PCEngine-FX.com

PCE-FX Homebrew Development => Localizations, Games, Apps, Docs => Topic started by: TurboXray on 02/27/2012, 11:09 PM

Title: Megaman PCE thread
Post by: TurboXray on 02/27/2012, 11:09 PM
This'll be the official thread for discussion on the game/port/hack - whatever you want to call it  :wink:

I'll post updates here as to upgrades and such to the game as well. Also, I'm the only one currently hacking this game (which is completely different than the process I did to get the game running on the PCE) and I only have a partial resource disassembly document to go by - so it would be great to get some veteran Megaman/Rockman hackers involved this - even if minimal. People that know their way around the game structure. I'll handle the upgrade code myself since that requires specific PCE knowledge. http://youtu.be/2LmPO_3dBFQ http://youtu.be/fpiv2T8DP2U

Downloads (via WayBack 2022 edit)

NES2PCE projects:

- Castlevania 1 ver 0.44 (early beta)
- Contra ver 0.35 (early beta)
- Ducktales 2 ver 0.31 (early beta)
- Robowarrior ver 0.27 (early beta)
- SMB 1 ver 0.21 (early beta)

Note: The above nes2pce stuff have older audio emulation, and will sound off. They haven't been updated with the newer AUP core yet. Once I get sweep emulation working, I'll update all of the above roms.

- Megaman 1 hucard ver 1.01 (Options/Title screen/Etc)

- Megaman 1 on SCD ver 1.01a: Music Pack
- Megaman 1 on SCD ver 1.01a: Cue/ISO Pack

- Megaman 2 for hucard ver 0.87 (game only)
- Megaman 2 for hucard ver 0.87a stereo (game only)

- Jackal Beta 0.31 (game only) (early beta)

Demos:

- R-Type2

Title: Re: Megaman PCE thread
Post by: nat on 02/27/2012, 11:13 PM
What's the ultimate goal with this?

I just downloaded the 0.98 version and burned it and gave it a spin the other day. Impressive! Very clean, smooth, and faithful. Seems even better than actually playing the real game on an NES since there's virtually none of the trademark NES flicker/visual artifacts.

That said, I can get the same experience playing the game from the MegaMan collection on the GameCube.

If the ultimate goal is updated graphics, etc, this could become a really cool project.
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/27/2012, 11:59 PM
Yeah, the goal is to upgrade the graphics. Like I stated in the other thread, PCE sprite ability is already hacked into the emulation code in a WIP build. Allows one to upgrade sprites as they go, yet leave other sprites as is until they're ready. A mixture of NES sprites and PCE sprites (sounds simple, but is has to handled via video emulation and the original game engine). The tiles will be upgraded in a similar way. It won't have the full power of the PCE, but it'll be more than the NES emulation as is. CDDA track code is in the WIP build as well. ADPCM code is next. And probably a simple but new PCE sound engine (I have a few lying around), if you can find someone to redo the tracks in a more PCE PSG spec'd format.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/28/2012, 01:33 AM
Do you intend to have brand new chiptunes, or do you mean redbook with a PCE sound to the tracks?  Also, since this is emulated(& not using the full PCE power), I assume paralax is out of the window on this one, correct?
Title: Re: Megaman PCE thread
Post by: OldRover on 02/28/2012, 05:52 AM
If there's a post from PD, I expect it to be asking about parallax. :) Oh look... :)
Title: Re: Megaman PCE thread
Post by: grahf on 02/28/2012, 08:10 AM
It would be awesome to hear the Megaman tunes in PCE format. Has anyone done this yet?
Title: Re: Megaman PCE thread
Post by: ccovell on 02/28/2012, 09:40 AM
My NSF player was not as advanced as Tom's full NES emulator, but check out some of the MM2 variations in this archive:

chrismcovell.com/data/PCE_NES_Player.zip
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/28/2012, 09:48 AM
PD: Yes both audio options: chiptunes (chip generated) and red book. As far as parallax, I would say it's out of the question. Even though I'm giving the game engine access to PCE features, it's still done via emulation. As if this were running on a "Famicom SuperGrafx". The initial video hardware structure and design is not changed, so you still have cpu resource over head. That and this method only slightly breaks and replaces things. For parallax, you would need to break major functions of the game. That's not my goal. I have working game already, so I want to do as minimal change as possible to the game *engine* to get these upgrades in there. So while a ton of hacking could result in that freedom, that's isn't my goal specifically because the time required to learn the deeper inner workings of the game (I mean, you really have to learn it as if you wrote the whole thing) and all that sort of junk.

 The enhanced PSG driver/player would still need to be on the lite side. Not taking any more cpu resource than the original one. But that's fairly easy.

 Chris: Love the saw version :D
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 02/28/2012, 09:50 AM
Quote from: TurboXray on 02/28/2012, 09:48 AMThe enhanced PSG driver/player would still need to be on the lite side. Not taking any more cpu resource than the original one. But that's fairly easy.
Why don't you just use Squirrel, lol.   It's a CD build.  You can just take advantage of the stuff already in the BIOS.
Title: Re: Megaman PCE thread
Post by: touko on 02/28/2012, 10:15 AM
Quote from: ccovell on 02/28/2012, 09:40 AMMy NSF player was not as advanced as Tom's full NES emulator, but check out some of the MM2 variations in this archive:

https://www.chrismcovell.com/data/PCE_NES_Player.zip
Your player seems very simple to implement ..
How do you generate .bin files from nes musics ??
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/28/2012, 10:53 AM
Quote
Quote from: TurboXray on 02/28/2012, 09:48 AMThe enhanced PSG driver/player would still need to be on the lite side. Not taking any more cpu resource than the original one. But that's fairly easy.
Why don't you just use Squirrel, lol.   It's a CD build.  You can just take advantage of the stuff already in the BIOS.
That's not a bad idea, but I've have to sort out some issues first. I don't have the game setup to map the bios bank to MPR7 ('cause the game bank needs to be there). Only in the red book WIP version and it temporarily maps it in to do the initial call for the CD PLAY routine - but that halts the game completely when it does that. If I did resolve the bank swapping issue (i.e. make sure timing isn't an issue or any other conflicts), I'm still cautious about about cpu resource. And there's the fact that I'm no stranger to writing music engines so If need be, I already have a few sound engines that I can easily chop away at to fit the game requirements. 'Could use Squirrel to prototype the music first though, even if I don't end up using the sound engine side if it.
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 02/28/2012, 10:59 AM
I dunno, the BIOS is pretty low-impact.  Writing a sound engine would sort of be recreating what the BIOS can already do for you..

You just compile the music, include the data, and call a function. ;)
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/28/2012, 06:00 PM
Yeah, I'll have to see where it's at. Any chance Squirrel 3.0 will have DDA support? I'm not bothered specifically about modifying a sound engine for use with this, even if it kind of redundant to the PSG routine of the sys card. But I'd also like to give some support to something that's pre-existing if I can.
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 02/28/2012, 06:23 PM
Quote from: TurboXray on 02/28/2012, 06:00 PMYeah, I'll have to see where it's at. Any chance Squirrel 3.0 will have DDA support? I'm not bothered specifically about modifying a sound engine for use with this, even if it kind of redundant to the PSG routine of the sys card. But I'd also like to give some support to something that's pre-existing if I can.
You can trick Squirrel into using samples the manual way, that is, creating waves and cycling them quickly...

but no actual DDA support.  It throws things off.
Title: Re: Megaman PCE thread
Post by: ccovell on 02/28/2012, 08:04 PM
Quote from: touko on 02/28/2012, 10:15 AM
Quote from: ccovell on 02/28/2012, 09:40 AMMy NSF player was not as advanced as Tom's full NES emulator, but check out some of the MM2 variations in this archive:

https://www.chrismcovell.com/data/PCE_NES_Player.zip
Your player seems very simple to implement ..
How do you generate .bin files from nes musics ??
Those are just regular .NSF files without their headers.  The player is simple enough, but DPCM and short-period noise settings (the "dit"s in Quickman's stage) are not emulated.
Title: Re: Megaman PCE thread
Post by: Keith Courage on 02/28/2012, 08:55 PM
I was wondering. Does this have a save option or do you have to use passwords like the NES?
Title: Re: Megaman PCE thread
Post by: ccovell on 02/28/2012, 09:11 PM
MM1 had no passwords.  You had to play it all in one go.
Title: Re: Megaman PCE thread
Post by: spenoza on 02/28/2012, 09:11 PM
It IS the NES version.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/29/2012, 12:39 AM
Ok, besides paralax, let's add a save system, energy refills, & 2...count em', 2 new levels lifted from the PSP's Mega Man Powered Up!  Oilman & Timeman for the winnnnnnnnnn! :D  J/K
Title: Re: Megaman PCE thread
Post by: touko on 02/29/2012, 03:38 AM
Quote from: ccovell on 02/28/2012, 08:04 PMThose are just regular .NSF files without their headers.  The player is simple enough, but DPCM and short-period noise settings (the "dit"s in Quickman's stage) are not emulated.
Ok, thanks for explanations .

I think trying your player and squirrel for my next project, and see which one is most accessible for me.
Tom has a good ones too, but too complicated for my skills .
Title: Re: Megaman PCE thread
Post by: ccovell on 02/29/2012, 05:15 AM
OK, if you're going to use them in your productions, remember that you can't use cut-up / bankswitched NSFs (unless you hack them to do the PCE bankswitching for you.) 
Also, since my code maps PCE RAM into $0000 and $4000 to emulate the NES audio regs, you have to find an NSF that doesn't use ZP $00-$17 as scratch RAM.  Since NSFs can write to anywhere in $000-$7FF, the first $800 bytes of PCE RAM are unusable unless you know beforehand what ranges a particular NSF will use.
Title: Re: Megaman PCE thread
Post by: touko on 02/29/2012, 05:29 AM
Rah ok, i'll try with your .bin first.
And thank you for tips ..
Title: Re: Megaman PCE thread
Post by: esteban on 03/03/2012, 07:45 PM
This thread brought tears to my eyes. :pcgs:

Bonknuts, thanks for deciding to push this project further along. I (we) greatly appreciate it.
Title: Re: Megaman PCE thread
Post by: SamIAm on 03/05/2012, 02:09 AM
I just thought I'd let you know - I burned myself a copy of 0.98, and putting it in my Duo, I played MegaMan 1 for the first time in my life and beat Cutman. I had a lot of fun, and I plan on trying it again soon. Excellent work!
Title: Re: Megaman PCE thread
Post by: TurboXray on 03/05/2012, 04:07 PM
Quote from: ccovell on 02/29/2012, 05:15 AMOK, if you're going to use them in your productions, remember that you can't use cut-up / bankswitched NSFs (unless you hack them to do the PCE bankswitching for you.) 
Also, since my code maps PCE RAM into $0000 and $4000 to emulate the NES audio regs, you have to find an NSF that doesn't use ZP $00-$17 as scratch RAM.  Since NSFs can write to anywhere in $000-$7FF, the first $800 bytes of PCE RAM are unusable unless you know beforehand what ranges a particular NSF will use.
I still need to add/fix the sweep emulation in my audio core. I take it that you have that working in your build?

QuoteI just thought I'd let you know - I burned myself a copy of 0.98, and putting it in my Duo, I played MegaMan 1 for the first time in my life and beat Cutman. I had a lot of fun, and I plan on trying it again soon. Excellent work!
Glad you liked it :) Hopefully most people will like the upgraded version. I've thought about including the popular Megaman hack as a well, but none of the completed/finish ones seem to interest me. And some are just too difficult for my tastes.

 
QuoteOk, besides paralax, let's add a save system, energy refills, & 2...count em', 2 new levels lifted from the PSP's Mega Man Powered Up!  Oilman & Timeman for the winnnnnnnnnn! Very Happy  J/K
Just for you PD, I *will* always keep in mind the possibility of parallax via dynamic tiles when doing the upgrade. And if it's not a lot of work, I'll put it in the game. As for the other two guys, yeah... no. Unless you find me a veteran MM1 hacker that's willing to create the bosses and levels, then we'll add it in. Hacking graphics is one thing, hacking major game engine logic is something else entirely.

 But on that note, what about an 'easy' mode? I can make Megaman's weapons more powerful and could probably make his life have more points (or the enemy's attacks be weaker) for such a mode. Saving *might* be a possibility. I did have plans to look into that at one time. I could also make a password system for it too, but is that really needed?

 Anyway, keep an eye out for Megaman hackers on the net and redirect them here. I'd love to add some new functionality or areas to the game (even bosses).
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/05/2012, 05:38 PM
Aw man, I was kidding about all that.  All of it would be awesome, but, especially adding in the other 2 robot masters would be a chore, no doubt.  That'd be cool if we found someone that could look at the levels from the PSP game & pixel them up & such!  Paralax, I had no hope of seeing it, mainly with it being an emulation rather then built from scratch, but, if it's doable, awesome!

An easy mode would be great, though I'm sure some people would moan that the game already had the perfect amount of challenge.  Honestly, I appreciated the easy mode in Mega Man 10, though, I sometimes wonder if it was too easy.  I still haven't beat MM9 yet though, I've had a hard time with Wily's castle.
Title: Re: Megaman PCE thread
Post by: TurboXray on 03/05/2012, 06:10 PM
Quote from: ParanoiaDragon on 03/05/2012, 05:38 PMAw man, I was kidding about all that.
I know, but I put some thought into it. I mean, I'm not gonna go out of my way to do dynamic tiles in every level. But some levels could benefit from them or are dynamic tile friendly. Like Elecman's level for instance, in some areas. There are other effects possible too. Hsync BG color 0 and sparse sprites as clouds or such in the open BG areas. Because I'm redoing the sprite meta table in the game to use PCE sprites, that means the sprite table and scanline bandwidth will be more freed up for such sprite effect handling. Though, I'm think simple stuff. Nothing fancy by any means.

 
QuoteAll of it would be awesome, but, especially adding in the other 2 robot masters would be a chore, no doubt.
Oh, I know it would be a lot of work. But it also be pretty damn cool to have two extra bosses/levels even if the weapons obtained from them don't amount to much. All the other Megaman games on the NES have 8 levels to choose from; upgrading MM1 to that would be nice IMO. That old adage "if you gonna do something, do it right". Within reason of course. It's something I'd like to do, but it would pretty low on the list of things to do - obviously. But just imagine, two bosses that are unique to the PCE version (screw copying them from the PSP version). The idea is just so tempting that it's hard not imagining me at least trying to do it myself if needed.


QuoteAn easy mode would be great, though I'm sure some people would moan that the game already had the perfect amount of challenge.  Honestly, I appreciated the easy mode in Mega Man 10, though, I sometimes wonder if it was too easy.  I still haven't beat MM9 yet though, I've had a hard time with Wily's castle.
As much as I find the difficulty as just average for the game, I know others aren't used to it. I don't think there's anything wrong with an easy mode. I mean, if that means more people can enjoy the game then so be it. It doesn't do anything to hurt the game on normal difficulty, being selectable and all.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/05/2012, 06:40 PM
I just had a thought, one other thing that all the other MM's have that MM1 doesn't have, is closeup's of the robot masters.  I was thinking of a way to have it both ways.  Maybe have a close up of each bot, & when you press Run, there's some kind of animation to make it look like the bot is jumping up & back so that he's the regular sprite size ...if that makes sense? :-k
Title: Re: Megaman PCE thread
Post by: TurboXray on 03/08/2012, 09:59 AM
I did a quick sprite holder update: http://youtu.be/f196pdbE0Ec I'm gonna need to change my method for hacking the sprite meta table and just hook it completely for the main character frames (I need more control on the X/Y offset as seen by the jump firing - the frame is too high up).
Title: Re: Megaman PCE thread
Post by: grahf on 03/09/2012, 01:18 AM
That's great! 

BTW, why not change the title screen so that it clearly says it's your hack? It might keep some of the scumbags from scamming people.
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 03/09/2012, 08:23 AM
Just put a "if you paid more then the cost of a CD-R for this game, you've been fucked up the ass by some scamming douchecunt" screen before the title.
Title: Re: Megaman PCE thread
Post by: TurboXray on 03/09/2012, 10:49 AM
QuoteJust put a "if you paid more then the cost of a CD-R for this game, you've been fucked up the ass by some scamming douchecunt" screen before the title.
Quote from: grahf on 03/09/2012, 01:18 AMBTW, why not change the title screen so that it clearly says it's your hack? It might keep some of the scumbags from scamming people.
It's gonna get a new intro (B_T was looking into some assets for this), which will be part of the boot menu (you select original mode and new mode, plus some other options). I'll put a disclaimer in there that it's a free for community project and such.
Title: Re: Megaman PCE thread
Post by: esteban on 03/10/2012, 06:49 AM
If you have different versions of the game (with extra stages and/or difficulty settings), it would be neat to make references to Dr. Wright (as he was originally called):

"Dr. Wright's Easy Mode", "Dr. Wright's DeeLux Remix (8 stages!)" or whatever... :pcgs:
Title: Re: Megaman PCE thread
Post by: Keith Courage on 07/10/2012, 02:33 PM
I was curious if this is still being worked on. I found this video on youtube that had this game being played with CDDA tracks. It sounds awesome. Is this what you are working on or does that project belong to someone else? http://youtu.be/4IvnRaCU7OQ
Title: Re: Megaman PCE thread
Post by: Bernie on 07/10/2012, 04:14 PM
Damn, that is sweet!!!!  Me want.
Title: Re: Megaman PCE thread
Post by: T2KFreeker on 07/10/2012, 08:46 PM
Quote from: Bernie on 07/10/2012, 04:14 PMDamn, that is sweet!!!!  Me want.
Me too. Megaman Rocks!
Title: Re: Megaman PCE thread
Post by: Tatsujin on 07/10/2012, 09:13 PM
Rockman's Mega!
Title: Re: Megaman PCE thread
Post by: Kaijuboy on 07/12/2012, 10:59 PM
So, is this the same one that was released by the "anime4ever" guy on SuperCD, or is this a completely different Megaman1 on PCE?   :?
Title: Re: Megaman PCE thread
Post by: OldMan on 07/13/2012, 12:46 AM
QuoteSo, is this the same one that was released by the "anime4ever" guy on SuperCD, or is this a completely different Megaman1 on PCE?
Bonknauts did the cd version, complete with audio. anime4ever downloaded it and <illegally> started selling it. Bonknauts took down the cd download link because of anime4ever.

I'm sure other peeps around here still have it. Try asking nicely. Maybe you'll get lucky.

Bonknauts has been busy with school, so he hasn't been doing much around here lately. Real shame too...He's one talented guy.
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 07/13/2012, 01:33 AM
He's been busy with more than just school, lol.

kinda blows.
Title: Re: Megaman PCE thread
Post by: Bernie on 07/13/2012, 05:54 AM
hmm..  The one I have does not have the CD audio.  I believe when I ripped it and uploaded it for Tom, he said it was an early version.  I dont think anime4ever was able to get a hold of the CD version.
Title: Re: Megaman PCE thread
Post by: Keith Courage on 07/13/2012, 01:48 PM
Yeah, I really like the version with CD audio. Sounds awesome. Hopefully he will release it for the community here at some point.

I had no urge to want to play it on my pce before since the game was well...just the same as the nes version. However the CD audio just makes it a pce exclusive now so it gives me a reason to want to play megaman again.
Title: Re: Megaman PCE thread
Post by: KnightWarrior on 07/13/2012, 02:21 PM
Can Mega Man X be possible??

HuCard Only
Title: Re: Megaman PCE thread
Post by: CrackTiger on 07/13/2012, 02:23 PM
Quote from: KnightWarrior on 07/13/2012, 02:21 PMCan Mega Man X be possible??

HuCard Only
No, the PC Engine isn't powerful enough.
Title: Re: Megaman PCE thread
Post by: Kaijuboy on 07/14/2012, 01:02 AM
So was the version with CD audio ever released?  Or is the download that was available/anime4ever version just the NES version running on PCE?    :?
Title: Re: Megaman PCE thread
Post by: RegalSin on 07/14/2012, 05:28 PM
Quote from: guest on 07/13/2012, 02:23 PM
Quote from: KnightWarrior on 07/13/2012, 02:21 PMCan Mega Man X be possible??

HuCard Only
No, the PC Engine isn't powerful enough.
The PCE can do RMX-X5. Their is nothing it can not do, that was done on the SFC.
Title: Re: Megaman PCE thread
Post by: CrackTiger on 07/14/2012, 11:43 PM
Quote from: RegalSin on 07/14/2012, 05:28 PM
Quote from: CrackTiger on 07/13/2012, 02:23 PM
Quote from: KnightWarrior on 07/13/2012, 02:21 PMCan Mega Man X be possible??

