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Messages - Gumballtoid

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Closed / [ACS/Colors] Galaxy Man Translation(s)
« on: April 20, 2018, 05:21:31 PM »
Most people wouldn't notice this, but I spend entirely too much time drooling over the MM8BDM palette.

At the top is Galaxy Man's base sprite, and also the translation GALAXYMAN (887), as seen in COLORS.acs. It doesn't do practically anything, but it's there.
Code: [Select]
CreateTranslation (GALAXYMAN, 192:192=192:192, 198:198=198:198, 207:207=207:207, 240:240=207:207);
The first row is straight from Mega Man 9. Those are his original colors, from the original game.

The second row is translations GALAXYMAN1 (890) through GALAXYMAN7 (896), also seen in COLORS.acs.
Code: [Select]
CreateTranslation (GALAXYMAN1, 192:192=4:4, 198:198=205:205, 207:207=206:206, 240:240=206:206);
CreateTranslation (GALAXYMAN2, 192:192=4:4, 198:198=58:58, 207:207=60:60, 240:240=60:60);
CreateTranslation (GALAXYMAN3, 192:192=4:4, 198:198=39:39, 207:207=40:40, 240:240=40:40);
CreateTranslation (GALAXYMAN4, 192:192=4:4, 198:198=225:225, 207:207=227:227, 240:240=227:227);
CreateTranslation (GALAXYMAN5, 192:192=4:4, 198:198=229:229, 207:207=230:230, 240:240=230:230);
CreateTranslation (GALAXYMAN6, 192:192=4:4, 198:198=104:104, 207:207=111:111, 240:240=111:111);
CreateTranslation (GALAXYMAN7, 192:192=4:4, 198:198=103:103, 207:207=116:116, 240:240=116:116);

The third row is a set of translations created in MAP01's scripts, which the Galaxy Man prop uses.
Code: [Select]
CreateTranslation(600, 198:198=[247,181,0]:[247,181,0], 192:192=4:4);
CreateTranslation(601, 198:198=[181,247,16]:[181,247,16], 192:192=4:4);
CreateTranslation(602, 198:198=[82,247,148]:[82,247,148], 192:192=4:4);
CreateTranslation(603, 198:198=[148,115,247]:[148,115,247], 192:192=4:4);
CreateTranslation(604, 198:198=[247,82,148]:[247,82,148], 192:192=4:4);
CreateTranslation(605, 198:198=[247,115,82]:[247,115,82], 192:192=4:4);

So what's the problem, then? Inconsistency. The translations in COLORS.acs translate too many colors, which isn't faithful to the original game. On the other hand, the RGB notation used in MAP01 is fine and all, but it's missing an entire translation.

The fourth row is my solution: dropping the extra color from COLORS.acs. It closely resembles those seen in Mega Man 9, while drawing straight from the MM8BDM palette.
Code: [Select]
CreateTranslation (GALAXYMAN, 192:192=192:192, 198:198=198:198);
CreateTranslation (GALAXYMAN1, 192:192=4:4, 198:198=205:205);
CreateTranslation (GALAXYMAN2, 192:192=4:4, 198:198=58:58);
CreateTranslation (GALAXYMAN3, 192:192=4:4, 198:198=39:39);
CreateTranslation (GALAXYMAN4, 192:192=4:4, 198:198=225:225);
CreateTranslation (GALAXYMAN5, 192:192=4:4, 198:198=229:229);
CreateTranslation (GALAXYMAN6, 192:192=4:4, 198:198=104:104);
CreateTranslation (GALAXYMAN7, 192:192=4:4, 198:198=103:103);

Then, apply it to MAP01. Quick and painless.
Code: [Select]
Script 32 OPEN
        Thing_SetTranslation(119, 890); Delay(8);
        Thing_SetTranslation(119, 891); Delay(8);
        Thing_SetTranslation(119, 892); Delay(8);
        Thing_SetTranslation(119, 893); Delay(8);
        Thing_SetTranslation(119, 894); Delay(8);
        Thing_SetTranslation(119, 895); Delay(8);
Thing_SetTranslation(119, 896); Delay(8);

