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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Strange Metool on June 16, 2011, 12:05:19 AM

Title: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 16, 2011, 12:05:19 AM
Of course, there's 8-bit Deathmatch, why not bump it up a notch to 16-bit?
Featuring all of the characters from 8-bit Deathmatch, remade into 16-bit sprites (as in MM7 or MM:TPF/2, the only real difference is that MM:TPF/2'S sprites are stretched).
For most of them, they just have to be ripped from the games, but for some others, they need to be made from scratch or recoloring/redrawing another RM.
I'll be working as a ripper/spriter for the project, I'm working on it now with Air Man.

We'll need someone to revamp the textures, and we also need someone to make or rip the music. I'm not sure if the music should be remixed or 16-bit using MM7 samples, so I'll let the remixer decide.

Characters that need to be made...
(click to show/hide)

If you decide to join in, leave a post with the character you would like to make, or say if you want to help revamp the textures or make/rip the music. Hopefully, this will go well.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: -FiniteZero- on June 16, 2011, 12:09:41 AM
I can make the 16-bit music for the ones that don't already have that. Heck, I'll do it for all of them, even the ones that alrady have Power Fighter themes. Gives me something to do.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 16, 2011, 12:12:05 AM
Alright, you can help.

Just one thing: do you have the MM7 samples? I have a ZIP with all of the samples, ripped straight from the SPC files. I can put it on Megaupload and give them to you, or are you fine?
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: -FiniteZero- on June 16, 2011, 12:13:55 AM
Go ahead and send those samples. Would be handy.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 16, 2011, 12:26:59 AM
http://www.megaupload.com/?d=40GMDQ60

Here's the samples.

Sorry about the 45-sec download wait.

Might post MM&B samples if you don't have enough.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Ivory on June 16, 2011, 12:29:40 AM
This seems like a lot of work just to play the same game with 16 bit graphics... Well best of luck.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: -FiniteZero- on June 16, 2011, 12:36:01 AM
It's alright. Oh, and I already got about half of those themes in 16-bit already.

http://url=http://www.mediafire.com/?tk2spmpes2tk255

This is where my 16-bit themes for Mega Man 4-6 are.

I'll make some for Mega Man 1-3.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: tsukiyomaru0 on June 16, 2011, 01:10:25 AM
So, it means that it won't be 8-bits graphic-wise? If so, Good Luck.

If you mean something like creating a whole mod after Power Battle&Fighters, I suggest Neo-Geo Pocket Color's "Rockman: Battle & Fighters". I know how to re-create some weapons.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Kenkoru on June 16, 2011, 01:16:44 AM
If it should be 16-bit deathmatch, it should be centered around Mega Man X1-3, instead of Mega Man 7/The Power Battle. The MMX styled sprites aren't quite as large as those from MM7 and the Power Battle. It could also have a new variety of weapons and stages rather than the same ones with a new look.

Just an opinion.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 16, 2011, 06:51:24 PM
NOTE: It seems that the sprites shift all the way down when the 16-bit sprites are put in, so, for example, when looking in Roll's mirror, the Air Man sprite would only be seen by the top part. Does anybody know the script/code that contains the x/y values for the sprites? Otherwise, I'll just have to pull the plug on the project.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Max on June 16, 2011, 06:53:50 PM
Not sure what you're trying to say. Pic?

Anyway I support this project!
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 16, 2011, 07:02:46 PM
(http://www.iaza.com/work/110617C/iaza19430648018900.png)

This is what I'm talking about.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Max on June 16, 2011, 07:03:18 PM
Looks like you got your offsets wrong!
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 16, 2011, 07:05:40 PM
What are the offsets?
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Max on June 16, 2011, 07:08:06 PM
Read this! (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=475)
Offsets determine where a sprite is 'placed'
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 17, 2011, 05:59:09 PM
Now which textures to apply?

Custom MM7-styled ones...

or Wily Wars?

Here's Cut Man's stage with Wily Wars textures.

(click to show/hide)

I might post an image of that stage with MM7 textures later, I haven't created them yet.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Max on June 17, 2011, 06:12:26 PM
I'm assuming you fixed your little Airman problem then?

I think that keeping the entire project in SNES style should be great, the palette is much brighter.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 17, 2011, 07:17:32 PM
Yeah, just one problem...

It reduces the colors, presumably because MM8BDM is run in 256-color mode, or maybe since the Skulltag engine is based on the id-tech-1 engine, which supported an unknown number of colors, I don't know.