HuCard Only
No, the PC Engine isn't powerful enough.
The PCE can do RMX-X5. Their is nothing it can not do, that was done on the SFC.
He said HuCard-only.
Title: Re: Megaman PCE thread
Post by: RegalSin on 07/15/2012, 09:46 AM
The PCE Hu-card limitation is probably 256MB limit, if done correctly. If we compared the SNES carts, to the PCE HU, and was released simutameously, they would match up. I mean all the post MMX games after the first one, up till, X5.

We are thinking about limitation, but most of the effects in 2d videogames are programmed effects, not just sprite, or background overlapping. The voice, and audio waves could be stored as with TOPSNES, and video data could run as well, but most likely will be shorter.

Lets not think about the limitations of the past, however, lets think about the abundance, ( and cheapness ) of the future.
Title: Re: Megaman PCE thread
Post by: CrackTiger on 07/15/2012, 02:16 PM
Quote from: RegalSin on 07/15/2012, 09:46 AMThe PCE Hu-card limitation is probably 256MB limit, if done correctly. If we compared the SNES carts, to the PCE HU, and was released simutameously, they would match up. I mean all the post MMX games after the first one, up till, X5.

We are thinking about limitation, but most of the effects in 2d videogames are programmed effects, not just sprite, or background overlapping. The voice, and audio waves could be stored as with TOPSNES, and video data could run as well, but most likely will be shorter.

Lets not think about the limitations of the past, however, lets think about the abundance, ( and cheapness ) of the future.
Even with a large HuCard and no extra hardware, how can the PCE match the action and parallax (http://youtu.be/EwOLbW6PP-0) of Megaman X, let alone do the music (http://youtu.be/jdWYOHPV6Uw) justice the way that only the SNES can?
Title: Re: Megaman PCE thread
Post by: Keranu on 07/15/2012, 08:25 PM
Quote from: guest on 07/15/2012, 02:16 PM...let alone do the music (http://youtu.be/jdWYOHPV6Uw) justice the way that only the SNES can?
http://youtu.be/jdWYOHPV6Uw
LOL!
Title: Re: Megaman PCE thread
Post by: MottZilla on 07/16/2012, 12:32 AM
That's an impressive demo. Is it practical to do the same technique while running an actual game? In other words is the only limitation the lack of memory? Though I'm guessing you lose some sound channels for sound effects that way?

Though don't forget that SNES did audio streaming in games like Clay Fighter and Earthworm Jim 2 as I recall.
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 07/16/2012, 09:53 AM
That demo only takes 2 channels, IIRC.

So you'd have 4 left.

I am not 100% sure, but I am pretty sure doing a demonstration such as that one does eat up CPU resources, so you'd be better off doing what the PCE does best:  real chiptunes.

:)
Title: Re: Megaman PCE thread
Post by: CrackTiger on 07/16/2012, 12:29 PM
Quote from: Psycho Arkhan on 07/16/2012, 09:53 AMThat demo only takes 2 channels, IIRC.

So you'd have 4 left.

I am not 100% sure, but I am pretty sure doing a demonstration such as that one does eat up CPU resources, so you'd be better off doing what the PCE does best:  real chiptunes.

:)
Straight chiptunes will always be the most efficient, but I've heard how sloppy many PCE devs were with efficiency in games that still did a lot. Doesn't the sound engine in Air Zonk use up something crazy like 30% cpu resource? Yet it still tosses around a ton of action with screens full of sprites and parallax. Something as slow and action-lite by PCE standards as Megaman X should leave a bunch if cpu power free for frivolous sound stuff like software adpcm.
Title: Re: Megaman PCE thread
Post by: MottZilla on 07/16/2012, 01:04 PM
That depends exactly how much in the way of cpu resources is taken up. If you wanted a comparable MMX1 on PCE all you need is SuperGrafx and the Arcade CDROM format. No problem then. ;)
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 07/16/2012, 03:52 PM
Quote from: CrackTiger on 07/16/2012, 12:29 PM
Quote from: Psycho Arkhan on 07/16/2012, 09:53 AMThat demo only takes 2 channels, IIRC.

So you'd have 4 left.

I am not 100% sure, but I am pretty sure doing a demonstration such as that one does eat up CPU resources, so you'd be better off doing what the PCE does best:  real chiptunes.

:)
Straight chiptunes will always be the most efficient, but I've heard how sloppy many PCE devs were with efficiency in games that still did a lot. Doesn't the sound engine in Air Zonk use up something crazy like 30% cpu resource? Yet it still tosses around a ton of action with screens full of sprites and parallax. Something as slow and action-lite by PCE standards as Megaman X should leave a bunch if cpu power free for frivolous sound stuff like software adpcm.
Air Zonk is misleadingly action packed.  You don't waste much CPU resources just flinging retarded enemies at the player in predetermined patterns, lol.

There isn't exactly a bunch of AI.  It's just a bunch of pre-done sprite pushing.   So yeah, it can waste tons of CPU on the audio.

a game that has considerably more intelligent AI wouldn't be able to pull it off so good.

Plus, horizontal scrolling line parallax isn't a CPU whore process either.
Title: Re: Megaman PCE thread
Post by: Nando on 07/16/2012, 08:51 PM
Quote from: guest on 07/15/2012, 02:16 PM
Quote from: RegalSin on 07/15/2012, 09:46 AMThe PCE Hu-card limitation is probably 256MB limit, if done correctly. If we compared the SNES carts, to the PCE HU, and was released simutameously, they would match up. I mean all the post MMX games after the first one, up till, X5.

We are thinking about limitation, but most of the effects in 2d videogames are programmed effects, not just sprite, or background overlapping. The voice, and audio waves could be stored as with TOPSNES, and video data could run as well, but most likely will be shorter.

Lets not think about the limitations of the past, however, lets think about the abundance, ( and cheapness ) of the future.
let alone do the music (http://youtu.be/jdWYOHPV6Uw) justice the way that only the SNES can?
HOLY CRAP!
Title: Re: Megaman PCE thread
Post by: CrackTiger on 07/16/2012, 09:44 PM
Quote from: Psycho Arkhan on 07/16/2012, 03:52 PM
Quote from: CrackTiger on 07/16/2012, 12:29 PM
Quote from: Psycho Arkhan on 07/16/2012, 09:53 AMThat demo only takes 2 channels, IIRC.

So you'd have 4 left.

I am not 100% sure, but I am pretty sure doing a demonstration such as that one does eat up CPU resources, so you'd be better off doing what the PCE does best:  real chiptunes.

:)
Straight chiptunes will always be the most efficient, but I've heard how sloppy many PCE devs were with efficiency in games that still did a lot. Doesn't the sound engine in Air Zonk use up something crazy like 30% cpu resource? Yet it still tosses around a ton of action with screens full of sprites and parallax. Something as slow and action-lite by PCE standards as Megaman X should leave a bunch if cpu power free for frivolous sound stuff like software adpcm.
Air Zonk is misleadingly action packed.  You don't waste much CPU resources just flinging retarded enemies at the player in predetermined patterns, lol.

There isn't exactly a bunch of AI.  It's just a bunch of pre-done sprite pushing.   So yeah, it can waste tons of CPU on the audio.

a game that has considerably more intelligent AI wouldn't be able to pull it off so good.

Plus, horizontal scrolling line parallax isn't a CPU whore process either.
I figured that Air Zonk isn't the same as a standard platformer (although I've heard that collision in shooters can be the cause of games like TFIV choking), since it'd be more like Metal Slug, but Mega Man X still doesn't seem like much for the PCE to handle, aside from however much dynamic tiles might be used for parallax. The AI in MMX games doesn't seem much deeper than the Famicom MM games.
Title: Re: Megaman PCE thread
Post by: Kaijuboy on 07/17/2012, 02:22 AM
Quote from: TheOldMan on 07/13/2012, 12:46 AMI'm sure other peeps around here still have it. Try asking nicely. Maybe you'll get lucky.
Can some kind, wonderful, altruistic soul lead me to this fine fine download?   [-o<
Title: Re: Megaman PCE thread
Post by: Keith Courage on 07/17/2012, 02:47 AM
Quote from: Kaijuboy on 07/17/2012, 02:22 AM
Quote from: TheOldMan on 07/13/2012, 12:46 AMI'm sure other peeps around here still have it. Try asking nicely. Maybe you'll get lucky.
Can some kind, wonderful, altruistic soul lead me to this fine fine download?   [-o<
Yeah, I know. That is what I was hoping for as well.
Title: Re: Megaman PCE thread
Post by: Frank_fjs on 07/17/2012, 03:41 AM
Are you guys after the Megaman CD ISO? If so, I have it, does the original author (Bonknuts?) mind if I submit a download link?
Title: Re: Megaman PCE thread
Post by: Keith Courage on 07/17/2012, 04:08 AM
I am after the one with the CD music. It just adds so much to the game.
Title: Re: Megaman PCE thread
Post by: Frank_fjs on 07/17/2012, 06:49 AM
Ah, pretty sure I don't have that one then. It's only a few meg and although it plays music it doesn't appear to be redbook audio, sounds like old fashioned chip music to me.
Title: Re: Megaman PCE thread
Post by: Bernie on 07/17/2012, 06:57 AM
Most likely that is the one you have Frank.  The CD version wasn't up long, and not many knew about it.  :)
Title: Re: Megaman PCE thread
Post by: Kaijuboy on 07/18/2012, 03:28 AM
Quote from: Bernie on 07/17/2012, 06:57 AMMost likely that is the one you have Frank.  The CD version wasn't up long, and not many knew about it.  :)
Do you happen to have one of these elusive CD-audio versions?....  O:)
Title: Re: Megaman PCE thread
Post by: Bernie on 07/18/2012, 06:46 AM
I dont think the author wants it out right now, since it is not finished.
Title: Re: Megaman PCE thread
Post by: Nando on 07/18/2012, 08:58 AM
Quote from: Kaijuboy on 07/18/2012, 03:28 AM
Quote from: Bernie on 07/17/2012, 06:57 AMMost likely that is the one you have Frank.  The CD version wasn't up long, and not many knew about it.  :)
Do you happen to have one of these elusive CD-audio versions?....  O:)
I'm clueless on this, MOAR info please :)
Title: Re: Megaman PCE thread
Post by: esadajr on 07/24/2012, 12:02 AM
Yeah, better wait for the version with the disclaimer. Cool project indeed.
Title: Re: Megaman PCE thread
Post by: KnightWarrior on 08/24/2012, 12:56 AM
Mega Man 8-bit Collections NES version anyone
Title: Re: Megaman PCE thread
Post by: Bardoly on 08/27/2012, 04:38 PM
Any more updates on this project?

Thanks in advance.
Title: Re: Megaman PCE thread
Post by: Bloody Wolf on 09/06/2012, 01:04 AM
Ahh Mega Man.... Haha i luv this game!!!
Title: Re: Megaman PCE thread
Post by: TurboXray on 09/14/2012, 11:36 AM
Quote from: Nando on 07/18/2012, 08:58 AM
Quote from: Kaijuboy on 07/18/2012, 03:28 AM
Quote from: Bernie on 07/17/2012, 06:57 AMMost likely that is the one you have Frank.  The CD version wasn't up long, and not many knew about it.  :)
Do you happen to have one of these elusive CD-audio versions?....  O:)
I'm clueless on this, MOAR info please :)
This? http://youtu.be/4IvnRaCU7OQ

 I'm currently still in hibernation, but when I wake up in a couple of months... we'll see what happens :)
Title: Re: Megaman PCE thread
Post by: Nando on 09/14/2012, 12:12 PM
Quote from: TurboXray on 09/14/2012, 11:36 AM
Quote from: Nando on 07/18/2012, 08:58 AM
Quote from: Kaijuboy on 07/18/2012, 03:28 AM
Quote from: Bernie on 07/17/2012, 06:57 AMMost likely that is the one you have Frank.  The CD version wasn't up long, and not many knew about it.  :)
Do you happen to have one of these elusive CD-audio versions?....  O:)
I'm clueless on this, MOAR info please :)
This? http://youtu.be/4IvnRaCU7OQ

 I'm currently still in hibernation, but when I wake up in a couple of months... we'll see what happens :)
OH so sweet sounding! Looks smooth!
Title: Re: Megaman PCE thread
Post by: KnightWarrior on 09/14/2012, 02:45 PM
Just do a Mega Man Anniversary Collection on the PC Engine/Turbo

Don't include Mega Man 7, 8 and Power Battle Games
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 09/14/2012, 08:37 PM
Quote from: KnightWarrior on 09/14/2012, 02:45 PMJust do a Mega Man Anniversary Collection on the PC Engine/Turbo

Don't include Mega Man 7, 8 and Power Battle Games
Scratch that.  DO include them, as well as Mega Man & Bass, Mega Man's 9 & 10, & the Power Fighter etc. games!  Hell, make a 2D version of Super Adventure Rockman, & update the Mega Man PC games!
Title: Re: Megaman PCE thread
Post by: Keith Courage on 09/15/2012, 05:17 AM
Yes Bonknuts, that's the one I was talking about. The updated CD music adds so much to the game. Some games I am more partial to chip tunes but the CD sound on this one really works for me.
Title: Re: Megaman PCE thread
Post by: Nando on 09/15/2012, 02:09 PM
How about Willy War graphics with the CD choones?  yes, no, maybe so?
Title: Re: Megaman PCE thread
Post by: KnightWarrior on 09/22/2012, 11:34 PM
It would be pushing the Hardware if you include Mega Man & Bass, Power Battle Games,  MM 7, 8, 9 & 10

Just do Mega Man 1-6 on HuCard
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 09/23/2012, 04:21 AM
I don't know, I feel like only MM8 would take a real hit in the gfx department.  I think MM&B, 7, & Power Fighters could be replicated fairly accurately, though deffinitely paralax would have to be changed around.  9 & 10 are basically NES games, so, they'd be easy peasy to pull off.
Title: Re: Megaman PCE thread
Post by: KnightWarrior on 09/24/2012, 02:30 AM
Quote9 & 10 are basically NES games
How so??

You can't just put it on a NES cart and play..It's programmed diffenet
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 09/24/2012, 10:02 AM
Quote from: KnightWarrior on 09/24/2012, 02:30 AM
Quote9 & 10 are basically NES games
How so??

You can't just put it on a NES cart and play..It's programmed diffenet
They use graphics from, or on par with the NES games.

They sound like NES games.

They even let you turn on slowmo/sprite flicker like an NES game mode.



However, they both suck.  Really bad.
Title: Re: Megaman PCE thread
Post by: Mathius on 09/24/2012, 03:23 PM
Quote from: guest on 09/24/2012, 10:02 AM
Quote from: KnightWarrior on 09/24/2012, 02:30 AM
Quote9 & 10 are basically NES games
How so??

You can't just put it on a NES cart and play..It's programmed diffenet
They use graphics from, or on par with the NES games.

They sound like NES games.

They even let you turn on slowmo/sprite flicker like an NES game mode.



However, they both suck.  Really bad.
I thoroughly enjoy MM9. It's pure nostalgia. I can't comment on MM10 but I haven't heard good things.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 09/24/2012, 03:59 PM
I think both are great, though I think MM9 is alot better then 10.
Title: Re: Megaman PCE thread
Post by: TurboXray on 10/23/2012, 12:15 AM
Hey, look what I found... (http://pcedev.wordpress.com/2012/10/22/megaman-2-on-pce/)
Title: Re: Megaman PCE thread
Post by: OldMan on 10/23/2012, 02:36 AM
Good Job. Glad to see you back.
Title: Re: Megaman PCE thread
Post by: Drakon on 10/23/2012, 10:26 PM
I demand cd audio for this thing of beauty...

Quote from: TurboXray on 10/23/2012, 12:15 AMHey, look what I found... (http://pcedev.wordpress.com/2012/10/22/megaman-2-on-pce/)
Title: Re: Megaman PCE thread
Post by: VestCunt on 10/23/2012, 10:57 PM
Quote from: TurboXray on 10/23/2012, 12:15 AMHey, look what I found... (http://pcedev.wordpress.com/2012/10/22/megaman-2-on-pce/)
Wow. You're rapidly making my NES obsolete!
Title: Re: Megaman PCE thread
Post by: CrackTiger on 10/24/2012, 02:23 PM
Quote from: TurboXray on 10/23/2012, 12:15 AMHey, look what I found... (http://pcedev.wordpress.com/2012/10/22/megaman-2-on-pce/)
This is literally a dream come true for me. :)
Title: Re: Megaman PCE thread
Post by: Opethian on 10/24/2012, 05:53 PM
Megaman 2 tunes are legendary! cant wait!
Title: Re: Megaman PCE thread
Post by: BigusSchmuck on 10/24/2012, 06:38 PM
Quote from: TurboXray on 10/23/2012, 12:15 AMHey, look what I found... (http://pcedev.wordpress.com/2012/10/22/megaman-2-on-pce/)
Thats pretty cool, so what are your plans on distributing this gem?
Title: Re: Megaman PCE thread
Post by: TurboXray on 10/24/2012, 08:37 PM
Quote from: BigusSchmuck on 10/24/2012, 06:38 PM
Quote from: TurboXray on 10/23/2012, 12:15 AMHey, look what I found... (http://pcedev.wordpress.com/2012/10/22/megaman-2-on-pce/)
Thats pretty cool, so what are your plans on distributing this gem?
A pressed CD? A real hucard? :P Sony DADC CD-Rs from a professional replicator (probably the best option given the cost and such)? I dunno. What do you guys want??? Though to be honest, I'm not really interested in getting dragged to court by Capcom ;>_> Someone else should handle... ehm.... that aspect of it? A few members here could set something up? I dunno.

 I kind of like the CD format as it gives the option for CDDA/redbook tracks (or original chiptunes).


 BTW, I made a test video: http://youtu.be/ljtxuk9KDCg

QuoteThis is literally a dream come true for me. :)
I figured quite a few people wanted Megaman 2 instead of MM1 :P For MM1, I got a hit of about 150 views on my site/blog and that was with a lot of people referencing it from other sites (I can see the redirects). With my MM2 post, which I didn't really advertize, got 300+ views in like 4 hours.



QuoteMegaman 2 tunes are legendary! cant wait!
I need to tighten up the audio emulation a bit (fix the sweep support), but otherwise the audio came out pretty decent so far. But yeah, MM2 has the most memorable tracks out of any MM game.
 
QuoteI demand cd audio for this thing of beauty...
Shall I setup a donation thingy for it, for requests? ;)


 Since this MM2 went so well (I still can't believe it only took 4 hours to get it up and running, and that includes the time to play through it and beat it :P), I'm looking into the other megaman games as well. MM3 and MM5 have a totally different setup than MM1,2,4, and 6. But I'm up for the challenge :) I was thinking maybe a dual pack release per CD. I don't know if I showed off the new sprite work for MM1 (megaman and cutman have all new sprites), but it was a pain in the ass to do. So much so, that I might just work on redoing the background tiles and maps for now.

 I love the MM series and so this is a labor of love for me. But it does suck not to be able to... well, get a return on the hundreds and hundreds hours put into this backend emulation code/support. Morality/ethics/whatever issue aside (not that they don't have merit), I don't want any legal trouble or such. I mean, it's my own fault for not putting that time into something original that I could sell. So with that in mind, I was thinking about making a megaman type of game (clone) for the PCE. Feedback?
Title: Re: Megaman PCE thread
Post by: BigusSchmuck on 10/24/2012, 08:47 PM
Quote from: TurboXray on 10/24/2012, 08:37 PM
Quote from: BigusSchmuck on 10/24/2012, 06:38 PM
Quote from: TurboXray on 10/23/2012, 12:15 AMHey, look what I found... (http://pcedev.wordpress.com/2012/10/22/megaman-2-on-pce/)
Thats pretty cool, so what are your plans on distributing this gem?
A pressed CD? A real hucard? :P Sony DADC CD-Rs from a professional replicator (probably the best option given the cost and such)? I dunno. What do you guys want??? Though to be honest, I'm not really interested in getting dragged to court by Capcom ;>_> Someone else should handle... ehm.... that aspect of it? A few members here could set something up? I dunno.

 I kind of like the CD format as it gives the option for CDDA/redbook tracks (or original chiptunes).