DECORATE and ACS Modifications / [v5d] Team Spirit v1.2
« on: March 31, 2018, 06:15:47 PM »
Team Spirit

This is a team-game enhancement heavily based off of Jax's take on projectile translation methods. The key difference between them is that while his version respects NES limitations (within reason), this version forgoes color limitations for a (hopefully) much more visually-pleasing experience. While I rewrote the framework from scratch, the methods used to achieve these translations are nearly the same.

Practically every projectile has been recolored to match your team's color.
Expanded team palette: basic, energy, fire, electric, and soft color sets help each projectile keep its identity, while still proudly wearing its colors.
Players now flash when charging weapons like Atomic Fire. No more getting caught off-guard by instant death!
HUD messages reminding you of your allegiance at the beginning of each round (this can be turned off in the options menu).
Other small quality-of-life changes.

Supported by: Team Deathmatch, Team LMS, Capture the Flag, One-flag CTF, Team Possession

(click to show/hide)

What's new in version 1.2?
Fixed a compatibility issue with v5d that caused the new sticky lift scripts to break.

This is my first real venture into the wonderful world of ACS. Bug reports and general feedback would be much appreciated.

Download from TSPG
Download from Dropbox

The idea of a Stardroid team was tossed around when the old team colors were being revamped, alongside a returning Mr. X team. Lots of folks were up for it. Unfortunately, it won't be possible until the Zandronum devs decide TEAMINFO should be able to support more than four teams.

Personally, I'd use the Password theme for victory and Game Over for defeat. Space Rulers is ominous and imposing, but it doesn't really sound... victorious. Glad you're enjoying the pack, though!

If y'all want this as a music pack for MM8BDM, I've made one available here.

Quadruple post, fellas?! Unheard of!

The MMV 2A03 Remake music pack is now available! See the front post for details.

Pending / Re: [Feature] Projectile Team Colors
« on: March 16, 2018, 06:05:37 AM »
This is manual and I don't know what you're talking about.
I don't think I worded that properly. I was trying to say that it might have been a little more practical to simply create translated projectiles and an auto-use inventory item in DECORATE for weapons like Hyper Bomb, which fire one projectile on-click with no strings attached. In hindsight, that seems pretty senseless when there's a script that can accommodate literally everything. My bad.

I went through 3 updates, do you really think these are not by design?
That possibility existed, and I didn't want to jump to conclusions right away. Still, I felt it was pretty likely when I saw some of those translations in-game. I don't completely agree with it, but I at least understand your reasoning behind it.

I find it more important that team coloring happen at all.
I agree, but not necessarily for every weapon in the game. Translating the big offenders is important, but I don't think it's necessary to translate everything else, all the way down to Top Spin's motion, when it can jeopardize their identity if translated fully. Sure, your take on Pharaoh Shot will probably help preserve its identity, but you have to admit it's not exactly pleasing to the eye. I think coloring projectiles that extensively is best done within its own mod.

This is wonderful. The only other Famitracker remakes I've heard floating around have been mediocre at best. I'm glad somebody finally stepped up and glossed over the soundtrack as a whole.

Pending / Re: [Feature] Projectile Team Colors
« on: March 15, 2018, 08:18:04 PM »
As much as I want to support this, the execution leaves quite a bit to be desired.

Ranges of colors were specified when applying these translations, but that tends to hurt it in that some translations will overlap and come out wrong--Arrow Buster is a good example of this. I think a little too much of the load was placed on ACS, when parts of it should have been done manually. Surely, it sped the process up by quite a bit, but also left some holes in the resulting product.