Is there also a way to get around this, to make it a 16-bit, or even 24-bit color engine?
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Ivory on June 17, 2011, 07:19:43 PM
http://zdoom.org/wiki/Palette
Take a good look because that's the doom palette. You can make a custom palette though, if you really really want to.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: KillerChair on June 17, 2011, 11:08:20 PM
Just saying this.
Make it as MM7 as possible and i might just play the game with this project and stuff ;)

Good luck on making this though. Seems like too much work for me  :mrgreen:
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 18, 2011, 04:42:04 PM
Alright, another problem....

when switching the main Megaman sprites, it always gives an error that the base is too high. Which file gives the dimensions for the sprites? I'd like to know, because all of the scripts I've looked through don't show how tall the main player is automatically set to.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Asd967 on June 18, 2011, 04:48:59 PM
When changing the player class, always make sure the first sprite is PLAY A 0.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 20, 2011, 03:58:12 PM
Alright, I try MM7 styled textures, and...

(click to show/hide)

... the palette messes it up.

The edited textures (unedited ones not shown)...

(click to show/hide)

As you can see, the light greens were the only colors changed.

Now, is there a tutorial for changing colors in the Doom palette?
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: LlamaHombre on June 20, 2011, 04:04:17 PM
Have you tried opening it in OpenGL? I know it's not how you're supposed to test maps, but it shows the correct textures that you used, regardless of whether they're in the pallate or not!

It fixes the hell out of Turboman's stage, which is where my theory comes from.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 20, 2011, 04:20:27 PM
It lags like hell, so I can't figure that out.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: LlamaHombre on June 20, 2011, 04:23:20 PM
Maybe send me the cutman.wad?

I could tell you then if it works in GL.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Max on June 20, 2011, 04:31:07 PM
I don't see a problem with how it looks!
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 20, 2011, 04:42:41 PM
http://www.sendspace.com/file/2fdady

Here's the level.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Korby on June 20, 2011, 04:57:17 PM
Well it's certainly easier to look at.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 22, 2011, 06:18:10 PM
NOTICE: Two days ago, my computer started freezing up. Yesterday, I kept getting the BSOD, until when I start my computer up, all I get is a black screen, and now, it just simply won't start up. I've done everything I can to fix my computer, nothing will work. This means that I won't be posting on Cutstuff for a while, or doing anything MM8BDM related, until I can order a new computer around November/December, that's when I can get a decent computer. Until then, this project will be on hiatus.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 23, 2011, 09:32:10 PM
Quote
NOTICE: Two days ago, my computer started freezing up. Yesterday, I kept getting the BSOD, until when I start my computer up, all I get is a black screen, and now, it just simply won't start up. I've done everything I can to fix my computer, nothing will work. This means that I won't be posting on Cutstuff for a while, or doing anything MM8BDM related, until I can order a new computer around November/December, that's when I can get a decent computer. Until then, this project will be on hiatus.

I change my mind on that, the project is not on hiatus and will be open again. I won't be doing much for the project, due to me using a friend's computer that prohibits me from downloading things, so I can't download MM8BDM and things like that. So, I'll just be directing the project.

If you want to join in, just put what you would like to do in a post.

When you get to the point in a sprite sheet where you think it needs improvement, or when you want to show it off, just post it on this topic, and let me (and others!) judge it, and I'll tell you what needs to be improved or changed.

Also, textures for stages are needed, too. If you want to revamp the textures in any stage you want to do, just make a post of it!

Weapons need to be revamped, and sound effects, too.

And, the hardest part, changing the MM8BDM palette (a redone Doom palette with colors reflecting the 56-color NES palette) to support the SNES palette, 32,768 colors (or a 15-bit bitmap). I'm not sure which file it is in, though.

(One last thing. FiniteZero, I wasn't looking for Wily Wars-styled music, I was looking for MM7-styled music.)

And, that's it.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Gummywormz on June 23, 2011, 09:34:16 PM
WCOLORS.o only controls translations for weapons. Nothing to do with the palette at all.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Tempura Wizard on June 24, 2011, 07:20:48 PM
Well, is there anything I can do to help?  It looks like a lot of work, so I would like to help! :mrgreen:
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 24, 2011, 08:26:59 PM
Quote from: "Pie man"
Well, is there anything I can do to help?  It looks like a lot of work, so I would like to help! :mrgreen:


Is there a specific character or tileset you'd like to do?
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Tempura Wizard on June 24, 2011, 08:38:20 PM
Well, I could do Gutsman in Megaman 7 style, because he is in that. :ugeek:   Or, I could do Cutman. :)
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 24, 2011, 08:53:02 PM
Choose whichever one you want to do more.

The steps are easy.

Get your MM7/TPB sprite sheet, and a MM7 Mega Man sprite sheet.

Create your sprites, recolor them as Mega Man, and save them with the MM8BDM naming format (I'll post this later)

If you haven't done it already, put them in a transperancy program (like Photoshop), and erase all areas with white outside of the sprite.

Start SlumpED, and import the files each in a new lump. Let the program set the offsets for you, or give them their offsets  manually (the feet should go a bit under the middle line).