 BTW, I made a test video: http://youtu.be/ljtxuk9KDCg

QuoteThis is literally a dream come true for me. :)
I figured quite a few people wanted Megaman 2 instead of MM1 :P For MM1, I got a hit of about 150 views on my site/blog and that was with a lot of people referencing it from other sites (I can see the redirects). With my MM2 post, which I didn't really advertize, got 300+ views in like 4 hours.



QuoteMegaman 2 tunes are legendary! cant wait!
I need to tighten up the audio emulation a bit (fix the sweep support), but otherwise the audio came out pretty decent so far. But yeah, MM2 has the most memorable tracks out of any MM game.
 
QuoteI demand cd audio for this thing of beauty...
Shall I setup a donation thingy for it, for requests? ;)


 Since this MM2 went so well (I still can't believe it only took 4 hours to get it up and running, and that includes the time to play through it and beat it :P), I'm looking into the other megaman games as well. MM3 and MM5 have a totally different setup than MM1,2,4, and 6. But I'm up for the challenge :) I was thinking maybe a dual pack release per CD. I don't know if I showed off the new sprite work for MM1 (megaman and cutman have all new sprites), but it was a pain in the ass to do. So much so, that I might just work on redoing the background tiles and maps for now.

 I love the MM series and so this is a labor of love for me. But it does suck not to be able to... well, get a return on the hundreds and hundreds hours put into this backend emulation code/support. Morality/ethics/whatever issue aside (not that they don't have merit), I don't want any legal trouble or such. I mean, it's my own fault for not putting that time into something original that I could sell. So with that in mind, I was thinking about making a megaman type of game (clone) for the PCE. Feedback?
A clone would be cool. Instead of calling it Megaman, call it Turboman? :) I know you can't link the game on these forums in its current state but I and many other people here would love to play it on the turbo without having to digg out our nes just to play some Megaman. I have lots of memories of that game and its endless sequels (especially Megaman 3)
Title: Re: Megaman PCE thread
Post by: Drakon on 10/24/2012, 10:54 PM
ditto.  Megaman 2 is the game that made me into a gamer.  As for the choice of cd audio that might be tough, but if you're the guy who made gate of thunderforce then I trust in your audio judgement!

Quote from: guest on 10/24/2012, 02:23 PM
Quote from: TurboXray on 10/23/2012, 12:15 AMHey, look what I found... (http://pcedev.wordpress.com/2012/10/22/megaman-2-on-pce/)
This is literally a dream come true for me. :)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 10/24/2012, 11:04 PM
Just tie it to the Shockman series, & call it a day. :D
Title: Re: Megaman PCE thread
Post by: Nando on 10/25/2012, 01:37 AM
Quote from: ParanoiaDragon on 10/24/2012, 11:04 PMJust tie it to the Shockman series, & call it a day. :D
ShubibibibibibiBIBIBIN 4

I'd give money to support a new game and/or the fan port (see what I did there?) Hell even if it's a sprite swap with a few surprises here and there it would be cool.
Title: Re: Megaman PCE thread
Post by: burn_654 on 10/25/2012, 09:52 AM
Bonknuts, it's great to see your incredible work on these ports continuing! I'm in awe.  =D>

I wonder...there's tons of very capable Megaman hacking utilities out there...would it be possible to patch the internal nes binary with one of the hacks? I know you had to reorient a fair amount of things in the nes binary, is that correct? Or is the nes code fairly untouched?

I just think the possibilities to port over the better Megaman hacks to pce (not to mention the ability to create new ones) with remixed music and/or graphics has TONS of potential.

As well I just want to say it's great to see you back in the scene a bit. Your pce hacking efforts and documents are just incredible!
Title: Re: Megaman PCE thread
Post by: NecroPhile on 10/25/2012, 11:06 AM
Even though I've never been a huge fan of Megaman (not that they're bad games though), I'd love to see a clone game, especially so if it's two player. 
Title: Re: Megaman PCE thread
Post by: TailChao on 10/25/2012, 11:26 AM
Just saw the post on your blog during lunch.
Great job, man. This is really awesome stuff :)

Edit:
Quote from: TurboXray on 10/24/2012, 08:37 PMI don't want any legal trouble or such. I mean, it's my own fault for not putting that time into something original that I could sell. So with that in mind, I was thinking about making a megaman type of game (clone) for the PCE. Feedback?
I don't see why this wouldn't be a good idea.
It would be tough to generate, say, a MegaMan 3 level of content in a short amount of time. The originals are really fantastically designed.
But luckily you can't get sued for borrowing mechanics, only characters.

I can't speak for level design, but it seems you have (more than enough of) the technical background to pull it off. So go for it :D
Title: Re: Megaman PCE thread
Post by: BlueBMW on 10/25/2012, 11:37 AM
Ill happily pay good money for anything mega man related on pce. :)
Title: Re: Megaman PCE thread
Post by: TurboXray on 10/25/2012, 12:03 PM
Quote from: TheOldMan on 10/23/2012, 02:36 AMGood Job. Glad to see you back.
Thanks :D Good to be back :)

QuoteI wonder...there's tons of very capable Megaman hacking utilities out there...would it be possible to patch the internal nes binary with one of the hacks? I know you had to reorient a fair amount of things in the nes binary, is that correct? Or is the nes code fairly untouched?

I just think the possibilities to port over the better Megaman hacks to pce (not to mention the ability to create new ones) with remixed music and/or graphics has TONS of potential.
Yeah, using existing hacks is very doable. I don't hack much of the rom to begin with (less than 0.01% or so if you compare it against just the code of the rom, i.e. excluding graphics/maps/sound/data/etc), but if the rom hack someone made was above and beyond what the editors do.. that is to say they did ASM hacking to the rom and not just graphics/sprite/maps, then I'd have to do a little more port opcode hunting down. But with my tool I made, it makes that much easier. And so yeah, even with an ASM hack it's doable. But traditional hacks are cake (usually no modifications needed). I have Dragon Warrior running on PCE CD (it was the very first nes2pce game I did) and after it was up and running, I took Sliver-X's hack of Dragoon Omega and applied it to the rom. It worked perfectly.


QuoteEven though I've never been a huge fan of Megaman (not that they're bad games though), I'd love to see a clone game, especially so if it's two player. 
As for an original game, I've though about two player mode. A four player mode would be hilarious, but complicated for balancing. Anyway, I thinking that maybe the two players could share the same life and weapon energy bar, and if either player dies they have to restart. Something along those lines.
Title: Re: Megaman PCE thread
Post by: Nando on 10/25/2012, 12:17 PM
Quote from: TurboXray on 10/25/2012, 12:03 PMAs for an original game, I've though about two player mode. A four player mode would be hilarious, but complicated for balancing. Anyway, I thinking that maybe the two players could share the same life and weapon energy bar, and if either player dies they have to restart. Something along those lines.
That's pretty interesting. Would foster more team play.

Four player could be manic, but doable, I think; besides the regular metalslug/megaman like game play, you can set up a vertical scrolling platform heavy rainbow islands like stages. Just one idea.
Title: Re: Megaman PCE thread
Post by: BigusSchmuck on 10/25/2012, 12:51 PM
Quote from: TurboXray on 10/25/2012, 12:03 PM
Quote from: TheOldMan on 10/23/2012, 02:36 AMGood Job. Glad to see you back.
Thanks :D Good to be back :)

QuoteI wonder...there's tons of very capable Megaman hacking utilities out there...would it be possible to patch the internal nes binary with one of the hacks? I know you had to reorient a fair amount of things in the nes binary, is that correct? Or is the nes code fairly untouched?

I just think the possibilities to port over the better Megaman hacks to pce (not to mention the ability to create new ones) with remixed music and/or graphics has TONS of potential.
Yeah, using existing hacks is very doable. I don't hack much of the rom to begin with (less than 0.01% or so if you compare it against just the code of the rom, i.e. excluding graphics/maps/sound/data/etc), but if the rom hack someone made was above and beyond what the editors do.. that is to say they did ASM hacking to the rom and not just graphics/sprite/maps, then I'd have to do a little more port opcode hunting down. But with my tool I made, it makes that much easier. And so yeah, even with an ASM hack it's doable. But traditional hacks are cake (usually no modifications needed). I have Dragon Warrior running on PCE CD (it was the very first nes2pce game I did) and after it was up and running, I took Sliver-X's hack of Dragoon Omega and applied it to the rom. It worked perfectly.


QuoteEven though I've never been a huge fan of Megaman (not that they're bad games though), I'd love to see a clone game, especially so if it's two player. 
As for an original game, I've though about two player mode. A four player mode would be hilarious, but complicated for balancing. Anyway, I thinking that maybe the two players could share the same life and weapon energy bar, and if either player dies they have to restart. Something along those lines.
Dragon Warrior? You are my hero, I always wondered if someone was going to port that over to the pce/turbo eventually.
Title: Re: Megaman PCE thread
Post by: Keranu on 10/25/2012, 02:10 PM
Quote from: guest on 10/25/2012, 11:06 AMEven though I've never been a huge fan of Megaman (not that they're bad games though), I'd love to see a clone game, especially so if it's two player. 
Likewise. Hell I like the clones more than Megaman itself!
Title: Re: Megaman PCE thread
Post by: FraGMarE on 10/25/2012, 08:23 PM
Quote from: Keranu on 10/25/2012, 02:10 PMLikewise. Hell I like the clones more than Megaman itself!
I'm sorry, but I must disagree.  Shockman couldn't shine Megaman's shoes.  The best thing they ever did with the Shubibinman series is turn into a hack-n-slash platformer with Shubibinman 3... now *THAT* was an awesome game.  Shubibinman2/Shockman just seemed... subpar in comparison to the enjoyment and overall style of the Megaman games.  Especially Megaman 1-3 on the NES... those games are the stuff of legend.

The music for the first Wily's Castle level is quite possibly the most spine tinglingly nostalgia inducing 8-bit music track ever created: http://youtu.be/aTbfpkByIM8 (Mega Man 2 OST, T17: Wily Fortress).
Title: Re: Megaman PCE thread
Post by: VestCunt on 10/25/2012, 09:23 PM
Shockman is an average game with big pluses for music and two players. What killed it are the slow, boring stretches of auto scrolling and the half-assed shooter segments. It feels like they had a good game in the works and then someone jammed the Gradius demo from Blades of Steel in the middle of it.
Title: Re: Megaman PCE thread
Post by: Arjak on 10/25/2012, 10:12 PM
Quote from: fragmare on 10/25/2012, 08:23 PMThe music for the first Wily's Castle level is quite possibly the most spine tinglingly nostalgia inducing 8-bit music track ever created: https://youtu.be/aTbfpkByIM8
*Shivers* Damn, that song kicks ass! Capcom's early work is the stuff of legends! :dance:
Title: Re: Megaman PCE thread
Post by: BlueBMW on 10/25/2012, 10:51 PM
I listen to a lot of video game music but the only stuff I regularly listen to from the NES era is the soundtracks to the original Mega Man games.... some fantastic stuff they did with so little to work with.

Of all mega man music, this one is one of my favorites.  I just love it at about 6 or 7 seconds... (Mega Man 5 OST, T12: Napalm) http://youtu.be/vLI6FzBY_JA
Title: Re: Megaman PCE thread
Post by: TheClash603 on 10/25/2012, 11:14 PM
Quote from: guest on 10/25/2012, 09:23 PMIt feels like they had a good game in the works and then someone jammed the Gradius demo from Blades of Steel in the middle of it.
Now that's what we call metaphor folks.  Hah.
Title: Re: Megaman PCE thread
Post by: TurboXray on 10/25/2012, 11:54 PM
Quote from: Arjak on 10/25/2012, 10:12 PM
Quote from: fragmare on 10/25/2012, 08:23 PMThe music for the first Wily's Castle level is quite possibly the most spine tinglingly nostalgia inducing 8-bit music track ever created: https://youtu.be/aTbfpkByIM8
*Shivers* Damn, that song kicks ass! Capcom's early work is the stuff of legends! :dance:
It's a great track (check out the remix http://youtu.be/jdWYOHPV6Uw .. ignore the second song in that video).
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 10/26/2012, 01:31 AM
Quote from: guest on 10/25/2012, 09:23 PMShockman is an average game with big pluses for music and two players. What killed it are the slow, boring stretches of auto scrolling and the half-assed shooter segments. It feels like they had a good game in the works and then someone jammed the Gradius demo from Blades of Steel in the middle of it.
Exactly, it's gotta be one of my favorite chip soundtracks ever.  There's really not alot you can do in the game though.  They really should've either made it more Contra'ish, by adding weapons  you can switch out, or Mega Manish by earning new weapons as you proceed.  It's a very subpar game in general unfortunately.
Title: Re: Megaman PCE thread
Post by: Drakon on 10/26/2012, 10:02 AM
I donated 30$ usd to the author so far.  It would have been more but me and my girlfriend literally just bought our first house.  Once we're more settled I'm sure I'll pump some more money into this.  2 player megaman would be so awesome.  However I'm not going to start making requests I'm just happy that this even exists, the idea of megaman 2 with cd audio makes me giddy enough already.

I think I'd rather have the cd audio be synths and computer generated instruments rather than live stuff.
Title: Re: Megaman PCE thread
Post by: Marll on 10/26/2012, 12:44 PM
Quote from: fragmare on 10/25/2012, 08:23 PMThe music for the first Wily's Castle level is quite possibly the most spine tinglingly nostalgia inducing 8-bit music track ever created: http://youtu.be/8fFRCUQLqKk
I can listen to that track over and over, such a good tune.

A debate that friends and I have had about game music is how as the music got better in games over time (subjective I know) it has lost something, feels almost soul-less while the older 8 and 16 bit stuff is just awesome and inspiring. Early CD games also have that quality I think, I can easily conjure up tunes from 8 and 16bit games in my head, as well as music from games like Ys I&II, while a modern game I couldn't tell you what the music sounds like at all to be quite frank.
Title: Re: Megaman PCE thread
Post by: esteban on 10/27/2012, 07:19 AM
Quote from: TurboXray on 10/24/2012, 08:37 PMSo with that in mind, I was thinking about making a megaman type of game (clone) for the PCE. Feedback?
This makes a lot of sense to me. I am sure there would be a lot of support for this (from us, at least).

SO, YES, DO IT! :pcgs::pcgs::pcgs:






Now, I know that it is difficult for folks to agree on what artistic direction a MM-clone for PCE should take (it's your baby, after all). So, I'll give my 2 cents, but you don't have to humor me (I won't be offended).

Quote2 cents
You should make a clone, but with a twist. I wouldn't change the mechanics (since they are the essence of MM), but I would love for the PCE clone to exist in a TOTALLY DIFFERENT cosmos. Again, I'm talking aesthetics only. Stage design and enemy behaviors can mimic the original game. I hate to be lame, and I know there is the very real fear of "turning off" fans of the orginal, but would a cute medieval reboot of MM be interesting? Take MM's sterile high-technology and make it crude, gritty, and rusty. Iron, canvas, dirt, sand, leather, stone, timber...
Oh crap, I don't like this idea. :(

Just make sure our hero is a kick-ass lady (a young witch?) instead of a generic dude in a blue suit and I'll be happy. Yes, I'll trade one cliche for another.

IGNORE ALL THIS CRAP I WROTE. What I really want is Mega Man set in the Bonk Universe. Bonk has the organic cute world I love, but it mixes in some technology. Crude prehistoric technology. Awesome. But that doesn't solve your IP (intellectual property) dilemma. OH WELL.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 10/27/2012, 06:03 PM
Just because it's set in the Bonk universe, doesn't mean that Bonk or the Chikkun's have to exist, it could be a Bonkish styled world.
Title: Re: Megaman PCE thread
Post by: esteban on 10/28/2012, 07:26 AM
Quote from: ParanoiaDragon on 10/27/2012, 06:03 PMJust because it's set in the Bonk universe, doesn't mean that Bonk or the Chikkun's have to exist, it could be a Bonkish styled world.
You are absolutely correct. I don't need the Chikkuns. :pcgs:

BONK-STYLEE* IT IS!

ASIDE: Does anyone here remember Musical Youth and Yard Stylee? I was just listening to my old singles (33's & 45's). Good times. In my defense, I was only 8 when I bought the damn thing. :pcgs:




BACK ON TOPIC: Bonk-stylee.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 10/28/2012, 07:08 PM
Ofcoarse, another way to go, would be to use Zonk in Bonk's world, since he's a bot like Megs.
Title: Re: Megaman PCE thread
Post by: Sadler on 10/28/2012, 07:12 PM
Quote from: ParanoiaDragon on 10/28/2012, 07:08 PMOfcoarse, another way to go, would be to use Zonk in Bonk's world, since he's a bot like Megs.
I was just thinking the same thing! :D Without walking sprites that's probably a pain in the ass though. Actually probably a pain in the ass either way. :) But damn it'd be cool!
Title: Re: Megaman PCE thread
Post by: SamIAm on 10/28/2012, 08:43 PM
What about Zonk in Zonk's world? That makes the most sense to me.

Hey Bonknuts, I'm very excited about Mega Man 2. Your port of the MM1 was the first time I ever properly played that game, and the same will hopefully be true of MM2 soon. :)
Title: Re: Megaman PCE thread
Post by: Sadler on 10/28/2012, 09:01 PM
MASSIVELY OFF TOPIC: The more I think about this, the more I think this would be the perfect homebrew hommage to TG fans. We got jacked late in the system's life. Air Zonk was amazing, but SAZ and Bonk 3 (including the CD) were such a let down. Just imagine a platforming Zonk game Megaman style. You could have shooting stages like Air Zonk, throw back stages in the Bonk universe, etc. It could be so, so awesome! :D
Title: Re: Megaman PCE thread
Post by: TurboXray on 10/29/2012, 12:26 PM
Quote from: Sadler on 10/28/2012, 09:01 PMMASSIVELY OFF TOPIC: The more I think about this, the more I think this would be the perfect homebrew hommage to TG fans. We got jacked late in the system's life. Air Zonk was amazing, but SAZ and Bonk 3 (including the CD) were such a let down. Just imagine a platforming Zonk game Megaman style. You could have shooting stages like Air Zonk, throw back stages in the Bonk universe, etc. It could be so, so awesome! :D
I admit, I also thought of Zonk when Bonk was mentioned in this thread. Especially when you consider the different weapons you get in Air Zonk. It's like a Megaman Shmup, in a way. Zonk in a megaman platform style universe sounds decent.

 So, I've been kicking around the idea of multiplayer mode some more. 1-4 player modes; 2 player co-op, 2 player competitive, 3 player competitive, 4 player competitive, 4 player as two 2player teams competitive. In competitive mode, you compete for score. More enemies come out and you don't share resources (life or weapon energy). You're given a fixed amount of lives and no continues. But you can purchase additional lives using your 'score' points (at the time of death) and rejoin right back in. At first, I thought doing a mutiplayer mode would be hard to balance the original game design, but if the focus of the goals relative to the game are fairly different - then I don't have to worry about balancing 1 player design with multiplayer design. Matter of fact, I could add additional changes to the stages and such for multiplayer mode.

 4 player mode would be taxing on the sprite scanline limit ( four 32x32 sprites is half the bandwidth for the scanline and then add in bullets and enemies - ugh). I could limit the bullets to one at a time, per player. That would be 12 out of 16 cells per scanline. Or alternate the bullets between two frames (some games do this) so you can shoot two at a time. There's definitely gonna be some flicker though in some instances.
Title: Re: Megaman PCE thread
Post by: BigusSchmuck on 10/29/2012, 04:54 PM
Quote from: TurboXray on 10/29/2012, 12:26 PM
Quote from: Sadler on 10/28/2012, 09:01 PMMASSIVELY OFF TOPIC: The more I think about this, the more I think this would be the perfect homebrew hommage to TG fans. We got jacked late in the system's life. Air Zonk was amazing, but SAZ and Bonk 3 (including the CD) were such a let down. Just imagine a platforming Zonk game Megaman style. You could have shooting stages like Air Zonk, throw back stages in the Bonk universe, etc. It could be so, so awesome! :D
I admit, I also thought of Zonk when Bonk was mentioned in this thread. Especially when you consider the different weapons you get in Air Zonk. It's like a Megaman Shmup, in a way. Zonk in a megaman platform style universe sounds decent.

 So, I've been kicking around the idea of multiplayer mode some more. 1-4 player modes; 2 player co-op, 2 player competitive, 3 player competitive, 4 player competitive, 4 player as two 2player teams competitive. In competitive mode, you compete for score. More enemies come out and you don't share resources (life or weapon energy). You're given a fixed amount of lives and no continues. But you can purchase additional lives using your 'score' points (at the time of death) and rejoin right back in. At first, I thought doing a mutiplayer mode would be hard to balance the original game design, but if the focus of the goals relative to the game are fairly different - then I don't have to worry about balancing 1 player design with multiplayer design. Matter of fact, I could add additional changes to the stages and such for multiplayer mode.

