
    If SaveProgress is set to 1078, Dr. Light will talk about Duo's escape.
    If SaveProgress is greater than 1078 and less than 1082, Dr. Light talks about Evil Energy and Skull Tower.
    If SaveProgress is greater than 1106 and less than 1109, Dr. Light talks about Dr. Wily
Down in the lab's basement is a trophy room, which also changes as you progress. Regarding the ones the SaveProgress variable unlocks, you get one for each of the game's current five endings.

MM8BDM_BassChallenge

The MM8BDM_BassChallenge variable is a boolean — a true or false setting. Setting this to 1 or greater will enable this, and setting 0 will disable it.

The purpose of this variable is to inform players returning from V4 of the game that the Mega Man 7 chapter's boss level has been overhauled to include a new boss. When set to 0 while the SaveProgress is set to 1094 or greater, you get a cutscene at the beginning of Dr. Light's lab featuring Bass challenging you. In a fresh playthrough, it is automatically set to 1 at the beginning of the actual boss battle against Bass.

MM8BDM_MemoryIntroduction

The MM8BDM_MemoryIntroduction variable is a boolean. The purpose of this variable is to inform players that a new feature is available in Dr. Light's lab. When set to 0 while the SaveProgress is set to 1103 or greater, you get a cutscene when you enter the lab's hallway.

MM8BDM_EnkerDefeated

The MM8BDM_EnkerDefeated variable is a boolean. The purpose of this variable is to determine whether or not Enker has been defeated during the main campaign. This enables a new choice to be available in Plug Man's memory machine, giving the player a convenient way replay Enker's boss battle without having to clear Flash Man's level under certain conditions.

MM8BDM_PunkDefeated

The MM8BDM_PunkDefeated variable is a boolean. The purpose of this variable is to determine whether or not Punk has been defeated during the main campaign. This enables a new choice to be available in Plug Man's memory machine, giving the player a convenient way replay Punk's boss battle without having to clear Drill Man's level under certain conditions.

MM8BDM_BalladeDefeated

The MM8BDM_BalladeDefeated variable is a boolean. The purpose of this variable is to determine whether or not Ballade has been defeated during the main campaign. This enables a new choice to be available in Plug Man's memory machine, giving the player a convenient way replay Ballade's boss battle without having to clear Knight Man's level under certain conditions.

MM8BDM_CapsuleDefeated

The MM8BDM_CapsuleDefeated variable is a boolean. The purpose of this variable is to determine whether or not the Wily Capsule has been defeated during the main campaign. This enables a new choice to be available in Plug Man's memory machine, giving the player a convenient way replay the Wily Capsule's boss battle without having to clear Bass's boss battle under certain conditions.

MM8BDM_QuintDefeated

The MM8BDM_QuintDefeated variable is a boolean. The purpose of this variable is to determine whether or not Quint has been defeated. When set to 0 while the SaveProgress is set to 1110, this enables a time portal to appear somewhere in the hub, as well as dialogue from Galaxy Man about it. After defeating Quint, his boss battle can only be revisited through Plug Man's memory machine. It also adds a new trophy to the trophy room.

MM8BDM_BossRushV4

The MM8BDM_BossRushV4 variable is a boolean. The purpose of this variable is to determine whether or not the boss rush has been cleared. You get a trophy added to the trophy room upon clearing it.

I hope this helps you all in getting through the game easier. I leave you with one final nickel's worth of free advice: If you try entering these variables into the console and get the message, "Unknown command", type "ArchiveCVAR" before the variable, which will save it into your configuration file.

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