Now, export the images (the button with the folder and the green arrow that goes up), with the same name as before. Put them in a folder, zip it up, and put it on a sharing website (like Sendspace).
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Tempura Wizard on June 25, 2011, 04:15:38 PM
Well, I have been working on Gutsman for a while, and I think I've done a good job. :mrgreen:   So, I thought I give you a picture of how it looks right now.
(http://img849.imageshack.us/img849/6374/gutsman16bitblue.png)
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: LlamaHombre on June 25, 2011, 04:17:07 PM
Good, but the helmet should still be yellow.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Korby on June 25, 2011, 07:02:11 PM
How many walking frames will you be allowing?
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Tempura Wizard on June 25, 2011, 09:45:17 PM
???????????? :shock:
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Korby on June 25, 2011, 09:55:24 PM
Asking Strange Metool how many walking frames there will be in the cycle for this mod. Because it's not 8BDM, he can use more than four.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Ivory on June 25, 2011, 09:59:38 PM
To add on, I also think Gutsmans jewel should be the correct color. These are bigger 16 bit sprites, it doesn't need to be nearly as blue/cyan as the smaller 8 bit sprites.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Tempura Wizard on June 25, 2011, 11:08:48 PM
Thanks for the advise!  I'll make a those few changes tomorrow. :mrgreen:
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: OZX on June 27, 2011, 03:10:49 PM
This looks pretty nice.im goin to keep an eye on dis.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on June 30, 2011, 03:00:46 PM
Sorry I haven't been posting lately, I have all of the questions answered here. Unfortunately, my friend does not let me use his computer anymore, so that means I won't be posting anymore for a while until I can get a new computer.

The maximum for walking sprites is 11 (as with Mega Man, all other characters and enemies use less), however, that would take a lot of sprites (55 image files for running?). I'd need someone to crack the code on which file has the info of the limit of frames, or is there a way to get past the 5-sprite limit by naming things differently.

omegazerox12, you may be a beta tester, but it will take a while. It might take a couple of months, maybe even a year or two! Just keep an eye on it, the project doesn't even have 1% done, but it will increase as time goes by.

FiniteZero, just saying, I'd reccomend redoing them in MM7 style, not like Wily Wars-styled songs.

And, that's the bunch of stuff I have to say.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: -FiniteZero- on June 30, 2011, 06:23:09 PM
...You know, maybe it would actually be a good idea to switch to the Wily Wars style.

Reason 1) I actually have a soundfont for the Genesis. Yeah, you gave me samples, but they're not labled.

Reason 2) Making the skins would be a hell of a lot easier. Trust me on this. After all, you won't just be making 16-bit skins, but also 16-bit weapons, 16-bit enemies, ect.

Reason 3) Sprite size. Wily Wars sprites are the size of the NES sprites. 16-bit sprites, on the other hand, are a lot larger.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: OZX on July 01, 2011, 04:03:20 AM
well okay man, the more help the better!
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Magnet Dood on August 03, 2011, 04:34:11 AM
I apologize for bumping this. I just had an idea for it.

Why not use the Mega Man Soccer sprites for this? They're around the same size as 8-Bit Megaman, so maybe that would work a little better.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Tempura Wizard on August 03, 2011, 03:05:39 PM
I think that Megaman Soccer may be better, too.  Plus, you already have all the moving sprites done.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Korby on August 03, 2011, 06:55:24 PM
But you'd need front/r and back/r.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Magnet Dood on August 03, 2011, 08:53:17 PM
So? Wouldn't be that hard to sprite.

When you have some of the Roster have completed already, you might as well just stick to a style with 15+ characters partly done.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on September 07, 2011, 08:27:46 PM
... It's been a long time.

My intrest is fading away...
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: OZX on September 07, 2011, 08:48:16 PM
Aww....how much progress was done anyways?
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on September 07, 2011, 08:49:35 PM
There is/was no progress.

I'm moving on to Capcom Unity (I won the Dragon's Dogma name contest...) and VGBoxArt. (Capcom Unity as Robot Master)
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Trollman on September 07, 2011, 10:12:35 PM
Will there be any progress? I can't wait to re-make Trollman in 16-bit
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: OZX on September 07, 2011, 10:20:11 PM
....

Quote from: "Strange Metool"
There is/was no progress.

I'm moving on to Capcom Unity (I won the Dragon's Dogma name contest...) and VGBoxArt. (Capcom Unity as Robot Master)

I think this project  is doomed.

EDIT:i'll take this project off your hands if you want.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Strange Metool on September 14, 2011, 08:19:04 PM
Good news, and bad news.

The good news is....
I'M BACK!!!!!![/color]

The bad news is....

This project is cancelled.
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Magnet Dood on September 15, 2011, 02:43:09 AM
Your other project kinda flopped, buddy.

Maybe you should take up this one again?
Title: Re: Mega Man: The Power Battle/16-bit Deathmatch Project
Post by: Korby on September 15, 2011, 02:45:17 AM
He's cancelled this project. As such, I'll be locking it.

If he'd like to get it unlocked, please PM me or Ivory.