 4 player mode would be taxing on the sprite scanline limit ( four 32x32 sprites is half the bandwidth for the scanline and then add in bullets and enemies - ugh). I could limit the bullets to one at a time, per player. That would be 12 out of 16 cells per scanline. Or alternate the bullets between two frames (some games do this) so you can shoot two at a time. There's definitely gonna be some flicker though in some instances.
What if you went the Arcade card route? Would that help with the flickering?
Title: Re: Megaman PCE thread
Post by: Sadler on 10/29/2012, 05:08 PM
I'll take a stab at this. The arcade card is basically huge amounts of memory. It doesn't do anything for the VDC, so the flicker would remain even with an arcade card.
Title: Re: Megaman PCE thread
Post by: CrackTiger on 10/29/2012, 06:26 PM
Quote from: BigusSchmuck on 10/29/2012, 04:54 PM
Quote from: TurboXray on 10/29/2012, 12:26 PM
Quote from: Sadler on 10/28/2012, 09:01 PMMASSIVELY OFF TOPIC: The more I think about this, the more I think this would be the perfect homebrew hommage to TG fans. We got jacked late in the system's life. Air Zonk was amazing, but SAZ and Bonk 3 (including the CD) were such a let down. Just imagine a platforming Zonk game Megaman style. You could have shooting stages like Air Zonk, throw back stages in the Bonk universe, etc. It could be so, so awesome! :D
I admit, I also thought of Zonk when Bonk was mentioned in this thread. Especially when you consider the different weapons you get in Air Zonk. It's like a Megaman Shmup, in a way. Zonk in a megaman platform style universe sounds decent.

 So, I've been kicking around the idea of multiplayer mode some more. 1-4 player modes; 2 player co-op, 2 player competitive, 3 player competitive, 4 player competitive, 4 player as two 2player teams competitive. In competitive mode, you compete for score. More enemies come out and you don't share resources (life or weapon energy). You're given a fixed amount of lives and no continues. But you can purchase additional lives using your 'score' points (at the time of death) and rejoin right back in. At first, I thought doing a mutiplayer mode would be hard to balance the original game design, but if the focus of the goals relative to the game are fairly different - then I don't have to worry about balancing 1 player design with multiplayer design. Matter of fact, I could add additional changes to the stages and such for multiplayer mode.

 4 player mode would be taxing on the sprite scanline limit ( four 32x32 sprites is half the bandwidth for the scanline and then add in bullets and enemies - ugh). I could limit the bullets to one at a time, per player. That would be 12 out of 16 cells per scanline. Or alternate the bullets between two frames (some games do this) so you can shoot two at a time. There's definitely gonna be some flicker though in some instances.
What if you went the Arcade card route? Would that help with the flickering?
It can help for animating parallax instead of using sprites in places, but the raw sprite limit cannot be surpassed by anything short of moving to SuperGrafx.
Title: Re: Megaman PCE thread
Post by: CrackTiger on 10/29/2012, 11:01 PM
Although I'm not so sure about a Zonk themed Megaman clone, I threw this together for fun.


(https://www.superpcenginegrafx.net/misc/zonkmm1.png) (https://www.superpcenginegrafx.net/misc/zonkmm2.png)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 10/30/2012, 01:00 AM
Cool!  I feel like his head needs to be bigger, though quite as big as Bonk's.  I don't recall if either game ever has him standing on one side or the other.

Other Turbots we could include are Bravoman & Veigues :D
Title: Re: Megaman PCE thread
Post by: TailChao on 10/30/2012, 09:45 PM
If it's four player and going to borrow characters why not Mega Marny, Run Marny, Jump Marny, and Suck Marny. (http://www.somethingawful.com/d/flash-tub/marny-cartoon-2.php)
Title: Re: Megaman PCE thread
Post by: hoobs88 on 10/30/2012, 10:54 PM
http://www.ebay.com/itm/Turbo-Duo-Rockman-100-Complete-RARE-PC-Engine-Megaman-Capcom-/321014077843?pt=Video_Games_Games&hash=item4abdee1993

What's up with this?
Title: Re: Megaman PCE thread
Post by: BlueBMW on 10/31/2012, 12:08 AM
That is some gougers trying to make a buck off of the bootleg copies that were made without permission.

All in all.... fuckery
Title: Re: Megaman PCE thread
Post by: VestCunt on 10/31/2012, 03:36 AM
Quote from: BlueBMW on 10/31/2012, 12:08 AMThat is some gougers trying to make a buck off of the bootleg copies that were made without permission.

All in all.... fuckery
Nay - SKULLfuckery.

All the more reason to set up a donation fund for a Bonknut's Mega Man clone.
Title: Re: Megaman PCE thread
Post by: BigusSchmuck on 10/31/2012, 02:11 PM
Quote from: guest on 10/31/2012, 03:36 AM
Quote from: BlueBMW on 10/31/2012, 12:08 AMThat is some gougers trying to make a buck off of the bootleg copies that were made without permission.

All in all.... fuckery
Nay - SKULLfuckery.

All the more reason to set up a donation fund for a Bonknut's Mega Man clone.
I second that motion.
Title: Re: Megaman PCE thread
Post by: Bernie on 10/31/2012, 02:50 PM
Well well well.....  Look at what we have here..  As for the above eBay item for that insane asking price, I messaged the seller..  Here is what I sent..

QuoteYou do realize, that I sold this very game to you a few months back, with a very detailed description letting the buyer know is was not a legit release, AND was a CDr game, not a pressed CD.  If you do not remove this listing or at the very least give a more detailed description, I will be reporting this to eBay.  It is unfair for you to try and take advantage of someone that is ignorant of the item in question.  Also, this is not a RARE game, the item can be bought for WAY less than your insane Buy It Now price.  http://sapphire.anime4ever.de/ 
I thought the name sounded familiar when I clicked on the auction, he just bought this from me towards the end of the summer, and paid about what I paid for it.
Title: Re: Megaman PCE thread
Post by: hoobs88 on 10/31/2012, 11:16 PM
Quote from: Bernie on 10/31/2012, 02:50 PMWell well well.....  Look at what we have here..  As for the above eBay item for that insane asking price, I messaged the seller..  Here is what I sent..

QuoteYou do realize, that I sold this very game to you a few months back, with a very detailed description letting the buyer know is was not a legit release, AND was a CDr game, not a pressed CD.  If you do not remove this listing or at the very least give a more detailed description, I will be reporting this to eBay.  It is unfair for you to try and take advantage of someone that is ignorant of the item in question.  Also, this is not a RARE game, the item can be bought for WAY less than your insane Buy It Now price.  http://sapphire.anime4ever.de/ 
I thought the name sounded familiar when I clicked on the auction, he just bought this from me towards the end of the summer, and paid about what I paid for it. 
Are there more of these available at a reasonable price?
Title: Re: Megaman PCE thread
Post by: Keith Courage on 11/01/2012, 01:24 AM
Download it here wayback://pcedev.wordpress.com/downloads-and-links/ (https://web.archive.org/web/20141214074840if_/http://pcedev.wordpress.com/downloads-and-links/).

But if you really want to buy one and support a con artist then this guy has them  http://sapphire.anime4ever.de/
Title: Re: Megaman PCE thread
Post by: hoobs88 on 11/01/2012, 08:31 AM
Quote from: Keith Courage on 11/01/2012, 01:24 AMDownload it here wayback://pcedev.wordpress.com/downloads-and-links/ (https://web.archive.org/web/20141214074840if_/http://pcedev.wordpress.com/downloads-and-links/).


But if you really want to buy one and support a con artist then this guy has them  http://sapphire.anime4ever.de/
I tried to contact him but kept getting an error message (something about default client setting) so I googled that error and still wasn't able to fix it.
Title: Re: Megaman PCE thread
Post by: Bernie on 11/01/2012, 08:33 AM
hoobs, try another browser.  I just tried it and was able to download it fine with FireFox.
Title: Re: Megaman PCE thread
Post by: hoobs88 on 11/01/2012, 10:15 AM
Find PC Engine Homebrew on Facebook.

RELEASED
CRASH : Mindrec : Action
HUMPBALL : Mindrec : Action
IMPLODE : Mindrec : Puzzle
INSANITY : Aetherbutt : Action
LOOP : Mindrec : Puzzle
METEOR BLASTER/DX : Mindrec : Action
MYSTERIOUS SONG : Frozen Utopia : RPG
PROTOCADE : Aetherbutt : Action/Compilation
TONGUEMAN'S LOGIC : Chris Covell : Puzzle
ULTIMATE RALLY CLUB : Orion : Driving

UNDER DEVELOPMENT
ATLANTEAN : Aetherbutt : Action/Shooting
BILLY BOY : Touko : Action/Platformer
DOWNLAND : Chris Covell : Action
ELANSAR : Orion : Adventure/Puzzle CANCELLED
JUNGLE BROS : Frozen Utopia : Action/Platformer
KARATE : Touko : Action/Fighting
LOCK N' CHASE : BFG : Action
METRO BLASTER : Eponasoft : Shooting
MONOLITH : Eponasoft : Action RPG
NEUTOPIA III : Frozen Utopia : Action RPG
PYRAMID PLUNDER : Aetherbutt : Action
ULTIMA ][ : RPG
XYMATI : Mindrec/Eponasoft : Shooting

There's no mention of Rockman in the list of homebrews. Can we have it added?
Title: Re: Megaman PCE thread
Post by: TurboXray on 11/01/2012, 05:09 PM
Quote from: hoobs88 on 11/01/2012, 10:15 AMThere's no mention of Rockman in the list of homebrews. Can we have added?
I don't think homebrew would be the right category/label for it? Even if I hacked the crap out of it and upgraded it, the core is the original NES binary. It's not like I disassembled it into source code and reassembled it. I honestly not sure what category to put it in (it's more than just a hack though and it's more than just emulation too).

 If it's any help, Sonic for the Genesis was disassembled and the reassembled (and modified) binaries are labeled as homebrew.

 I also have a shmup homebrew in the works (it's a playable alpha state), but I'm fine with it not being on a list. I mean, it doesn't even have a name yet (well, technically two shmups are planned. One for hucard and one for SCD/ACD bicompatible).
Title: Re: Megaman PCE thread
Post by: esteban on 11/06/2012, 05:31 PM
Quote from: guest on 10/29/2012, 11:01 PMAlthough I'm not so sure about a Zonk themed Megaman clone, I threw this together for fun.
(https://web.archive.org/web/20190510040234im_/https://www.superpcenginegrafx.net/misc/zonkmm1.png) (https://web.archive.org/web/20190510040235im_/https://www.superpcenginegrafx.net/misc/zonkmm2.png)
Ha! Awesome.

Now, if only we had a Bonk-styled pre-modern world to run around in :pcgs:.
Title: Re: Megaman PCE thread
Post by: TurboXray on 11/11/2012, 09:24 PM
Megaman 2 public release is up on my blog/site (see my sig for site/links). Hucard/rom only version for now.
Title: Re: Megaman PCE thread
Post by: Todd Gill on 11/11/2012, 09:44 PM
woooo bad ass.

Will have to check this out later.
Title: Re: Megaman PCE thread
Post by: touko on 11/12/2012, 05:31 AM
Quote from: TurboXray on 11/11/2012, 09:24 PMMegaman 2 public release is up on my blog/site (see my sig for site/links). Hucard/rom only version for now.
Excellent tom, they are also some requests on necstasy forum, for a GnG port ..
I have linked your nes2pce topic .

PS: I'm glad to see you're again very active..
Title: Re: Megaman PCE thread
Post by: Bardoly on 11/13/2012, 12:01 PM
Great news!

Now I just need to find someone who can put this on a HuCard for me, or I need to go ahead and get an Everdrive.
Title: Re: Megaman PCE thread
Post by: T2KFreeker on 11/13/2012, 10:27 PM
Quote from: TurboXray on 11/11/2012, 09:24 PMMegaman 2 public release is up on my blog/site (see my sig for site/links). Hucard/rom only version for now.
Awesome man. I'll be waitiing for the hopeful release of this on a CD iso. I wants to play and am very happy you are doing this. Oh, and Castlevania too! :P
Title: Re: Megaman PCE thread
Post by: TurboXray on 11/15/2012, 05:53 PM
Yeah, CD version of MM2 is gonna take a bit of time. It's not like the other smaller games, so this needs a good amount of hacking and separate loading for levels, etc. Speaking of CV, I need to check the new APU lib to see if it sounds better in game.

Quote from: touko on 11/12/2012, 05:31 AMExcellent tom, they are also some requests on necstasy forum, for a GnG port ..
I have linked your nes2pce topic .
How many people are requesting GnG? I could do it (it appears I can reuse my lib without writing new code/support). If a handful of people want this, I'll do it. The only thing I request in return is for testers.
Title: Re: Megaman PCE thread
Post by: sirhcman on 11/15/2012, 07:54 PM
Quote from: TurboXray on 11/15/2012, 05:53 PMYeah, CD version of MM2 is gonna take a bit of time. It's not like the other smaller games, so this needs a good amount of hacking and separate loading for levels, etc. Speaking of CV, I need to check the new APU lib to see if it sounds better in game.

Quote from: touko on 11/12/2012, 05:31 AMExcellent tom, they are also some requests on necstasy forum, for a GnG port ..
I have linked your nes2pce topic .
How many people are requesting GnG? I could do it (it appears I can reuse my lib without writing new code/support). If a handful of people want this, I'll do it. The only thing I request in return is for testers.
I would love to see it!
Title: Re: Megaman PCE thread
Post by: BigusSchmuck on 11/16/2012, 01:05 AM
Quote from: TurboXray on 11/15/2012, 05:53 PMYeah, CD version of MM2 is gonna take a bit of time. It's not like the other smaller games, so this needs a good amount of hacking and separate loading for levels, etc. Speaking of CV, I need to check the new APU lib to see if it sounds better in game.

Quote from: touko on 11/12/2012, 05:31 AMExcellent tom, they are also some requests on necstasy forum, for a GnG port ..
I have linked your nes2pce topic .
How many people are requesting GnG? I could do it (it appears I can reuse my lib without writing new code/support). If a handful of people want this, I'll do it. The only thing I request in return is for testers.
I second this motion. I would love to beta test but I'm afraid I got too much on my plate as is and I think Arkhan will kill me if I don't get Ultima ][ ported over. :P
Title: Re: Megaman PCE thread
Post by: VestCunt on 11/16/2012, 04:41 AM
Quote from: BigusSchmuck on 11/16/2012, 01:05 AMand I think Arkhan VestCunt will kill me if I don't get Ultima ][ ported over. :P
Fixed
Title: Re: Megaman PCE thread
Post by: touko on 11/16/2012, 07:43 AM
Quote from: TurboXray on 11/15/2012, 05:53 PMIf a handful of people want this, I'll do it. The only thing I request in return is for testers.
Yeah, i understand..
Title: Re: Megaman PCE thread
Post by: esteban on 11/16/2012, 07:35 PM
Quote from: TurboXray on 11/15/2012, 05:53 PM
Quote from: touko on 11/12/2012, 05:31 AMExcellent tom, they are also some requests on necstasy forum, for a GnG port ..
I have linked your nes2pce topic .
How many people are requesting GnG? I could do it (it appears I can reuse my lib without writing new code/support). If a handful of people want this, I'll do it. The only thing I request in return is for testers.
Well, of course I would love to see GnG. LOVE. :pcgs:

And...no, I have not yet tried out the MM2 Public Release, but I am drooling just thinking about it. THANK YOU FOR WORKING ON THIS.

As someone already said: it is truly great to see you back and kicking ass. :pcgs:
Title: Re: Megaman PCE thread
Post by: T2KFreeker on 12/01/2012, 06:54 PM
Quote from: TurboXray on 11/15/2012, 05:53 PMYeah, CD version of MM2 is gonna take a bit of time. It's not like the other smaller games, so this needs a good amount of hacking and separate loading for levels, etc. Speaking of CV, I need to check the new APU lib to see if it sounds better in game.

Quote from: touko on 11/12/2012, 05:31 AMExcellent tom, they are also some requests on necstasy forum, for a GnG port ..
I have linked your nes2pce topic .
How many people are requesting GnG? I could do it (it appears I can reuse my lib without writing new code/support). If a handful of people want this, I'll do it. The only thing I request in return is for testers.
Well, here is my monthly Knock for Castlevania CD . . . . I keep checking the download sirte in anticipation with no luck!  8-[

As for Ghouls N' Ghosts, I'd be down for testing a CD version. If I had a flash card, I'd love to test the card versions, but alas, I do not, sadly.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 12/03/2012, 02:03 AM
I was originally working on redbook tunes for the Castlevania CD, did the opening theme, mash up of the boss theme(Poison Mind), & a half finished Vampire Killer(as well as started working on the 2nd level tune, whose name eludes me at the moment).  I haven't had time for anything else lately though, so Tom'll prolly have to use other renditions.  I did have some neat ideas that I'd eventually like to work on, but it's gonna be awhile.
Title: Re: Megaman PCE thread
Post by: Joe Redifer on 12/03/2012, 05:04 AM
Where does one get Megaman 1 CD? I have the one that works on a flash cart but didn't see the CD version in Bonknut's download section (at least not with the audio). Is the music taken from somewhere else or did Paranoia do it?
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 12/03/2012, 05:24 PM
I didn't do any MM music.  I have some ideas that have been floating around in my mind for years, though I have no idea if they'd actually work, atleast, not with my current setup.
Title: Re: Megaman PCE thread
Post by: T2KFreeker on 01/22/2013, 03:35 PM
Boss, by chance is the Megaman 2 CD image going to release anytime soon? I wants to play!!!  :lol:
Title: Re: Megaman PCE thread
Post by: VestCunt on 01/22/2013, 06:47 PM
Quote from: T2KFreeker on 01/22/2013, 03:35 PMBoss, by chance is the Megaman 2 CD image going to release anytime soon? I wants to play!!!  :lol:
Pure speculation: Bonknuts is only releasing the hucard ROM at this time to avoid another anime4ever debacle.
Title: Re: Megaman PCE thread
Post by: T2KFreeker on 01/22/2013, 09:42 PM
Quote from: guest on 01/22/2013, 06:47 PM
Quote from: T2KFreeker on 01/22/2013, 03:35 PMBoss, by chance is the Megaman 2 CD image going to release anytime soon? I wants to play!!!  :lol:
Pure speculation: Bonknuts is only releasing the hucard ROM at this time to avoid another anime4ever debacle.
Hmm, that's a bummer. I just want to play it. I guess I'll have to try and get a flash card then. I understand where he is coming from though as that was pretty crappy what he did. All it takes is one assclown to ruin it for everyone else.
Title: Re: Megaman PCE thread
Post by: esteban on 01/24/2013, 09:03 AM
Quote from: T2KFreeker on 01/22/2013, 09:42 PM
Quote from: guest on 01/22/2013, 06:47 PM
Quote from: T2KFreeker on 01/22/2013, 03:35 PMBoss, by chance is the Megaman 2 CD image going to release anytime soon? I wants to play!!!  :lol:
Pure speculation: Bonknuts is only releasing the hucard ROM at this time to avoid another anime4ever debacle.
Hmm, that's a bummer. I just want to play it. I guess I'll have to try and get a flash card then. I understand where he is coming from though as that was pretty crappy what he did. All it takes is one assclown to ruin it for everyone else.
I think Vestcunt is correct.

The most important thing, in my greedy and selfish reasoning, is for bonknuts to continue making wonderful contributions to our little community.  :pcgs:
Title: Re: Megaman PCE thread
Post by: Trenton_net on 01/29/2013, 01:41 PM
Wouldn't a simple solution to the problem of people selling reproduction CDs be having a boot screen with the message "WARNING! If you paid for this CD you were ripped off. You can get this game free from <Insert Some Website>."?
Title: Re: Megaman PCE thread
Post by: SamIAm on 01/29/2013, 02:49 PM
I'm pondering whether to plant just such a message into any translations I work on. I'm happy to do it for free, but if someone started selling CD-Rs of one of my projects, I'd be pissed.

