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Messages - NES Boy

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121
Closed / Re: MM8BDM v5 - Altfires and Charge weapons
« on: September 13, 2016, 12:55:48 AM »
I have another use for altfire: we could bring back Dr. Light's stage advice from the pre-V3A builds. Just press altfire while highlighting a particular stage to have Dr. Light talk about it.

122
MM8BDM Discussion / Re: MM8BDM v5 save problem!
« on: September 12, 2016, 05:03:39 AM »
Here's an infographic I made to help you reach a particular point in the game:

(click to show/hide)

123
W.I.P Forum / Re: 8 Bit Deathmatch Domination: Demo
« on: September 09, 2016, 04:59:49 AM »
I'm happy that at least one of the unsupported game modes is getting attention.

If it helps, I've compiled a list of which script numbers are reserved by the vanilla MM8BDM as of V5a, to help you avoid scripting conflicts like in DOMHOR. Specifically, these are the scripts GLOBAL, SINGLEP, and WEPACS all use:

GLOBAL: 999, 997-994, 989, 983, 978-972, 300, 261, 259, 257, 254-253, 249-247, 205-203, 200-197, 195-194, 190 (33 scripts total)
SINGLEP: 187
WEPACS: 998, 993-990, 987-986, 984, 982-979, 260, 256-255, 252, 206, 202, 193-191, 188 (22 scripts total)

TOTAL: 999-989, 987-986, 984-972, 300, 261-259, 257-252, 249-247, 206-202, 200-197, 195-190, 188-187 (56 scripts total)

124
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: September 08, 2016, 12:04:00 AM »
It's cool how Punk makes the same pose as in his MM&B Database image.

With older bosses getting updates, I hope this means Ballade switches to his second form during his battle now.

Also, will TITLEMAP finally be updated to include MM7 and MM8 campaign intros?

125
MM8BDM Discussion / Re: Did you know??? MM8BDM
« on: August 22, 2016, 03:50:45 AM »
In the code of MM8BDM, there are actually full alternate palettes for the Mega Man & Bass weapons, most likely intended for Bass according to the game's WEPACS.acs file:



To see these colors in the game, type the following into the console:

Puke 998 179 (for Tengu Blade)
Puke 998 180 (for Wave Burner)
Puke 998 181 (for Spread Drill)
Puke 998 182 (for Magic Card)
Puke 998 183 (for Remote Mine)
Puke 998 184 (for Copy Vision)
Puke 998 185 (for Ice Wall)
Puke 998 186 (for Lightning Bolt)

126
Rejected / Re: More maps that could randomly choose music
« on: August 18, 2016, 05:51:08 PM »
7INTMUS is used on MM7STR.
Heh, sorry about that. I was unaware that MM7STR existed until now. I didn't read the change log, and I didn't recall the map being discussed in the v5 preview thread.

127
Rejected / Re: More maps that could randomly choose music
« on: August 18, 2016, 09:00:24 AM »
MM8DUO could have this music as a secondary theme (since it's partially based on the intro stage, which had a section where this music plays).

Also, for these next two suggestions, they are references to the Navi Mode in the Complete Works ports:

1. Top Man with the MM7 Intro Stage music as a secondary theme (the MM7 Intro Stage song is actually already in the game, just currently unused -- type "changemus 7INTMUS" into the console to listen)
2. Magnet Man with Cloud Man's Stage music as a secondary theme

128
MM8BDM Discussion / Re: Did you know??? MM8BDM
« on: August 17, 2016, 03:05:25 PM »
At the beginning of King's boss stage, type STOPMUS into the console, then continue to King's pre-fight monologue. MMBDW will start playing again when King starts ranting about what robots had done for humans.

129
Closed / Re: Little something I noticed during the MM1-6 Boss Rush
« on: August 07, 2016, 03:29:41 PM »
On a similar note, I notice that at the MM2 checkpoint, the game doesn't return Time Slow to you when you respawn, yet it does in subsequent checkpoints.

130
Closed / Re: V5b boss suggestions (spoiler warning)
« on: August 07, 2016, 03:25:38 PM »
I noticed that the Mega Man 4 final boss theme (MM4BOSS2) is in the game, but unused. I suggest that for the Met Daddy boss, you change the intro cutscene music from MM3BOSS2 to MM4BOSS, then have MM4BOSS2 play for the actual fight.

131
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 07, 2016, 03:08:32 PM »
I wasn't talking about that cutscene, I was talking about the "MM8BDM_BassDefeated" value, which is different from the "MM8BDM_BassChallenge" value. "MM8BDM_BassChallenge" has a purpose in that it checks to see if your v5 game data was carried over from v4, while "MM8BDM_BassDefeated" serves no apparent purpose.

132
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 07, 2016, 05:18:02 AM »
Some things I'd like to point out:
    A while back, I made a suggestion that TITLEMAP would be updated so that when you reach the MM7 and MM8 campaigns, they would play appropriate intros reflecting those campaigns. Ivory confirmed that updating TITLEMAP to include new intros for those campaigns was planned. During my replay of the entire game, I went back to TITLEMAP after clearing the MM6 and MM7 chapters, only to find that they still play the same tournament intro despite it no longer being relevant to the story.
    The ending when you defeat Gamma still refers to Maestro as "it" regardless of the gender you set.
    I was looking through the game's code, and I discovered that when you defeat Bass at the end of the MM7 chapter, the game uses the Console Commands "set MM8BDM_BassDefeated 1" and "ArchiveCvar MM8BDM_BassDefeated", much like how certain events in the game (such as Plug Man getting the Memory Scanner working) work. However, nothing in the game's code references the MM8BDM_BassDefeated value. Does this indicate that Bass was meant to temporarily replace the Wily Capsule fight until you beat him, and could only be available through Plug Man's memory scanner from then on (much like Quint)?
Other than that...
(click to show/hide)

133
Closed / Re: Outdated Screenshots in Map Select
« on: August 02, 2016, 02:26:18 PM »
Quote from: "Yoshiatom"
Another (abit minor) issue with the screenshots in the map select is that some have the "Spectating - press space to join" visible, which seems odd considering most don't. Said screenshots are:

MM1GUT
MM1ICE
MM2CRA
MM3SNA
MM3NEE
MM4SKU
MM5NAP
MM6TOM
MM6KNI
MM6BLI
MM6FLA
MM7SLA
MM7SHA
This is also the case with MM7DW2 and MM7DW4, but they aren't part of the campaign anymore, so who cares about those?

134
MM8BDM Discussion / Re: Did you know??? MM8BDM
« on: July 31, 2016, 10:04:53 PM »
MM2DW3 and MMBDW1 actually have campaign info programmed for it, despite both of them not making it to the campaign. MM2DW3 is a Deathmatch between you and the Alien with a frag limit of 10, while MMBDW1 is a Team Deathmatch with you, Mega Man, and Bass on Team Dr. Light, and Tengu Man, Dynamo Man, Burner Man, Magic Man, and Cold Man on Team Dr. Wily, with a frag limit of 20.

135
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 31, 2016, 05:41:56 PM »
This screenshot is a fun little twist on a very major spoiler:

(click to show/hide)

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