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Topics - NES Boy

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If you see empty space above this text, that means the video embed code isn't working and needs to be fixed.

UPDATE
Apparently, it still works if you add "https://youtu.be/" to it. For a while, only the hash in the URL sufficed, not the whole URL.

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Pending / [ALTERNATE GRAPHIC] STORY9.png with Mega Man's helmet removed.
« on: October 13, 2020, 01:15:15 AM »
I always felt that Mega Man wearing his helmet during the V1 and V4 intros happens too soon. In both cases, he's not going into action immediately, he's just making his case to Dr. Light. In the V1 intro, he wants Dr. Light to let him enter the tournament, while in the V4 intro he simply asks to investigate King when Dr. Light voices his suspicions. Those don't really scream "I'm all dressed up and ready take on evil!" to me, they're more like "I don't want to get too proactive; I'm just cautiously waiting until you say the word."

Therefore, I made a replacement for STORY9.png:


Besides, I think this flows in conjunction with the prior image of Dr. Light and Mega Man watching TV in both intros:


This way, it better conveys Dr. Light and Mega Man turning away from the TV after the broadcast, especially when you see it.

3
Closed / Single-player campaign suggestions.
« on: September 03, 2018, 09:47:44 PM »
1. Currently, when revisiting Chapter 10 through Magic Man, the opening cutscene for that chapter (where the player awakens in the teleporter room) doesn't play. Fixing this is as simple as changing line 4867:
Code: [Select]
        if(SaveSelect == 11){savePosition = 1093; SetUserCvar(0, "mm8bdm_kingunlock", 3);} // WT
2. Since V5B changed the V5 post-credits scene from Dr. Light trying to cure Mega Man and Proto Man of Roboenza to Dr. Cossack working to revive Duo, the player is left with absolutely no indication to talk to Galaxy Man if they haven't fought Quint yet. This can be fixed by putting the ! Marker over Galaxy Man and set him to the "9end" actor state with the Jewel Sayelitte palette (Thing_SetTranslation(119, 190);), just like in the old V5 post-credits scene. Upon approaching him, his actor state would change to "9end2", his usual palette cycle (Script 32) would activate, and his dialogue about the space-time anomaly he's detecting would play out.

4
MM8BDM Discussion / An oddity I noticed in the MM8BDM V5B trailer...
« on: August 15, 2018, 06:40:55 PM »
In the trailer for Version 5B, I noticed that the pain sprites for Bomb Man and Fire Man used in the Chapter 9 lab cut scene actually face the camera rather than the usual perspective:


However, in the actual game, it's not the case:


I know that the old skin creation tutorial CutmanMike made said that they only made intercardinal rotations for the pain sprites since "this was initially to save time but you can create them all if you like". I also know that V5B featured updated skins for Bomb Man and Fire Man by Dimpsy and FTX. Did they try to add actual cardinal pain sprites before the MM8BDM dev. team removed them for whatever dumb (I assume) reason? Or were they just the original pre-V5B sprites (as given away by how Fire Man's eyelids are portrayed).

5
MM8BDM Discussion / Mega Man 11 and the future of 8BDM
« on: December 04, 2017, 07:43:07 PM »
Okay, so this has finally been announced:


So, will Mega Man 8-Bit Deathmatch still have MMV for V7, or will it have to wait until V8?

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Closed / Map Card Misattribution Report
« on: June 11, 2017, 09:38:37 PM »
The map card for the MMCTF23 in V5B has this information:


The only thing right with the music credit is that it was made by RushJet1. The song itself is actually Bullet Bounce from his album, Adventures of the 2A03.


7
Closed / [Suggestion] Sneezing animation for Mega Man.
« on: April 03, 2017, 07:56:13 PM »
Currently, during the transition between Proto Man and Mega Mech Shark, Mega Man sneezing is expressed through text:
(click to show/hide)
In Mega Man 10, Mega Man actually has an animation (and sound effect) for this, as seen in the beginning of this video:


8
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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Closed / [BUG] Campaign Dialogue Miscue
« on: September 13, 2016, 04:24:58 AM »
During the MM9 portion of the single player campaign, Dr. Light's dialogue was supposed to change when you reach MM9DW1. However, it doesn't change until after you've beaten it and gained access to MM9FAK. This is an easy fix. In MAP01's ACS file, the source of the problem can be traced to this section of the code:

Code: [Select]
    if(GetCvar("SaveProgress")<1108){
        Log(s:"\cfDR. LIGHT: \c-It seems once again I have to ask for your aid, ", n:1, s:".");
        Delay(35*3);
        SetActorState(13,"Talk",0);
        AmbientSound("misc/chat",127);
        Log(s:"\cfDR. LIGHT: \c-My old robots that were due to expire are now revolting!");
        Delay(35*3);
        SetActorState(13,"Talk",0);
        AmbientSound("misc/chat",127);
        Log(s:"\cfDR. LIGHT: \c-They would never do something like this. Something must have happened to them.");
        Delay(35*3);
        SetActorState(13,"Talk",0);
        AmbientSound("misc/chat",127);
        Log(s:"\cfDR. LIGHT: \c-Please. Put a stop to them and return them to me, before this escalates even further.");
        terminate;
    }     
As you can see, Dr. Light is programmed to say this while the SaveProgress CVAR is set to less than 1108 (and greater than 1098). However, 1108 does not represent MM9DW1, it represents MM9FAK. This can be fixed by changing the value "<1108" to "<1107".

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Rejected / [Suggestions] Music cues and an intro graphic change
« on: July 28, 2016, 01:39:00 PM »
I would like to suggest that for the graphic STORY9.png (graphics/intro-graphics/) be revised to use the helmetless version of Mega Man's graphic, seen here:



Also, for the music cue for the "A NEW CHALLENGER!" text at certain points of the single player campaign, I suggest that for certain chapters, play the following instead of MM3SEL:

MM1 Chapter: MM1SEL
MM2 and MM9 Chapters: MM2SEL
MM4 Chapter: MM4SEL
MM5 Chapter: MM5SEL
MM6 Chapter: MM6SEL
MM7 Chapter: MM7SEL (can't find a non-RM4FC cover)
MM8 Chapter: MM8SEL (can't find a non-RM8FC cover)
MM&B Chapter (which, for some reason, has no music playing in the current build): MMBSEL (no 2A03 cover for this one exists, as far as I know)
MMWT Chapter (which, for some reason, plays MMWTVIC in the current build): MMWTSEL (2A03 cover by E253MechaShadow)

I just always find it odd how each map uses the boss and victory themes appropriate for the games they originate from, but the New Challenger cue is almost always from Mega Man 3.

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