Wherever he is and why, I sure hope Tom comes back someday, and soon.
Title: Re: Megaman PCE thread
Post by: CrackTiger on 01/29/2013, 02:52 PM
Quote from: Trenton_net on 01/29/2013, 01:41 PMWouldn't a simple solution to the problem of people selling reproduction CDs be having a boot screen with the message "WARNING! If you paid for this CD you were ripped off. You can get this game free from <Insert Some Website>."?
Those Dreamcast boot discs said something like that.
Title: Re: Megaman PCE thread
Post by: NecroPhile on 01/29/2013, 04:17 PM
Anyone willing to pay $60-70 for an obvious bootleg yet oblivious to where it came from (or at least unwilling to find out), would certainly not be bothered by such a warning screen; not to say that they're a bad idea.  As for asshat profiteering - it's pretty much unavoidable, but don't let one bad apple taint the experience and overrule the genuine appreciation from the majority.
Title: Re: Megaman PCE thread
Post by: Trenton_net on 01/30/2013, 02:04 AM
I agree. It would be a shame if CD projects for Mega Man 2 (maybe 3, in the future? :-)) or any other game be axed just due to one bad apple.
Title: Re: Megaman PCE thread
Post by: Psycho Punch on 03/04/2013, 11:52 AM
EDIT: Misread, found the Megaman1 ISO link on http://pcedev.wordpress.com/downloads-and-links/
Check out my custom cover :)

/obeyman.png

Not high quality but I kinda like it.
Title: Re: Megaman PCE thread
Post by: Bernie on 03/04/2013, 12:39 PM
Browsing through the blog, I found this.

QuoteAnd finally, not MM related, Dragon Warrior. I never publicly released this game. It's on CD. I'm gonna redo some the emulation code because this game was the very first NES2PCE project that I ever did, then release it publicly. I'll have to figure out BRAM syscard lib and make a save option too.
This is the first time seeing this, and I surely hope it is still on the agenda.  I would love this!  Info taken from here http://pcedev.wordpress.com/2012/11/09/mm1-mm2/#comment-544
Title: Re: Megaman PCE thread
Post by: WingZeroKai on 03/04/2013, 01:40 PM
Quote from: Bernie on 03/04/2013, 12:39 PMBrowsing through the blog, I found this.

QuoteAnd finally, not MM related, Dragon Warrior. I never publicly released this game. It's on CD. I'm gonna redo some the emulation code because this game was the very first NES2PCE project that I ever did, then release it publicly. I'll have to figure out BRAM syscard lib and make a save option too.
This is the first time seeing this, and I surely hope it is still on the agenda.  I would love this!  Info taken from here http://pcedev.wordpress.com/2012/11/09/mm1-mm2/#comment-544
I never knew this existed. I would love love love to play this on my Duo-R.
Title: Re: Megaman PCE thread
Post by: Mishran on 03/04/2013, 06:56 PM
Quote from: guest on 03/04/2013, 11:52 AMEDIT: Misread, found the Megaman1 ISO link on http://pcedev.wordpress.com/downloads-and-links/
Check out my custom cover :)

/obeyman.png

Not high quality but I kinda like it.
Not bad. Would fit in with the rest of the turbo covers. We gotta hook him up with the butch on the Valis 3 manual.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/04/2013, 07:59 PM
Quote from: Bernie on 03/04/2013, 12:39 PMBrowsing through the blog, I found this.

QuoteAnd finally, not MM related, Dragon Warrior. I never publicly released this game. ItÂ’s on CD. IÂ’m gonna redo some the emulation code because this game was the very first NES2PCE project that I ever did, then release it publicly. IÂ’ll have to figure out BRAM syscard lib and make a save option too.
This is the first time seeing this, and I surely hope it is still on the agenda.  I would love this!  Info taken from here http://pcedev.wordpress.com/2012/11/09/mm1-mm2/#comment-544
We did that several years ago, I think Tom had problems with memory being taken up by the map??  I don't quite remember, but Keranu & Fragmare both worked reworking the tiles & sprites, & I did several redbook versions of the tunes, but I never finished them all.  I think the castle & town tunes were done, the dungeon still needed more, as did the title screen.  The overworld theme was close to done.  I had a couple of different versions of the battle theme, I'm still not sure which one I liked best, but I did want to have 2 versions.  1 for regular battles, & 1 for "boss" battles, & I think we were going to make the "bosses" look slightly different, since in the original, they're just repaints of other enemies.  I'm sure there's another tune or 2 I'm forgetting.  I was working on an evil town theme, where I mixed the music of the dungeon, with the instruments of the town theme.  IIRC, Tom was going to try n' hack the game, so that when you wanted to talk or search, you didn't have to open up a menu each time!  Oh, I think either Black Tiger or Frag (or both) reworked the title screen, so that it looked like the usual Dragon Quest logo, but said Dragon Warrior.

We also tossed ideas around of seeing if we could make some limited cinemas, maybe taking snippets from the old Dragon Quest anime.  That's all I can recall at the moment.
Title: Re: Megaman PCE thread
Post by: Bernie on 03/04/2013, 08:08 PM
Please tell me it's something not forgotten...
Title: Re: Megaman PCE thread
Post by: Edmond Dantes on 03/04/2013, 09:03 PM
Quote from: guest on 01/22/2013, 06:47 PM
Quote from: T2KFreeker on 01/22/2013, 03:35 PMBoss, by chance is the Megaman 2 CD image going to release anytime soon? I wants to play!!!  :lol:
Pure speculation: Bonknuts is only releasing the hucard ROM at this time to avoid another anime4ever debacle.
What "debacle" would that be?  I googled and didn't find anything that sounded similar to this.
Title: Re: Megaman PCE thread
Post by: Keranu on 03/05/2013, 12:09 AM
Quote from: ParanoiaDragon on 03/04/2013, 07:59 PM
Quote from: Bernie on 03/04/2013, 12:39 PMBrowsing through the blog, I found this.

QuoteAnd finally, not MM related, Dragon Warrior. I never publicly released this game. It's on CD. I'm gonna redo some the emulation code because this game was the very first NES2PCE project that I ever did, then release it publicly. I'll have to figure out BRAM syscard lib and make a save option too.
This is the first time seeing this, and I surely hope it is still on the agenda.  I would love this!  Info taken from here http://pcedev.wordpress.com/2012/11/09/mm1-mm2/#comment-544
We did that several years ago, I think Tom had problems with memory being taken up by the map??  I don't quite remember, but Keranu & Fragmare both worked reworking the tiles & sprites, & I did several redbook versions of the tunes, but I never finished them all.  I think the castle & town tunes were done, the dungeon still needed more, as did the title screen.  The overworld theme was close to done.  I had a couple of different versions of the battle theme, I'm still not sure which one I liked best, but I did want to have 2 versions.  1 for regular battles, & 1 for "boss" battles, & I think we were going to make the "bosses" look slightly different, since in the original, they're just repaints of other enemies.  I'm sure there's another tune or 2 I'm forgetting.  I was working on an evil town theme, where I mixed the music of the dungeon, with the instruments of the town theme.  IIRC, Tom was going to try n' hack the game, so that when you wanted to talk or search, you didn't have to open up a menu each time!  Oh, I think either Black Tiger or Frag (or both) reworked the title screen, so that it looked like the usual Dragon Quest logo, but said Dragon Warrior.

We also tossed ideas around of seeing if we could make some limited cinemas, maybe taking snippets from the old Dragon Quest anime.  That's all I can recall at the moment.
I'd still be down with finishing that project if everyone else was committed. Some great work was put into that, shame to see it go to waste.
Title: Re: Megaman PCE thread
Post by: Bardoly on 03/05/2013, 01:19 AM
Quote from: Keranu on 03/05/2013, 12:09 AM
Quote from: ParanoiaDragon on 03/04/2013, 07:59 PM
Quote from: Bernie on 03/04/2013, 12:39 PMBrowsing through the blog, I found this.

QuoteAnd finally, not MM related, Dragon Warrior. I never publicly released this game. It's on CD. I'm gonna redo some the emulation code because this game was the very first NES2PCE project that I ever did, then release it publicly. I'll have to figure out BRAM syscard lib and make a save option too.
This is the first time seeing this, and I surely hope it is still on the agenda.  I would love this!  Info taken from here http://pcedev.wordpress.com/2012/11/09/mm1-mm2/#comment-544
We did that several years ago, I think Tom had problems with memory being taken up by the map??  I don't quite remember, but Keranu & Fragmare both worked reworking the tiles & sprites, & I did several redbook versions of the tunes, but I never finished them all.  I think the castle & town tunes were done, the dungeon still needed more, as did the title screen.  The overworld theme was close to done.  I had a couple of different versions of the battle theme, I'm still not sure which one I liked best, but I did want to have 2 versions.  1 for regular battles, & 1 for "boss" battles, & I think we were going to make the "bosses" look slightly different, since in the original, they're just repaints of other enemies.  I'm sure there's another tune or 2 I'm forgetting.  I was working on an evil town theme, where I mixed the music of the dungeon, with the instruments of the town theme.  IIRC, Tom was going to try n' hack the game, so that when you wanted to talk or search, you didn't have to open up a menu each time!  Oh, I think either Black Tiger or Frag (or both) reworked the title screen, so that it looked like the usual Dragon Quest logo, but said Dragon Warrior.

We also tossed ideas around of seeing if we could make some limited cinemas, maybe taking snippets from the old Dragon Quest anime.  That's all I can recall at the moment.
I'd still be down with finishing that project if everyone else was committed. Some great work was put into that, shame to see it go to waste.
Do it!!!!!!!!
Title: Re: Megaman PCE thread
Post by: VestCunt on 03/07/2013, 01:31 PM
Quote from: Edmond Dantes on 03/04/2013, 09:03 PMWhat "debacle" would that be?  I googled and didn't find anything that sounded similar to this.
Anime4ever, AKA Fudoh, is a forum lurker that took an early version of Bonknuts freely-available ISO of the first Megaman PCE port, burned it on high-quality CD-Rs, made some packaging, and is selling it for €49. Not only is his gouging price insane, but he's passing it off as a legitimate PCE release. He neglects to inform his customers that they're paying fifty euro for a CD-R, he doesn't tell them that it's a free homebrew hack, he doesn't tell them that it's not the latest version, and he doesn't credit Bonknuts for doing all of the work.
Title: Re: Megaman PCE thread
Post by: Edmond Dantes on 03/08/2013, 01:50 AM
I hope that guy got banned or something.  Anime4ever, I mean.
Title: Re: Megaman PCE thread
Post by: Joe Redifer on 03/08/2013, 06:58 PM
Someone made this comment on an old video of mine:

"You guys ought to look up a blog done by a member of numerous forums with the username "Fudoh". He's got a LOT of info about the XRGB series, as well as other varieties of scalers and video processors to use with retro consoles."

Link (http://youtu.be/Ip6WuOvK8EU&lc=8gH2uXBF8C69GTyKR7DlzqmplKdRFTG6wrBxos6UE-8)

I'm thinking maybe I shouldn't look up his blog.
Title: Re: Megaman PCE thread
Post by: Keith Courage on 03/09/2013, 05:39 AM
I loved that video. I stand by a CRT TV myself and think it's great that you guys showed and explained why.  Not to mention I laughed a lot. You two have worked your favoritism for certain consoles into your videos in an informative yet comical way. Keep it up
Title: Re: Megaman PCE thread
Post by: seieienbu on 03/09/2013, 07:44 AM
QuoteAnd finally, not MM related, Dragon Warrior. I never publicly released this game. It's on CD. I'm gonna redo some the emulation code because this game was the very first NES2PCE project that I ever did, then release it publicly. I'll have to figure out BRAM syscard lib and make a save option too.
I would love to play through Dragon Warrior on my turbo cd.  That's one of my favorite NES games.

Quote from: Joe Redifer on 03/08/2013, 06:58 PMI made a bunch of videos!
I like your videos a lot!  Informative and pretty funny.  Since I saw that last one linked I've spent a while watching your stuff.  Good work.
Title: Re: Megaman PCE thread
Post by: NightWolve on 03/09/2013, 03:06 PM
Quote from: Joe Redifer on 03/08/2013, 06:58 PM"You guys ought to look up a blog done by a member of numerous forums with the username "Fudoh". He's got a LOT of info about the XRGB series, as well as other varieties of scalers and video processors to use with retro consoles."

http://youtu.be/Ip6WuOvK8EU
Kudos, that was fun!
Title: Re: Megaman PCE thread
Post by: mac on 04/01/2013, 05:31 PM
Quote from: guest on 10/29/2012, 11:01 PMAlthough I'm not so sure about a Zonk themed Megaman clone, I threw this together for fun.
(https://web.archive.org/web/20190510040234im_/https://www.superpcenginegrafx.net/misc/zonkmm1.png) (https://web.archive.org/web/20190510040235im_/https://www.superpcenginegrafx.net/misc/zonkmm2.png)
Oh my ? Started throwing money at the screen when I saw this.

So where do we send funds to support these projects ?
Title: Re: Megaman PCE thread
Post by: TurboXray on 01/12/2014, 10:25 PM
Cleaning up some old stuffs...  :dance: http://youtu.be/2LmPO_3dBFQ (meh, just read the video description)
Title: Re: Megaman PCE thread
Post by: Keith Courage on 01/12/2014, 10:41 PM
I just noticed that you now have this available for download on your website with the Redbook CD audio. Awesome! I am playing it right now and the music definitely adds to the game. My only question is that in your video here I see a nice CD icon when the CD is loading when on my DUO I sometimes get a quickly shown garbled screen of some type the CD loads before a boss battle. Also, not sure if it has something to do with my setup but the screen has almost a half an inch of black at the top all the way across. Other then those things this is great! Thank you
Title: Re: Megaman PCE thread
Post by: TurboXray on 01/12/2014, 11:44 PM
The video is a newer version than the download. I want to add a few more things, before I release this version.

 The screen is purposely clipped, because the NES (this game anyway) shows garbage up there when it scroll vertically (Same on the real nes). If your TV is adjusted to show more than normal overscan - then the border will be bigger (top/bottom). Or you TV might be shifting the image down (TV isn't centering the image correctly). I could probably add vertical adjust to the boot menu of the game. Wouldn't be that hard. I'm already making a boot menu for other things (easy mode, PSG volume, etc).

 But yeah, the garbage screen is the old version. The CD icon is the new version ;)
Title: Re: Megaman PCE thread
Post by: Keith Courage on 01/12/2014, 11:45 PM
Oh okay I gotcha. Great work!
Title: Re: Megaman PCE thread
Post by: FraGMarE on 01/13/2014, 05:26 PM
Hey, I rember doing some work on the Megaman player sprite for this!  :D
Title: Re: Megaman PCE thread
Post by: TurboXray on 01/14/2014, 01:30 PM
Quote from: fragmare on 01/13/2014, 05:26 PMHey, I rember doing some work on the Megaman player sprite for this!  :D
That's for the sprite hack code. I kept that as a separate project. I'll probably do the same for BG. CD audio is already a separate project. Then, I'll bring them all together into one tri-force.. err Mega-force!

 But, I'm looking over that sprite hack code and damn... things are nearly done. The only real pain was Cutman, since he used some of old megaman's sprites (running frames). But since I've taken care of that, I don't need to make special cases for each boss (their frames are all unique). I wish I have a twin, so he could work on other stuff simultaneously.
Title: Re: Megaman PCE thread
Post by: TurboXray on 01/26/2014, 12:41 AM
http://www.youtu.be/fpiv2T8DP2U New Megaman stuffs to show off.
(game is still uploading to my blog site...)

 From the video description:

QuoteNew title screen and option screen. Support for easy or normal mode, 6 button gamepad, set global PSG volume (left/right), set individual channel volume (left/right), and soft/pad reset (select+run).
Title: Re: Megaman PCE thread
Post by: touko on 01/26/2014, 05:55 AM
wow excellent work tom  :wink:
Title: Re: Megaman PCE thread
Post by: shubibiman on 01/26/2014, 06:05 AM
Wow ! I love that title screen !
Title: Re: Megaman PCE thread
Post by: NightWolve on 01/27/2014, 07:06 AM
Nice skillz hombre! ;)
Title: Re: Megaman PCE thread
Post by: esteban on 01/27/2014, 07:28 AM
Of course, you have reaffirmed all the positive adjectives I have ever used to describe your work and contributions. A big thanks to you and everyone else involved.  :pcgs:
Title: Re: Megaman PCE thread
Post by: Nando on 01/27/2014, 12:52 PM
Well daaaaaaaaaaaaaaaaamn!
Title: Re: Megaman PCE thread
Post by: TurboXray on 01/27/2014, 03:31 PM
I have more stuff planned for the game; charge shot, slide move, etc. I just wanted to get this 'clean' version out, but I really shouldn't be making small revisions public anymore. At least, not for download. I'll be merging the new sprite high color mode into the mix, as well as some other mods (BG upgrades, etc). I probably won't release another version until all of that is done. But I'll post videos of the progress.
Title: Re: Megaman PCE thread
Post by: Nando on 01/27/2014, 03:41 PM
Quote from: TurboXray on 01/27/2014, 03:31 PMthe new sprite high color mode into the mix,
as in

(?action=dlattach&topic=11230&attach=3612&image)
Mega-Man-The-Wily-Wars-E_019.bmp (https://images.squarespace-cdn.com/content/5227cd84e4b02515a5badc7f/1378791332571-RLM2YLGS84OSKYKOTOWH/Mega-Man-The-Wily-Wars-E_019.bmp)


high color ?
Title: Re: Megaman PCE thread
Post by: TurboXray on 01/27/2014, 03:54 PM
As in:

(https://web.archive.org/web/20140907165347im_/http://www.pcedev.net/mm1_hack/mm1_sprite1.png)
Title: Re: Megaman PCE thread
Post by: Nando on 01/27/2014, 04:04 PM
Quote from: TurboXray on 01/27/2014, 03:54 PMAs in:
(https://web.archive.org/web/20140907165347im_/http://www.pcedev.net/mm1_hack/mm1_sprite1.png)
(https://web.archive.org/web/20210920023736im_/https://www.gifcen.com/wp-content/uploads/2021/07/sailor-moon-gif-1.gif)
Title: Re: Megaman PCE thread
Post by: esadajr on 01/30/2014, 05:18 PM
sweet!
Title: Re: Megaman PCE thread
Post by: TurboXray on 01/31/2014, 10:57 PM
Saw this today: /140131020139627363.jpg (Megaman)

HuZeroHuCard.jpg SantatlanteanHuCard.webp

Pretty cool looking :D

Source: http://www.neogeofans.com/leforum/showthread.php?p=1207555#post1207555
Title: Re: Megaman PCE thread
Post by: Psycho Punch on 02/01/2014, 12:11 AM
Is that a reproduction hucard with a flash ROM and if so how can I make one?

Never saw anything like that.
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/01/2014, 12:42 AM
Some guy in France is making them. It was normally just a white hucard he made, but he put the MM sticker on it recently. You'll have to get in contact with him, to see if he's selling the hucards. I want one too ;>_>
Title: Re: Megaman PCE thread
Post by: NightWolve on 02/01/2014, 01:26 AM
Quote from: TurboXray on 02/01/2014, 12:42 AMSome guy in France is making them. It was normally just a white hucard he made, but he put the MM sticker on it recently. You'll have to get in contact with him, to see if he's selling the hucards. I want one too ;>_>
Well, if I was you and wanted one, I'd send him a nicely worded email demanding one as payment, letting him know that you're responsible for that port and that he's been cashing in, partly, on your hard work, not just his in creating that repro and loading it up with a patched ROM image, etc.!