Framework aside, the actual translations are... pretty bad. If I had to ballpark estimate, I'd say somewhere between a third and half of the weapons aren't properly translated, but I can't always tell whether it was by design or just due to the color in question falling outside of the translation range. Magnet Missile, Pharaoh Shot, Silver Tomahawk, Junk Shield, Remote Mine, Magic Card, Concrete Shot--the list goes on.

I absolutely love the idea, and have tried it myself in the past (albeit using a very ACS-light, DECORATE-heavy method), but I think this kind of thing is better off as a standalone mod.

However, there are a good deal of lingering or wide-area weapons that desperately need a change like this. Black Hole Bomb does this currently, but I think the dev team should also consider applying it to the following weapons and items as well:
Hyper Bomb
Time Slow
Flash Stopper
Rain Flush
Gravity Hold
Flame Blast
Danger Wrap
Tornado Hold
Astro Crush
Flash Bomb
Copy Vision
Lightning Bolt
Ice Wall
Remote Mine
Plug Ball
Hornet Chaser
Tango Roll
Treble Sentry
Reggae Trick (including the tanks)
Eddie Bomber

Skins & Bots etc / Re: [HUD] HUDBall - Update! 3.7.2018
« on: March 08, 2018, 03:03:41 AM »
And just like that, there's another update!

This one is pretty meaty so I don't feel bad about that sick triple post. Be sure to read the updated front post!

Closed / [Bug] Super Bass Butt Laser
« on: March 07, 2018, 11:42:28 PM »
I didn't want to make a fourth topic.
But Lego told me to.

If you land the finishing hit on Super Bass while he's performing his cross-stage laser attack, he'll continue to fire the laser indefinitely while he falls to the ground, which causes debris to constantly fly out from wherever he lands. This doesn't affect the cutscene in any way--things will still progress as normal.

Closed / [ACS/Colors] Proto Buster Translation
« on: March 06, 2018, 10:54:28 PM »
Here's another thing I happened upon while on my Slade adventures.

Proto Buster's second charging palette uses an antiquated, off-gold color translation from the days before MM8BDM got its fabled palette overhaul (top tow, 166, 148, 160). This is a far cry from its actual palette, as it appeared in Mega Man 9 and 10 (bottom row, 230, 229, 138). With a quick change to one ACS file, it can be fixed with great ease. Incidentally, the Proto Buster HUD has used these colors proper for as long as I can remember.

Here's a pk3 patch, if you want to see it in-game.

Closed / [Bug] Wave Burner Ammo Consumption
« on: March 05, 2018, 04:04:35 PM »
Another nuance I noticed while testing my custom HUD offline. During Wave Burner's firing states, after every few shots (I think five or six), one of those shots will not consume ammo. You'll notice the ammo bar staggers a bit, and the ammo numbers should reflect that. This only occurs while holding the fire button. Simply tapping the fire button repeatedly for individual shots will not produce this bug. This also only occurs outside of the water. Its underwater firing states consume ammo properly.

Closed / [Bug] Rush Marine Duration
« on: March 02, 2018, 06:45:30 PM »
I noticed when testing my custom HUD offline that Rush Marine still burns energy if the item is initially activated out of the water. If you don't enter the water, the item can very well disappear without ever being used. However, upon entering the water for the first time, it behaves normally from then on, going on standby when leaving the water.

It's not something I can exactly capture with a screenshot, so I urge you to try it for yourself. Activate Rush Marine, then watch RushMarineCounter using printinv.

Skins & Bots etc / Re: [HUD] HUDBall - MM8BDM v5c (Hotfix)
« on: February 28, 2018, 06:13:35 PM »
...and shortly thereafter, I had to put out a hotfix that hopefully solves the occasional crashes I experienced online. If you downloaded HUDBall before, I ask that you do so again.

Also, the screenshots have been updated! Have a look.

Skins & Bots etc / Re: [HUD] HUDBall - MM8BDM v5c
« on: February 26, 2018, 09:42:03 PM »
After almost a full year, HUDBall has received an update! Check the front post for details.

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