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Author Topic: Mega Man: The Power Battle/16-bit Deathmatch Project  (Read 17034 times)

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June 16, 2011, 12:05:19 AM
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Offline Strange Metool

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Mega Man: The Power Battle/16-bit Deathmatch Project
« 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.

June 16, 2011, 12:09:41 AM
Reply #1

Offline -FiniteZero-

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #1 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.

June 16, 2011, 12:12:05 AM
Reply #2

Offline Strange Metool

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #2 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?

June 16, 2011, 12:13:55 AM
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Offline -FiniteZero-

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #3 on: June 16, 2011, 12:13:55 AM »
Go ahead and send those samples. Would be handy.

June 16, 2011, 12:26:59 AM
Reply #4

Offline Strange Metool

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #4 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.

June 16, 2011, 12:29:40 AM
Reply #5

Offline Ivory

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #5 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.

June 16, 2011, 12:36:01 AM
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Offline -FiniteZero-

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #6 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.

June 16, 2011, 01:10:25 AM
Reply #7

Offline tsukiyomaru0

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #7 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.

June 16, 2011, 01:16:44 AM
Reply #8

Offline Kenkoru

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #8 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.

June 16, 2011, 06:51:24 PM
Reply #9

Offline Strange Metool

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #9 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.

June 16, 2011, 06:53:50 PM
Reply #10

Offline Max

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #10 on: June 16, 2011, 06:53:50 PM »
Not sure what you're trying to say. Pic?

Anyway I support this project!

June 16, 2011, 07:02:46 PM
Reply #11

Offline Strange Metool

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #11 on: June 16, 2011, 07:02:46 PM »


This is what I'm talking about.

June 16, 2011, 07:03:18 PM
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Offline Max

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #12 on: June 16, 2011, 07:03:18 PM »
Looks like you got your offsets wrong!

June 16, 2011, 07:05:40 PM
Reply #13

Offline Strange Metool

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #13 on: June 16, 2011, 07:05:40 PM »
What are the offsets?

June 16, 2011, 07:08:06 PM
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Offline Max

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #14 on: June 16, 2011, 07:08:06 PM »
Read this!
Offsets determine where a sprite is 'placed'