In principle, this should require a contacting of all relevant parties, you know, if you wanna at least appear to have some sense of fairness, decency, etc. but we all know how sh-t works on the Internet, don't we ?? Of course Capcom would ignore anything from some guy on the Net and for an old, dead system, but to avoid a fan or fan team entirely ?
Title: Re: Megaman PCE thread
Post by: saturndual32 on 02/01/2014, 01:48 AM
That high color Megaman sprite looks amazing, i had no idea that it could be improved that much...tom and the pce rock  =D>!
 I just finished the first Megaman a couple nights ago on the NES, and loved it. So i am really gonna enjoy playing trough it again, with this enhancements.
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/01/2014, 02:04 AM
Quote from: NightWolve on 02/01/2014, 01:26 AM
Quote from: TurboXray on 02/01/2014, 12:42 AMSome guy in France is making them. It was normally just a white hucard he made, but he put the MM sticker on it recently. You'll have to get in contact with him, to see if he's selling the hucards. I want one too ;>_>
Well, if I was you and wanted one, I'd send him a nicely worded email demanding one as payment, letting him know that you're responsible for that port and that he's been cashing in, partly, on your hard work, not just his in creating that repro and loading it up with a patched ROM image, etc.! In principle, this should require a contacting of all relevant parties, you know, if you wanna at least appear to have some sense of fairness, decency, etc. but we all know how shit works on the Internet, don't we ?? Of course Capcom would ignore anything from some guy on the Net and for an old, dead system, but to avoid a fan or fan team entirely ?
No, no. You misunderstand. He created a 'flash' card. It's all white. I ~think~ he's selling those; not sure (the site/forum is in french. Might just be a personal flash card. Dunno). Someone told him about the Megaman PCE game, and so he uploaded the rom and put a sticker on it. He's not making repro's that I know of.

saturndual32: Hey, I didn't realize that you had an account here :D Those are Fragmare's sprites. They need a tiny bit of tweaking, but I like 'em.  :mrgreen:

Yeah, I'm actually working on doing all the sprites in the game right now (upgrading their size and color counts). It's slow and a pain, because I have to make all the enemy tables (x/y/attrib/tile) by hand. And I have to verify that it aligns up with original. I did this with Megaman and Cutman, but thankfully the enemy sprites don't have a lot of animation to them (compared to MM and the bosses). But I need to get this out of the way. I can't wait to start upgrading the tiles/tilemap. I was thinking about expanding and changing the levels a little bit - to freshen up the game. I was never happy with Bombman's level. That needs a graphic overhaul. And maybe just a bit of parallax thrown in, too. Once I get all the sprites upgraded to PCE format, I'll have much more room in the SAT as well as sprite per scanline limit - for adding sprites in for parallax effects.
Title: Re: Megaman PCE thread
Post by: NightWolve on 02/01/2014, 02:41 AM
Oh, I see. It's another general flash cart. I didn't think we'd see more after Turbo Everdrive. If it's a single-game-per-load type, like Gameofyou's, then he's just preloading your Megaman ROM port onto it, throwing the sticker on, and selling it like that.  :-k, he is still boosting the value off your work though, but yeah, I guess it's kinda iffy here...

(?action=dlattach&topic=11230&attach=6111&image)

Hmm.
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/01/2014, 03:17 AM
As far as I know, he's not selling the Megaman one in the pic. That's his personal copy. As long as he's not selling a preloaded Megaman+label (which I'm ~pretty~ sure he isn't, from looking at the forum) - then I'm fine with it. People can make their own personal repros. People can make repro's for other people too, as long as there's no profit involved (including community pressings of anything I release for free. Do as you want, just don't pull a profit from it). As long as there's no profit involved, you can do whatever you want with said free stuffs/works.
Title: Re: Megaman PCE thread
Post by: FraGMarE on 02/01/2014, 12:06 PM
Damn, Tom, that hi-color Megaman player sprite is some hot shit!  Who pixeled that???  ;)
Title: Re: Megaman PCE thread
Post by: PukeSter on 02/01/2014, 03:15 PM
Quote from: fragmare on 02/01/2014, 12:06 PMDamn, Tom, that hi-color Megaman player sprite is some hot shit!  Who pixeled that???  ;)
Word.

I would gladly pay for a PCE Megaman port with that quality.
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/01/2014, 03:33 PM
Quote from: guest on 02/01/2014, 03:15 PM
Quote from: fragmare on 02/01/2014, 12:06 PMDamn, Tom, that hi-color Megaman player sprite is some hot shit!  Who pixeled that???  ;)
Word.

I would gladly pay for a PCE Megaman port with that quality.
No need to pay; it's free. In all honesty, I was supposed to be working on an original megaman clone for the PCE. Something that could be pressed to CD or to hucard. And something that I could sell as well. But I'm just having too much fun hacking this old game :P

Quote from: fragmare on 02/01/2014, 12:06 PMDamn, Tom, that hi-color Megaman player sprite is some hot shit!  Who pixeled that???  ;)
Hey! I just mentioned you :P Your sprite work looks great. Up for redoing the enemies? Haha.
Title: Re: Megaman PCE thread
Post by: FraGMarE on 02/02/2014, 12:27 AM
Quote from: TurboXray on 02/01/2014, 03:33 PM
Quote from: fragmare on 02/01/2014, 12:06 PMDamn, Tom, that hi-color Megaman player sprite is some hot shit!  Who pixeled that???  ;)
Hey! I just mentioned you :P Your sprite work looks great. Up for redoing the enemies? Haha.
Hell yea i am!  :)
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/02/2014, 12:56 PM
Create an account over at http://forum.pcedev.net (http://forum.pcedev.net) . I have a private board for MM Turbo. I'll set you up with access once you create an account.
Title: Re: Megaman PCE thread
Post by: saturndual32 on 02/02/2014, 07:59 PM
You are gonna improve the rest of the sprites, the backgrounds, and add a bit of parallax too?!, plus the cd soundtrack, no slowdown, and the most imoprtant thing, the NES versions gameplay/timeing ...this is so gonna kick the crap out of the Rockman 1 found on the Sega Genesis.  I hate that version so much, mainly due to the broken gameplay.
You rock Bonknuts!!!
Title: Re: Megaman PCE thread
Post by: Tatsujin on 02/02/2014, 08:20 PM
Quote from: TurboXray on 01/31/2014, 10:57 PMSaw this today: http://www.casimages.com/img.php?i=140131020139627363.jpg (http://www.casimages.com/img.php?i=140131020139627363.jpg)

 Pretty cool looking :D
yeah saw that too on FB somewhere. whats all about it? :)
Title: Re: Megaman PCE thread
Post by: Tatsujin on 02/02/2014, 08:22 PM
ok. dont bother, already got it :)
Title: Re: Megaman PCE thread
Post by: deubeul on 02/03/2014, 08:44 AM
Quote from: TurboXray on 02/01/2014, 03:17 AMAs far as I know, he's not selling the Megaman one in the pic. That's his personal copy. As long as he's not selling a preloaded Megaman+label (which I'm ~pretty~ sure he isn't, from looking at the forum) - then I'm fine with it. People can make their own personal repros. People can make repro's for other people too, as long as there's no profit involved (including community pressings of anything I release for free. Do as you want, just don't pull a profit from it). As long as there's no profit involved, you can do whatever you want with said free stuffs/works.
I'm a member of this forum, the blank hucard has been created recently by someone who wants to put a french translated Neutopia on it. The member who did the Megaman hucard is a long long time cartmodder on many hardwares, and being able to make hucards was an old dream came true for him. Selling it is not his purpose and is even a joking subject in the thread.
Title: Re: Megaman PCE thread
Post by: CrackTiger on 02/03/2014, 09:51 AM
(https://i.imgur.com/lCKgnMT.jpg)
Title: Re: Megaman PCE thread
Post by: deubeul on 02/03/2014, 01:55 PM
What do you mean?
Title: Re: Megaman PCE thread
Post by: FraGMarE on 02/03/2014, 02:03 PM
Was dicking around with hi-color megaman tiles this morning and came up with this

fragmare.mindrec.com/megaman02.gif

:)
Title: Re: Megaman PCE thread
Post by: saturndual32 on 02/03/2014, 02:37 PM
Quote from: fragmare on 02/03/2014, 02:03 PMWas dicking around with hi-color megaman tiles this morning and came up with this

fragmare.mindrec.com/megaman02.gif

:)
That looks so sweet!!
I love all the improvements that are going to take place, but there is something, that maybe isnt necesary at all, but i will just throw it out there: Mega Man chiptunes taking advantage of the awesome PCE soundchip. Maybe having an option between CD tracks or the chiptunes. I know its a lot of extra work, hehe, but i have curiosity about how good they could sound.
This project is awesome!
Title: Re: Megaman PCE thread
Post by: esteban on 02/03/2014, 03:40 PM
Quote from: saturndual32 on 02/03/2014, 02:37 PM
Quote from: fragmare on 02/03/2014, 02:03 PMWas dicking around with hi-color megaman tiles this morning and came up with this

fragmare.mindrec.com/megaman02.gif

:)
That looks so sweet!!
I love all the improvements that are going to take place, but there is something, that maybe isnt necesary at all, but i will just throw it out there: Mega Man chiptunes taking advantage of the awesome PCE soundchip. Maybe having an option between CD tracks or the chiptunes. I know its a lot of extra work, hehe, but i have curiosity about how good they could sound.
This project is awesome!
Yes, I think many folks would love have both PSG and Red Book options...but I'll take whatever is given to me  :pcgs:.
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/03/2014, 04:53 PM
Quote from: saturndual32 on 02/03/2014, 02:37 PM
Quote from: fragmare on 02/03/2014, 02:03 PMWas dicking around with hi-color megaman tiles this morning and came up with this

fragmare.mindrec.com/megaman02.gif

:)
That looks so sweet!!
I love all the improvements that are going to take place, but there is something, that maybe isnt necesary at all, but i will just throw it out there: Mega Man chiptunes taking advantage of the awesome PCE soundchip. Maybe having an option between CD tracks or the chiptunes. I know its a lot of extra work, hehe, but i have curiosity about how good they could sound.
This project is awesome!
That is on my option list. Especially since this is going to be both a hucard and SuperCD version (possibly ACD version as well, for cutting down on loading). I'll be replacing the NES music engine with a PCE one. But that's probably one of the last things I'll be working on. I'll need a chiptune artist, but I can't really go looking for one until I ready/at that point. Mostly, because I want to modify/design the sound engine around what the chiptune artist wants, feature wise.



 Fragmare, nice work. I'll be extending the number of 'tile' available for the BG. So more unique tiles. I also want to extend the length of the stages as bit. Also, did you log into the forums yet? I'm working on the enemies for Cutman's stage. I have one left to do (boss door guardian). They're just place holders for now, though. I'll post the place holder graphics on the site, so you have an idea of what I'm working on.


deubeul: That's what I gathered, from reading the forum (though french->english translators aren't the greatest yet). I love the white silk mark over the whole hucard - makes it look all fancy :D


 Off topic; I noticed that Megaman has a few bugs in the sprite handling routine. That is to say, some frames are not being shown in game - but the graphics are there. The 'Flea' enemy has three frames of animation in vram, but only two are shown via the sprite handler. The Wily Wars port shows all three. Like wise, some enemies have more frames of animation - but they don't exist in vram - so they point to redundant frames. I've been toying with the idea of adding a few extra frames here and there to enemies.
Title: Re: Megaman PCE thread
Post by: OldRover on 02/03/2014, 05:24 PM
I have an idea for chip music:

-Get a NSF rip of the original music
-Get nsf2midi and convert the tracks to MIDI
-Get 3MLE and convert the MIDI to MML
-Squirrelize it :D

I don't know if that would work but hey, it was an idea. :)
Title: Re: Megaman PCE thread
Post by: FraGMarE on 02/03/2014, 07:34 PM
Quote from: TurboXray on 02/03/2014, 04:53 PMFragmare, nice work. I'll be extending the number of 'tile' available for the BG. So more unique tiles. I also want to extend the length of the stages as bit. Also, did you log into the forums yet? I'm working on the enemies for Cutman's stage. I have one left to do (boss door guardian). They're just place holders for now, though. I'll post the place holder graphics on the site, so you have an idea of what I'm working on.
Yea, I'm on the forums now.  Username fragmare.

As for extra tiles and extended stages, go for it.  I'm down to draw new ones.  :)  Though, I'd say get the tile map 1:1 with the NES version first, then go from there.

Here's a little comparison pic btw.  left = NES, middle = Wily Wars, right = PC-Engine:

fragmare.mindrec.com/megaman02b.gif

Dare I say it?  The PCE version looks as good, if not better than, Wily Wars, while remaining more faithful to the NES original.

Edit: Tweaked sky/cloud colors for MAX NOSTALGIA  haha
Title: Re: Megaman PCE thread
Post by: OldRover on 02/03/2014, 08:28 PM
Yeah, I think it looks a bit better than Wily Wars. It's close, but better.
Title: Re: Megaman PCE thread
Post by: esteban on 02/03/2014, 09:01 PM
Quote from: OldRover on 02/03/2014, 08:28 PMYeah, I think it looks a bit better than Wily Wars. It's close, but better.
Agreed!  :pcgs:
Title: Re: Megaman PCE thread
Post by: saturndual32 on 02/03/2014, 09:15 PM
Great idea to put them side by side, fragmare.

Judging from those pics, i like your sprite better than the Sega one. I particulary dont like the ears on the Sega sprite.

Having parallax was cool on Wily Wars, but i prefer the colors and artwork on your version, overall.
Man, it looks so much better than the NES version, its not even funny. Make me wonder what a Rockman game, written from scratch to take full advantage of the PCE, would look like.

As it is, you guys sure are kicking ass!. Keep it up!
Title: Re: Megaman PCE thread
Post by: NightWolve on 02/03/2014, 09:19 PM
Quote from: fragmare on 02/03/2014, 07:34 PMHere's a little comparison pic btw.  left = NES, middle = Wily Wars, right = PC-Engine:
fragmare.mindrec.com/megaman02b.gif

Dare I say it?  The PCE version looks as good, if not better than, Wily Wars, while remaining more faithful to the NES original.
Hey, that's fantastic! I might just have to give the game a whole playthrough when you guys are finished. I think the CD version is the most appealing. It's nice to know a HuCard version will be available though if one wanted to play it on a TurboExpress with TurboEverdrive, etc.
Title: Re: Megaman PCE thread
Post by: FraGMarE on 02/03/2014, 10:29 PM
One thing I'll say about the Wily Wars version of the Cutman stage... IT'S NOT SUPPOSED TO BE INDOORS!  At least i never got that impression playing the original NES game.  I made mine outdoors, the way it should be!  :)
Title: Re: Megaman PCE thread
Post by: OldMan on 02/03/2014, 10:55 PM
Very nice, Tom. I've been using the old build to test the Ab cards; maybe it's time to upgrade :) (BTW, I suck at the game.) Does it still fit in 512K? :)

For those of you asking about cards, get together and make a plan. The circuit layout is dead easy, getting the physical boards made isn't too expensive, and the EPROM chips are about $5 each (you need parallel ones). Find people who can solder small chips, and a few folks with eeprom programmers (yes, I have one), and we could do it. Just need someone to oversee it all.

Tom: Sorry to hear about the concussion.  I'm like that when I don't get enough sleep. Here's hoping work doesn't interfere quite so much until you get done with this :)

Keep up the good work. We're rooting for your.
Saw your post on the ipl palette problems. I had to laugh at that - it's almost as bad as the one in the irq routine [save A,X,Y and restore them. But not the flags register? What if the irq occurs in the middle of a cmp / branch pair? ]
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/03/2014, 11:57 PM
Quote from: OldRover on 02/03/2014, 05:24 PMI have an idea for chip music:

-Get a NSF rip of the original music
-Get nsf2midi and convert the tracks to MIDI
-Get 3MLE and convert the MIDI to MML
-Squirrelize it :D

I don't know if that would work but hey, it was an idea. :)
I didn't know they had nsf2midi. When the time comes, I'll take a look at Squirrel. I need to see the foot print size of it (rom, ram, and cpu resource). I'll be doing DDA sample playback too. Will I have to tack that on myself?

QuoteOne thing I'll say about the Wily Wars version of the Cutman stage... IT'S NOT SUPPOSED TO BE INDOORS!  At least i never got that impression playing the original NES game.  I made mine outdoors, the way it should be!  :)
That kind of bug'd me too, about Cutman's level in Wily Wars. I can understand maybe a section or two, but not the whole level. I like the PCE pic you posted. Them clouds is gonna scroll parallax style (they'll be sprites). If I have enough cpu resource (which I should now, games even faster with the new larger sprites), I'm gonna do BG color #0 gradients too. Not enough TG/PCE games do that (Magical Chase might be the only one).

 
QuoteVery nice, Tom. I've been using the old build to test the Ab cards; maybe it's time to upgrade :) (BTW, I suck at the game.) Does it still fit in 512K? :)

For those of you asking about cards, get together and make a plan. The circuit layout is dead easy, getting the physical boards made isn't too expensive, and the EPROM chips are about $5 each (you need parallel ones). Find people who can solder small chips, and a few folks with eeprom programmers (yes, I have one), and we could do it. Just need someone to oversee it all.

Tom: Sorry to hear about the concussion.  I'm like that when I don't get enough sleep. Here's hoping work doesn't interfere quite so much until you get done with this :)

Keep up the good work. We're rooting for your.
Saw your post on the ipl palette problems. I had to laugh at that - it's almost as bad as the one in the irq routine [save A,X,Y and restore them. But not the flags register? What if the irq occurs in the middle of a cmp / branch pair? ]
Hah! That's cool. Yeah, the new hucard version out (has easy mode), should be 512k (I padded it to that, it's actually closer to 300k).

 I've been bugging my brother to make a 3 piece hucard mold. He's keeps buying all this new equipment for his machine shop, but I have yet to receive any mold :/ I had no plans to mass produce any hucards, but I did want to make a few by hand (plastic injection mold). If only to say, Hey - I made a hucard. Lol. I forget off hand, but I think the PCB needed to be 0.30 of an inch thick, along with a surface mount low profile eeprom, to be glued onto the plastic (though I'm sure that's a major patent infringement on the original hucard). Something like that. Tooling is usually expensive. At least that part I can get for free. It's low priority though; I have nothing to sell/put out on hucard at the moment. I am just stoked to see others making hucards though.

 Yeah, concussions suck. Never had one with side effects that lasted a couple of days. There's first time for everything. Technically, we (myself and the other trades) should be wearing hard hats, but you know how that goes. Of course, we should be wearing harness straps too, for the lifts. OSHA would have field, if they ever visited some of these construction jobs.

 Yeah, that IPL bug tripped me up. Makes me wonder what other bugs are in the system card lib >_>
Title: Re: Megaman PCE thread
Post by: FraGMarE on 02/04/2014, 09:46 AM
QuoteIf I have enough cpu resource (which I should now, games even faster with the new larger sprites), I'm gonna do BG color #0 gradients too. Not enough TG/PCE games do that (Magical Chase might be the only one).
Updated the GIF to show a bg color 0 gradient  :D  Is this something like what you had in mind?

fragmare.mindrec.com/megaman02.gif
Title: Re: Megaman PCE thread
Post by: Nando on 02/04/2014, 10:26 AM
Quote from: fragmare on 02/04/2014, 09:46 AM
QuoteIf I have enough cpu resource (which I should now, games even faster with the new larger sprites), I'm gonna do BG color #0 gradients too. Not enough TG/PCE games do that (Magical Chase might be the only one).
Updated the GIF to show a bg color 0 gradient  :D  Is this something like what you had in mind?

fragmare.mindrec.com/megaman02.gif
my Cross Wiber is getting jealous! Love the MM sprite!
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/04/2014, 11:41 AM
I want to add two more Robot masters/levels in the game. And no, I don't want to add the ones from Powered Up. This is Megaman: Turbo'd Up - we need specific new robot masters to the turbo version ;)
Title: Re: Megaman PCE thread
Post by: Nando on 02/04/2014, 12:47 PM
Quote from: TurboXray on 02/04/2014, 11:41 AMThis is Megaman: Turbo'd Up - we need specific new robot masters to the turbo version ;)
That would be DOPE!
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/04/2014, 02:47 PM
Quote from: fragmare on 02/03/2014, 10:29 PMOne thing I'll say about the Wily Wars version of the Cutman stage... IT'S NOT SUPPOSED TO BE INDOORS!  At least i never got that impression playing the original NES game.  I made mine outdoors, the way it should be!  :)
YES YES YES!  The indoors thing always irritated me, let Mega Man breathe dammit!
Title: Re: Megaman PCE thread
Post by: GohanX on 02/04/2014, 03:25 PM
Quote from: TheOldMan on 02/03/2014, 10:55 PMFor those of you asking about cards, get together and make a plan. The circuit layout is dead easy, getting the physical boards made isn't too expensive, and the EPROM chips are about $5 each (you need parallel ones). Find people who can solder small chips, and a few folks with eeprom programmers (yes, I have one), and we could do it. Just need someone to oversee it all.
What kind of eprom would this take? If it works with my burner I could crank some out.
Title: Re: Megaman PCE thread
Post by: PukeSter on 02/04/2014, 03:55 PM
A little far ahead, but some questions.

1. Would the HuCard version be Japan region or US region? Hopefully Japan?
2. Any idea of cost?
3. If successful, would future projects like up-porting Megaman 2 or Contra be possible?
Title: Re: Megaman PCE thread
Post by: esteban on 02/04/2014, 04:43 PM
Quote from: Nando on 02/04/2014, 12:47 PM
Quote from: TurboXray on 02/04/2014, 11:41 AMThis is Megaman: Turbo'd Up - we need specific new robot masters to the turbo version ;)
That would be DOPE!
Well, to pay respect (homage) to the legacy of TG-16/PCE bastards, we could borrow the mighty HuMAN from Wonderboy (a la Turbo) as a possible boss.

Then, of course, we go with a game that is completely exclusive to the PCE/TG-16 library:

GOMOLA MAN
JAGU MAN
PAC MAN
ROM RAM
Title: Re: Megaman PCE thread
Post by: NightWolve on 02/04/2014, 04:51 PM
Quote from: esteban on 02/04/2014, 04:43 PMWell, to pay respect (homage) to the legacy of TG-16/PCE bastards, we could borrow the mighty HuMAN from Wonderboy (a la Turbo) as a possible boss.

Then, of course, we go with a game that is completely exclusive to the PCE/TG-16 library:

GOMOLA MAN
JAGU MAN
PAC MAN
ROM RAM
We need a basic, Facebook-similar "Like" feature for posts just like these. :)
Title: Re: Megaman PCE thread
Post by: Nando on 02/04/2014, 05:19 PM
RondoMAN! lol
Title: Re: Megaman PCE thread
Post by: megatron-uk on 02/04/2014, 05:31 PM
Bonk-man?
Soldier-man?
Title: Re: Megaman PCE thread
Post by: Nando on 02/04/2014, 05:38 PM
Beraboh-Man ;)
Title: Re: Megaman PCE thread
Post by: spenoza on 02/04/2014, 06:08 PM
CD-ROMROM Man. He could be a little Metal Man-ish and throw CDs with 8-way aiming. Bomberman with a CD for a head.
Title: Re: Megaman PCE thread
Post by: Psycho Punch on 02/04/2014, 06:12 PM
I'm not sure why we're having trouble getting someone to do HuCards of the game, wasn't Arkhan making some for his Deep Blue II game? I think he's the best option right now?
Title: Re: Megaman PCE thread
Post by: Keith Courage on 02/04/2014, 06:19 PM
In my opinion the CD music sounds better anyways. No need for a hucard.
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/04/2014, 06:27 PM
Quote from: Keith Courage on 02/04/2014, 06:19 PMIn my opinion the CD music sounds better anyways. No need for a hucard.
Some people refuse to play CD-Rs on their systems. And unless there's a community pressing for this (non-profit), I don't see any way around that.
Title: Re: Megaman PCE thread
Post by: Psycho Punch on 02/04/2014, 06:30 PM
Besides, what kind of shady operation would let you press a disc without showing a shit ton of copyright related documents for the data + each audio track anyway?

I still don't know how they pressed those 1:1 copies of Sapphire.
Title: Re: Megaman PCE thread
Post by: NightWolve on 02/04/2014, 06:51 PM
Quote from: Keith Courage on 02/04/2014, 06:19 PMIn my opinion the CD music sounds better anyways. No need for a hucard.
There is a benefit to others (besides novelty to the producer), you'd be able to play MegaMan on your TurboExpress with it or a flashcart (TurboEverdrive). Since he also ported Contra, Castlevania, etc. those would also be purty cool to fire up on the ole Express some time.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/04/2014, 09:49 PM
2 obvious ones:
Bomber Man
Shock Man

Some others:
(Impossa)Mole Man
Bro' Man
(Bloody) Wolf Man
Proto Man(not Turbo related, but worth mentioning!)-his power could provide a shield?
Chew Man (Fu)
Kabuki Man
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/04/2014, 11:16 PM
Quote from: ParanoiaDragon on 02/04/2014, 09:49 PM2 obvious ones:
Bomber Man
Shock Man

Some others:
(Impossa)Mole Man
Bro' Man
(Bloody) Wolf Man
Proto Man(not Turbo related, but worth mentioning!)-his power could provide a shield?
Chew Man (Fu)
Kabuki Man
Lol, he'll throw a boomerang at you and disable your gun arm. You'll have to knife fight it out!
Title: Re: Megaman PCE thread
Post by: esteban on 02/04/2014, 11:55 PM
KNIFE FIGHT! (https://junk.tg-16.com/images/pcds.png)
Title: Re: Megaman PCE thread
Post by: OldMan on 02/04/2014, 11:58 PM
QuoteI'll take a look at Squirrel. I need to see the foot print size of it (rom, ram, and cpu resource).
Squirrel is just the compiler. The asm stuff is a lightly modified version of the cd bios player (so we can test it on card images). 8K for code, 2x8K for music.  You could shrink the bios code by 1/2 with a little thought - it repeats entire sections for sound effects. IIRC, that's one of the first checks it does, and then calls one of two versions of practically the same code. Never understood why, but it works.
BTW: if your player uses the mml codes that bios uses (as listed in the psg driver section of the docs), then squirrel should be able to convert for you. Though it would need modified to support additional codes for DDA, etc. I think there are a few left open.

QuoteWhat kind of eprom would this take?
Don't remember off hand the chip number, but it's a 512K byte parallel 90ms chip that we use. You might be able to go 1Mbyte, but I'm not sure; possibly it may cause bus conflicts.
Trick is, you need a way to burn smd chips - which in most cases means some kind of adapter.
They are easy to make, but finding the socket for a HuCard is a pain. Been watching the progress on
reproducing the socket (the guy making the converter is doing it), so it should be possible.
FWIW: we burn the cards after assembly. Easier than trying to handle the small chip.

QuoteWould the HuCard version be Japan region or US region? Hopefully Japan?
Depends on how it's burned. Easy to flip the bits in the image to run on a Japaneese system.
Cost would depend on how many were made; money would be needed up-front to buy parts.

QuoteI'm not sure why we're having trouble getting someone to do HuCards of the game, wasn't Arkhan making some for his Deep Blue II game?
We still are. But we are not taking the risk of releasing a hacked game still under copyright.
Might consider selling empty cards, though. But not in mass quantities - they are too much of a pain to assemble.

Honestly, though, if you can live with the exposed chip, that card design would be easier to produce. Use thick pc board, solder on a chip, round the corners and bevel the front edge and  there it is. And if you don't like the exposed chip, design/make a cover for it. Won't look like a real HuCard, but it would work.

+1 for bomber man as a boss. He can use the cut-man logic, and throw bombs instead of boomerangs :)
Title: Re: Megaman PCE thread
Post by: touko on 02/05/2014, 04:23 AM
Quote from: fragmare on 02/04/2014, 09:46 AMUpdated the GIF to show a bg color 0 gradient  :D  Is this something like what you had in mind?

fragmare.mindrec.com/megaman02.gif
wahoo, this pic is beautiful, i like it,the original in comparison looks washed out.
Title: Re: Megaman PCE thread
Post by: Nando on 02/05/2014, 09:27 AM
Um BOMBER-MAN!!!
Title: Re: Megaman PCE thread
Post by: saturndual32 on 02/05/2014, 02:33 PM
I vote for Zonk!
Title: Re: Megaman PCE thread
Post by: FraGMarE on 02/05/2014, 02:43 PM
Here is the little bastard running and jumping around...

fragmare.mindrec.com/mmjump03.gif
Title: Re: Megaman PCE thread
Post by: Nando on 02/05/2014, 04:00 PM
Quote from: fragmare on 02/05/2014, 02:43 PMHere is the little bastard running and jumping around...

fragmare.mindrec.com/mmjump03.gif
NICE!!!!!!
Title: Re: Megaman PCE thread
Post by: pulstar on 02/05/2014, 05:43 PM
Quote from: fragmare on 02/05/2014, 02:43 PMHere is the little bastard running and jumping around...

fragmare.mindrec.com/mmjump03.gif
That is looking very nice! Great work.
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/06/2014, 01:00 PM
Quote from: TheOldMan on 02/04/2014, 11:58 PM
QuoteI'll take a look at Squirrel. I need to see the foot print size of it (rom, ram, and cpu resource).
Squirrel is just the compiler. The asm stuff is a lightly modified version of the cd bios player (so we can test it on card images). 8K for code, 2x8K for music.  You could shrink the bios code by 1/2 with a little thought - it repeats entire sections for sound effects. IIRC, that's one of the first checks it does, and then calls one of two versions of practically the same code. Never understood why, but it works.
BTW: if your player uses the mml codes that bios uses (as listed in the psg driver section of the docs), then squirrel should be able to convert for you. Though it would need modified to support additional codes for DDA, etc. I think there are a few left open.
Yeah, I mean your hucard version of the CD PSG player. Because of how MM is done on CD, it's kind of a pain (and a little bit of overhead) to jump between MM game/my back end lib  and the CD BIOS. I'd keep the music player on the MM/Lib side of things. Even for ADPCM, I was going to do my own routines, rather than calling BIOS.
Title: Re: Megaman PCE thread
Post by: OldMan on 02/06/2014, 02:26 PM
Quote...hucard version of the CD PSG player...
Just pointing out that it -should- take roughly the same amount of memory/cpu time as the bios player. I'd guess somewhere around 20% cpu, btw.
The assembler version is sorta commented; I did my best, but some of it still makes me scratch my head...Feel free to modify it, if needed. Maybe we can get a smaller footprint for the Hucard version, and some neat extra operations as well :)
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 02/06/2014, 02:40 PM
If you want to do samples, you can always cheat and turn the samples into custom waveforms and play them back in succession while flipping through them.   Someone was doing that for voicesamples, but I can't remember who.

Either way, the player for MML doesn't really dent the CPU much, all things considered.   The entirety of MegaMan's soundtrack, converted properly into MML wouldn't take much space at all.  MegaMan 1 doesn't exactly have complicated soundtracks.   
Title: Re: Megaman PCE thread
Post by: FraGMarE on 02/06/2014, 03:17 PM
A little something I did for fun.  :)

fragmare.mindrec.com/mmtitle01.gif
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/06/2014, 04:49 PM
Nice!  I guess I'll mention that I too am working on something special, mainly for fun, but, just incase Bonknuts ends up wanting it for this project.  I'm a Mega Man fan, so, it's hard for me to resist!
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/06/2014, 05:18 PM
From what you guys've tested, is the hucard version 100% compatible with the CD version?
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 02/06/2014, 07:01 PM
Quote from: TurboXray on 02/06/2014, 05:18 PMFrom what you guys've tested, is the hucard version 100% compatible with the CD version?
As far as we know, especially since the BIOS was mimicked for the HuCard one, and it's all pretty basic byte-code stuff to feed into it either way.. 

All tunes I've made sound the same either way.    There's even that video on YouTube of all my tunes that USED to be CD, that were playing off of a flashcard instead.    Sounds the same.
Title: Re: Megaman PCE thread
Post by: OldMan on 02/06/2014, 08:41 PM
Quote
QuoteFrom what you guys've tested, is the hucard version 100% compatible with the CD version?
As far as we know, especially since the BIOS was mimicked for the HuCard one
Is that what he meant. I thought he was asking if the HuCard and CD versions of megaman were compatible. My Bad.

I'd say 99.5% compatible. IIRC, most of the changes were actually on the interface code, to run the player in a manner compatible with how BIOS does it. The byte-code stuff I'm sure is the same; the 6 or 7 routines to set up the player might be slightly different. And the code to turn the player on/off is different from the stock HuC code.

FWIW, when I was talking about duplicated code earlier, the player has two copies of the routines - one for background music, and one for sound effects. IIRC, the background code is executed first, and sound effects 'overlay' the bg music; ie, the bg music keeps stepping along, but the sound effects code, being executed last, is what you actually hear on a given channel.
I'm sure those could be merged by a talented programmer who actually knows 65xx assembler. (Unlike me. I still have to look a -lot- of things up.)
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/07/2014, 11:21 AM
Yeah, I was referring to the music/sound player. It's the hucard version that I'll want to use, even for the CD project (CD version will have that option; cdda or chiptunes).
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 02/07/2014, 12:45 PM
Quote from: TurboXray on 02/07/2014, 11:21 AMYeah, I was referring to the music/sound player. It's the hucard version that I'll want to use, even for the CD project (CD version will have that option; cdda or chiptunes).
If you're using a CD project, you're better off using the BIOS because there's less code you need to include and deal with to get it to work.
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/07/2014, 01:15 PM
The problem is switching back and forth between the game engine and the CD setup. I'm using a different bank of ram for the game, as well as a different stack pointer, and the sys card rom bank needs to be mapped back to MPR7 - which means different vectors as well. It's slow to switch back and forth between the two. For CD play and CD read, it's fine. But realtime music engine while the game is playing - I rather not introduce anymore processor overhead than I need to. The game is now running a lot faster than the original, but I'll also be adding in H-int scanline effects and other cpu resource additions to the game. That also complicates it. I need the music/sound engine to be local.
Title: Re: Megaman PCE thread
Post by: OldMan on 02/07/2014, 02:07 PM
Let's see if I have this straight....
To run megaman, you have to use a custom memory mapping (not the standard layout) to mimic the memory on the nes. Because of this, you have to save/restore several system settings when you switch between modes for the game (ie, to use bios you essentially have to re-map the system, and put it back when you are done).  Not only that, but (iirc) the basic ram stuff is different; the stack is in a different place, so if you use the pce irq vectors, it will push/pull from a different area in memory, essentially corrupting the NES variables....

kk. From what I remember (and it's been a while, so you would have to double-check the source code), the player itself is page agnostic - it doesn't care where it runs from, so long as it always runs in the same address range. I believe you could re-assemble the player in a different page/bank and it would still work.
You would, however, also have to move the variables it uses. I believe the player code actually accesses them by name, so you would just have to make sure they get assembled somewhere 'out of the way' of the NES variables. There is quite a chunk used, so it might be a bit difficult to set that up...
The other problem I see is getting the player actually called. The pce irqs map the player in and out, so you would have to make sure your modified version got called correctly. I don't think that would be a big problem, if the irq handler does it correctly.

It's going to be interesting to see how easy/hard this turns out to be, assuming you decide to try it.
Title: Re: Megaman PCE thread
Post by: OldMan on 02/07/2014, 02:09 PM
edit: sorry, double post.
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 02/07/2014, 02:49 PM
I am pretty sure it is indeed page agnostic, because I recall moving it around with Atlantean a few times.


That might have just been the song data though.    It's been a while. 


I'm curious how bad the overhead really is for constantly switching back and forth.
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/07/2014, 07:37 PM
Hmm..

 If I setup an h-int interrupt at a certain point during active display, to swap into sys bios mode and manually call the PSG routine, then that might work. I would have to duplicate the h-int routine, for the screen fx, on the sys card side - but that's doable. Active display after a certain point has minimal timing issues (vblank is out of the question; nes NMI is always running - timing is sensitive, etc). Since game logic is 4x faster on the PCE, there should be alot of free time during active display; the game gets to the point of waiting for vblank much faster on the PCE than the NES.
Title: Re: Megaman PCE thread
Post by: OldMan on 02/07/2014, 10:03 PM
Quotethe game gets to the point of waiting for vblank much faster on the PCE than the NES
If it's spending more time waiting on a vsync, then you should be able to map things in and direct call it. The pce irq system goes through some hurdles to make sure things needed are mapped in when needed, and there is a flag indicating if the psg irq is being serviced; so you would know if it was already running or not.

If you look at the modified startup.asm, (around line 900: search for psg_irqflag) you can see how it's called from a vsync().  Basically, it checks a buch of flags to make sure it needs to run the driver,   then ends up at psg_driver, which handles mapping things in/out and then runs the main/fx drivers.
If your irq routines are duplicated at the correct places in the psg_bank, it shouldn't be a problem :)
And keep in mind, you should be able to insert your irq routines between functions in the player, if needed. Just re-assemble that part of the code.

The other odd thought I had was to use the timer irq: do a timer setup to de-sync by 1/2 frame, then use the normal psg timer routine. Should stay off by 1/2 frame. That might cause other problems, though.
Title: Re: Megaman PCE thread
Post by: TurboXray on 02/09/2014, 01:33 AM
Cool. It sounds doable. I'll take a look when I'm closer to that area of the project. For DDA, I'll probably just interpret certain notes as sample #'s. Will see how well that plays out.
Title: Re: Megaman PCE thread
Post by: PukeSter on 03/14/2014, 05:52 AM
Friendly bump to see if this is still alive.
Title: Re: Megaman PCE thread
Post by: esadajr on 03/14/2014, 04:13 PM
you bet it's still alive. When you least expect it bam! Bonknuts will surprise us
Title: Re: Megaman PCE thread
Post by: NecroPhile on 03/14/2014, 04:33 PM
Have you guys checked his blog?  The latest megaman news is a couple weeks old, but more interesting is the recent bit about him working on a film and using a PCE.  :mrgreen:
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/14/2014, 09:48 PM
AFAIK Tom is still working on it(though he's busy according to his blog) & I'm still working on my own version of the soundtrack in the hopes that he atleast will want it as an alternate soundtrack.  I'm keeping the sounds I'm using tight knit, so that the entire game has the same sound set, as if it were limited(I have thousands of instruments on my keyboard).  I've got basic versions of all the Robot Masters tunes & Dr. Wily's first tune, along with the selection screen & the stage select all done.  Iceman was probably the hardest to nail down, that melody is allll over the place & off beat. 

I'm currently working on the regular boss tune.  It's a short song in the NES version, but I have some ideas to help expand it a little.  I just have to figure what the average is for fighting a boss to determine how long to make it, maybe 1:30?  I'm figuring around 4 minutes for level tunes should be good.  When I get to the other boss tune, I may make 2 versions, as IIRC, it's used for the Wily bosses, & Wily himself.
Title: Re: Megaman PCE thread
Post by: TurboXray on 03/15/2014, 07:02 PM
PD, once you finish all your tracks - I'll post the music pak on the site ;)

 Update: Well, read the blog. Work brought things to a crawl for a bit (this is about the time of the year that I almost lose my place; no work = can't pay bills). Work>anything hobby related. It has priority, unfortunately. This is why I wanted to do a kick starter for a new PCE game, and give it my full 10 hours a day attention for 3 months straight. But I doubt you (err I) could get enough people together for just a 'PCE' game.

 Anyway, I had some time off for jan/feb and really got a lot of stuff done on MM. But some things have come up with higher priority (movie stuff, work stuff). I do want to finish MM, regardless. I figured, even if I don't get any monetary reward for it - I'll get 'cred' for doing the work. And I can use that, if nothing else, for future PCE projects. Or, at the very least - I'll have put out something for the community that's unique and people will want to play (no other system, modern or otherwise, will have anything like this re-imagined MM game).

 So unless people want to pay my bills - haha, progress will slowdown from time to time. It is what it is; a hobby project.
Title: Re: Megaman PCE thread
Post by: NightWolve on 03/15/2014, 08:05 PM
Quote from: TurboXray on 03/15/2014, 07:02 PMThis is why I wanted to do a kick starter for a new PCE game, and give it my full 10 hours a day attention for 3 months straight. But I doubt you (err I) could get enough people together for just a 'PCE' game.
I wonder if one could pull that off for a PCE game, yeah. If Kickstarter members are willing to spend $100,000+ to send a major libelous/slanderous cunt to Japan to write his little book and sell back to them, or $8 million+ on this now failed Ouya gaming platform, surely it could be feasible for a PCE game.

Actually, did you see my friend Chris' "Insanity's Blade" project ? He was able to raise $7000 for his videogame, reaching his goal by over $1k. He recently bought licensing from Nintendo to port it on the Wii U platform making him an official developer and it's just a two-man team, so purty cool.

https://www.pcengine-fx.com/forums/index.php?topic=15903.0 (https://www.pcengine-fx.com/forums/index.php?topic=15903.0)

It started off originally as an 8-bit game as an ode to the NES, but he wound up changing his mind and upgrading it to 16-bit quality. He is interested in somebody porting the game to the NEC/PCE platform BTW, I asked Arkhan, but he's too busy. So might as well float the idea to you in case you'd be interested.

Anyway, his success does make me think you could do it as well with the right planning, ideas for the game you have in mind, etc. If you want tips, check with me on Facebook and I'll direct you to his account there. He'd be happy to share info.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/16/2014, 12:18 AM
Quote from: TurboXray on 03/15/2014, 07:02 PMPD, once you finish all your tracks - I'll post the music pak on the site ;)
Shweeet!  That solidifies my plans on how I want to handle the length of the tracks & the adding of variety to them in general. :)
Title: Re: Megaman PCE thread
Post by: esteban on 03/16/2014, 05:23 AM
Quote from: ParanoiaDragon on 03/16/2014, 12:18 AM
Quote from: TurboXray on 03/15/2014, 07:02 PMPD, once you finish all your tracks - I'll post the music pak on the site ;)
Shweeet!  That solidifies my plans on how I want to handle the length of the tracks & the adding of variety to them in general. :)
Dude, I am glad you are doing the music with some extra spice :pcgs:
Title: Re: Megaman PCE thread
Post by: TurboXray on 03/16/2014, 09:07 PM
Quote from: NightWolve on 03/15/2014, 08:05 PM
Quote from: TurboXray on 03/15/2014, 07:02 PMThis is why I wanted to do a kick starter for a new PCE game, and give it my full 10 hours a day attention for 3 months straight. But I doubt you (err I) could get enough people together for just a 'PCE' game.
I wonder if one could pull that off for a PCE game, yeah. If Kickstarter members are willing to spend $100,000+ to send a major libelous/slanderous cunt to Japan to write his little book and sell back to them, or $8 million+ on this now failed Ouya gaming platform, surely it could be feasible for a PCE game.

Actually, did you see my friend Chris' "Insanity's Blade" project ? He was able to raise $7000 for his videogame, reaching his goal by over $1k. He recently bought licensing from Nintendo to port it on the Wii U platform making him an official developer and it's just a two-man team, so purty cool.

https://www.pcengine-fx.com/forums/index.php?topic=15903.0 (https://www.pcengine-fx.com/forums/index.php?topic=15903.0)

It started off originally as an 8-bit game as an ode to the NES, but he wound up changing his mind and upgrading it to 16-bit quality. He is interested in somebody porting the game to the NEC/PCE platform BTW, I asked Arkhan, but he's too busy. So might as well float the idea to you in case you'd be interested.

Anyway, his success does make me think you could do it as well with the right planning, ideas for the game you have in mind, etc. If you want tips, check with me on Facebook and I'll direct you to his account there. He'd be happy to share info.
I honestly think this wouldn't be the case for PCE. It'd have no problem for SMS or Genesis project, but there isn't a wide enough audience for a kick starter type of project for PCE. It's too small; it's pre-order when you're close to finished, or front all costs until it's complete, or nothing.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/17/2014, 01:56 AM
Quote from: esteban on 03/16/2014, 05:23 AM
Quote from: ParanoiaDragon on 03/16/2014, 12:18 AM
Quote from: TurboXray on 03/15/2014, 07:02 PMPD, once you finish all your tracks - I'll post the music pak on the site ;)
Shweeet!  That solidifies my plans on how I want to handle the length of the tracks & the adding of variety to them in general. :)
Dude, I am glad you are doing the music with some extra spice :pcgs:
My main plan is to try to draw some extra stuff from the Gameboy MM to help flesh out the songs, along with any ideas I can glean from any other versions of the same songs that have come out over the years.
Title: Re: Megaman PCE thread
Post by: esteban on 10/05/2014, 09:46 AM
Paranoia, I know you were updating us in other threads, but can you give an overview of which songs are (nearly) "completed" and which ones remain "in progress" or "not even started"?

I'm just curious.  :pcgs:
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 10/05/2014, 10:18 PM
Okey dokey:

Title Screen-this song will be an extra, it'll probably be the last song I do, incase I need to switch gears, or foresee an extreme lack of time coming up.

Stage Select-done

Stage Start-done

Cutman-done

Fireman-in process of fleshing it out & finishing it

Iceman-basic tune done, need to flesh it out

Gutsman-basic tune done, need to flesh it out

Bombman-basic tune done, need to flesh it out

Elecman-basic tune done, need to flesh it out

Boss fight-done, but may go back & tweak it slightly

Boss Victory-done

Wily Stage 1-basic tune done, needs fleshing out

Wily Stage 2-done, but might do some tweaking to the drums

Wily Stage Bosses-done

Dr. Wily Final Battle-done, this is an extra special song I did, since Wily doesn't have his own tune in the original game, so I compiled my song from a few different Mega Man sources.  If there's any song I'd love to show off, it's this one!

Final Victory-done

Ending Credits-done

Game Over-done

There's a few lil' jingles I may find a way to include in this, but, like with the Title Screen, I'd like to get all the regular songs done first.
Title: Megaman PCE thread
Post by: esteban on 10/06/2014, 09:13 AM
Paranoia, I know you have a lot of work to do yet, but you definitely have made a lot of progress!!!!

 :pcgs:
Title: Re: Megaman PCE thread
Post by: shubibiman on 10/08/2014, 05:18 AM
Great !
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 11/04/2014, 09:07 PM
Fire Man's theme is DONE!  Next up, Elec Man!
Title: Re: Megaman PCE thread
Post by: esteban on 11/05/2014, 07:45 AM
Quote from: ParanoiaDragon on 11/04/2014, 09:07 PMFire Man's theme is DONE!  Next up, Elec Man!
L'awesone.
Title: Re: Megaman PCE thread
Post by: EvilEvoIX on 11/05/2014, 03:44 PM
Such amazing work and passion.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 11/07/2014, 02:57 PM
Thanks!  I'm currently still in the planning stage, trying to find other "electric" related tunes to mix with Elec Man.  I'm going thru the entire series, X, Zero, ZX, Battle Network, Legends, you name it.  A lot of "electric" tunes are fairly dark, & don't match up well with the lightheartedness of Elec Man's tune, but I've found some good stuff that I think will work, just trying to nail it all down.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 11/10/2014, 04:43 AM
Sorry to double post, but I thought I'd point out something I just learned. While I knew about the original MM was slated to have 8 char's, I didn't know that 1 of them came to fruition before Capcom decided to just do the 6.  Enter Bond Man!

http://kotaku.com/the-origin-of-battle-network-and-other-fascinating-mega-1656592506 (http://kotaku.com/the-origin-of-battle-network-and-other-fascinating-mega-1656592506)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 12/01/2014, 02:56 AM
Triple post!!OWERIW?EROPweolvasdlfkvn asel;kfn w3p49ru

Still working on Elec Man, RL stuff getting in the way as usual, but also, the plan I have for the song is more difficult to pull together then I thought.  Was hoping to have it done in a month, but, it's almost been a month since Fire Man, so, yeah.....  I originally started this project I think this past February, so, it would've been nice to have it finished in a year if not way sooner, but, it is what it is!
Title: Re: Megaman PCE thread
Post by: Ayce on 12/01/2014, 06:59 PM
I love the idea of reworking Megaman for the TG, keep up the good work.
Title: Megaman PCE thread
Post by: esteban on 12/01/2014, 07:01 PM
Quote from: ParanoiaDragon on 12/01/2014, 02:56 AMTriple post!!OWERIW?EROPweolvasdlfkvn asel;kfn w3p49ru

Still working on Elec Man, RL stuff getting in the way as usual, but also, the plan I have for the song is more difficult to pull together then I thought.  Was hoping to have it done in a month, but, it's almost been a month since Fire Man, so, yeah.....  I originally started this project I think this past February, so, it would've been nice to have it finished in a year if not way sooner, but, it is what it is!
A year, give or take 6 months, isn't so bad. :)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 12/02/2014, 01:24 AM
I think one of the things that slowing me down, is that I want the filler material used to lengthen the songs, to have more variety.  So far, the games I pull other material from, are mostly Mega Man's 9 & 10, Mega Man Soccer, & Battle Network/Network Transmission(not to mention the stuff from the first GB game & a tune or 2 from Power Fighters). 

Trying to branch out more, throw some X(including Command Mission), Zero, ZX, & Legends tunes in the mix. I do have atleast 1 song with some stuff pulled from Mega Man & Bass, 1 with some X4, 1 with some Legends.  I have nothing from from Zero or ZX.  Musically, those games tend to be more serious & dark, which doesn't match up with the mostly light tunes of MM1.  I'd rather pull from them then Battle Network, as I never cared for that series, but I did enjoy Zero & ZX.  Ever so gradually, it's coming along though! :D
Title: Re: Megaman PCE thread
Post by: Nighttrate on 12/05/2014, 11:20 PM
Bonknut get at me please, I wouldn't mind helping you with your RPG game I could design the Manual & CD, this is what I did for my son.

/Users/nighttrate/Desktop/untitled folder/MM4.jpg
Title: Re: Megaman PCE thread
Post by: Nighttrate on 12/05/2014, 11:23 PM
Bonknut get at me please, I wouldn't mind helping you with your RPG game I could design the Manual & CD, this is what I did for my son.

(?action=dlattach&topic=11230&attach=2357&image)
Title: Re: Megaman PCE thread
Post by: JoshTurboTrollX on 12/08/2014, 12:20 PM
Quote from: Nighttrate on 12/05/2014, 11:23 PMBonknut get at me please, I wouldn't mind helping you with your RPG game I could design the Manual & CD, this is what I did for my son.
I've seen some of Nighttrates work, really professional looking stuff!!  It's great to have so many of you talented peeps creating stuff for the Turbonuts of the world!!
Title: Re: Megaman PCE thread
Post by: esteban on 12/08/2014, 06:43 PM
Quote from: Nighttrate on 12/05/2014, 11:23 PMBonknut get at me please, I wouldn't mind helping you with your RPG game I could design the Manual & CD, this is what I did for my son.
Damn, I want to see a clearer picture.
Title: Re: Megaman PCE thread
Post by: Nighttrate on 12/11/2014, 05:52 PM
Quote from: esteban on 12/08/2014, 06:43 PM
Quote from: Nighttrate on 12/05/2014, 11:23 PMBonknut get at me please, I wouldn't mind helping you with your RPG game I could design the Manual & CD, this is what I did for my son.
Damn, i want to see a clearer picture.
not sure if i can post a Facebook link but will do in the hope the mods don't get mad & kill me in my sleep lol

facebook.com/photo.php?fbid=10205389748363344&set=pcb.803505529717226
Title: Re: Megaman PCE thread
Post by: Bernie on 12/11/2014, 06:02 PM
Content is currently not available...
Title: Re: Megaman PCE thread
Post by: Nighttrate on 12/11/2014, 06:48 PM
Try this

https://www.facebook.com/groups/TurbografxPCEngine/ (https://www.facebook.com/groups/TurbografxPCEngine/)

Scroll down to my post on the 5th Dec
Title: Re: Megaman PCE thread
Post by: NecroPhile on 12/12/2014, 11:42 AM
"You must log in to continue."

I don't farkbook.  :|
Title: Re: Megaman PCE thread
Post by: TurboXray on 12/12/2014, 02:52 PM
Have any of you guys tried out the stereo separation mode for MM, in the options? What are your opinions on it?

 I was toying with the idea of having an oscillating stereo separation feature, where you could control its rate. Basically, as if someone was turned the balance back and forth between left/right for each channel at a specific rate. Might sound trippy.

 Also, seems my music 'pak' on the site is corrupted. I'll have to re-uploaded it.
Title: Re: Megaman PCE thread
Post by: Bernie on 12/12/2014, 04:24 PM
I was able to grab it, but some folks are having issues.
Title: Re: Megaman PCE thread
Post by: Nighttrate on 12/15/2014, 08:34 PM
Quote from: TurboXray on 12/12/2014, 02:52 PMHave any of you guys tried out the stereo separation mode for MM, in the options? What are your opinions on it?

 I was toying with the idea of having an oscillating stereo separation feature, where you could control its rate. Basically, as if someone was turned the balance back and forth between left/right for each channel at a specific rate. Might sound trippy.

 Also, seems my music 'pak' on the site is corrupted. I'll have to re-uploaded it.
As a Dj / music producer I think it might do peoples heads, any chance we could get a version without the cd loading bit?

P.s Email me you address & ill send you a manual & thermal CD for you collection @ Nighttrate@hotmail.co.uk
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 12/15/2014, 09:19 PM
Quote from: Nighttrate on 12/15/2014, 08:34 PM
Quote from: TurboXray on 12/12/2014, 02:52 PMHave any of you guys tried out the stereo separation mode for MM, in the options? What are your opinions on it?

 I was toying with the idea of having an oscillating stereo separation feature, where you could control its rate. Basically, as if someone was turned the balance back and forth between left/right for each channel at a specific rate. Might sound trippy.

 Also, seems my music 'pak' on the site is corrupted. I'll have to re-uploaded it.
As a Dj / music producer I think it might do peoples heads, any chance we could get a version without the cd loading bit?

P.s Email me you address & ill send you a manual & thermal CD for you collection @ Nighttrate@hotmail.co.uk
IIRC, the CD loading thing has to be there to cover up some random flicker n' stuff that shows up when loading.
Title: Re: Megaman PCE thread
Post by: TurboXray on 12/16/2014, 12:45 AM
Quote from: Nighttrate on 12/15/2014, 08:34 PM
Quote from: TurboXray on 12/12/2014, 02:52 PMHave any of you guys tried out the stereo separation mode for MM, in the options? What are your opinions on it?

 I was toying with the idea of having an oscillating stereo separation feature, where you could control its rate. Basically, as if someone was turned the balance back and forth between left/right for each channel at a specific rate. Might sound trippy.

 Also, seems my music 'pak' on the site is corrupted. I'll have to re-uploaded it.
As a Dj / music producer I think it might do peoples heads, any chance we could get a version without the cd loading bit?

P.s Email me you address & ill send you a manual & thermal CD for you collection @ Nighttrate@hotmail.co.uk
You mean the CD icon thingy? It's possible, but I use system card bios routine to call "play track" and this pauses emulation during the seek time (the bios routine only return back when everything is OK or and error has occurred). I'd have write my own CD handling routines, to avoid this. Given that I'm not that experienced with the scsi command system and status bits of the system, is why I haven't done it. Probably won't either. Though, I do want to make such a routine for hucard projects that could use a custom CD to play music, if the drive is detected. So, if I write and it's not a lot of effort - then maybe. Don't hold me to it, though :P It's very-very low priority. Ehh... so that's probably a 'no'. Heh. Sorry.
Title: Re: Megaman PCE thread
Post by: JoshTurboTrollX on 12/16/2014, 11:58 AM
In the spirit of Capcom's Fighting Street-

(https://www.pcengine-fx.com/forums/index.php?action=dlattach&topic=11230&attach=5488&image)
Title: Re: Megaman PCE thread
Post by: Psycho Punch on 12/16/2014, 01:29 PM
Best cover.
Title: Re: Megaman PCE thread
Post by: OldMan on 12/16/2014, 03:32 PM
Man Mega?
Title: Re: Megaman PCE thread
Post by: CrackTiger on 12/16/2014, 03:48 PM
Quote from: TheOldMan on 12/16/2014, 03:32 PMMan Mega?
Fighting Street
Title: Re: Megaman PCE thread
Post by: Keith Courage on 12/17/2014, 09:31 PM
The stereo audio for mega man is great. Much better then having mono sound. However, I prefer the CD music edition best.
Title: Re: Megaman PCE thread
Post by: Nighttrate on 12/17/2014, 10:19 PM
Quote from: TurboXray on 12/16/2014, 12:45 AM
Quote from: Nighttrate on 12/15/2014, 08:34 PM
Quote from: TurboXray on 12/12/2014, 02:52 PMHave any of you guys tried out the stereo separation mode for MM, in the options? What are your opinions on it?

 I was toying with the idea of having an oscillating stereo separation feature, where you could control its rate. Basically, as if someone was turned the balance back and forth between left/right for each channel at a specific rate. Might sound trippy.

 Also, seems my music 'pak' on the site is corrupted. I'll have to re-uploaded it.
As a Dj / music producer I think it might do peoples heads, any chance we could get a version without the cd loading bit?

P.s Email me you address & ill send you a manual & thermal CD for you collection @ Nighttrate@hotmail.co.uk
You mean the CD icon thingy? It's possible, but I use system card bios routine to call "play track" and this pauses emulation during the seek time (the bios routine only return back when everything is OK or and error has occurred). I'd have write my own CD handling routines, to avoid this. Given that I'm not that experienced with the scsi command system and status bits of the system, is why I haven't done it. Probably won't either. Though, I do want to make such a routine for hucard projects that could use a custom CD to play music, if the drive is detected. So, if I write and it's not a lot of effort - then maybe. Don't hold me to it, though :P It's very-very low priority. Ehh... so that's probably a 'no'. Heh. Sorry.
Yes mate I was on about the swelling cd looking thing that comes up every time the game loads a level or boss, but thanks for getting back at me. i see you doing a RPG, I pretty good at making artwork & would like to get involved if you fancied the help?
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 12/24/2014, 03:43 AM
Well, I'm having a significant amount of frustration with Elec Man's tune.  In trying to flesh it out, one of the extra tunes I was playing with(Elec Man's Mega Man Soccer tune) just is not working out.  I have off & on again thought about Hivolt's theme from Mega Man ZX, if I can get it 'Elec' sounding enough, but, just not sure. 

Does anyone have any ideas of electric related tunes thruout the entire series, that gives them any kind of Elec Man'ish feel?  I do have one tune that I think is working great, it's called Electric City, from Battle Network 4, but I need another one besides that.  As stated before, I'd rather stick to the original series(MM, MMX, MMZ, MMZX, MML).  Also, I want to avoid using pieces of tunes from MM's 1-6, but 8-10(including MM&B) I don't mind.  This also includes that Rockboard game, & anything else related to the original series, just, any ideas would be a blessing!  I'd love to pull something from Mega Man Legends(including Tron Bonne), but I've only played MML2, & I can't think of anything offhand from that, that would work.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/11/2015, 04:16 AM
Ok, Elec Man is done!  Been concentrating on ideas for expanding Gutsman, arguably the shortest Robot Master theme!
Title: Re: Megaman PCE thread
Post by: ccovell on 01/11/2015, 06:37 AM
Gutsman theme's slightly disco-y, so maybe you could borrow motifs from Crash Man's stage music and expand on them?
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/12/2015, 02:03 AM
Hmm, never would've thought to put those 2 together.  Unfortunately, Crash Man wouldn't fit in my plan.  Since he's a bomb type character, I'd associate him with Bomb Man, but, if I end up doing MM2, I'd want to leave Crash Man alone.  Here's my method of madness.  I try to stay away from MM's 2-6, incase Bonknuts ever decided full cd versions of the NES games.  From there, most or all MM games are fair game in general, however, there's a still restrictions.  I try to think of character's &/or levels from those games that have similarities to the Robot Master I'm working on.  For instance, with Gutsman, I think of construction, masonry, mining, & the fact that he's the bruiser of the group, but I also look for songs with the basic rhythm & sound of a level & hope they are neutral tunes, rather then character specific.  So, here's what I'm thinking about besides other versions of Gutsman theme's:

Armored Armadillo from MMX1(this one's a must!)
Tunnel Rhino from MMX3
Express UG from MMZ1(yes, it's a train stage, but, I can picture mixing Guts with it, plus, I really want to try to get some MMZero music in atleast one of my songs)
Yosyonke Abandoned Mine from MML2
Drill Crush! from MMBN5
Answer! from MMXCM(not related to anything in particular, but kind of has a similar sound, probably won't work out though)
Garudoriten from MML1

from there, I also have various versions of Gutsman to pull from:

Powerfighters/battles(mainly want the organ solo, though, it'll be a lil' tough to make sure I get every note right, since I don't have a version with the solo itself & no background music to obsure it)
Battle & Chase(there's 2 songs associated to him, however, they are very Japanese sounding, so proably won't work)
Powered Up(not a huge fan of it, but I think it does have a few neat ideas I can glean from it)
BN 4.5(might take some ideas from it)

Also, there's a Rockman Special Arrange CD with a Gutman cover, might be able to get an idea or 2 from it, but, probably not.
Title: Re: Megaman PCE thread
Post by: Sarumaru on 01/12/2015, 01:11 PM
Quote from: JoshTurboTrollX on 12/16/2014, 11:58 AMIn the spirit of Capcom's Fighting Street-
(https://www.pcengine-fx.com/forums/index.php?action=dlattach&topic=11230&attach=5488&image)
Dis be pretti. Where can get dis ? :D
Title: Re: Megaman PCE thread
Post by: TurboXray on 01/12/2015, 03:34 PM
Quote from: ccovell on 01/11/2015, 06:37 AMGutsman theme's slightly disco-y, so maybe you could borrow motifs from Crash Man's stage music and expand on them?
Hey Chris, you have experience in BRAM handling, right? Would you be interested in writing something for MM1 CD for save progress, options setting, etc?
Title: Re: Megaman PCE thread
Post by: ccovell on 01/12/2015, 07:21 PM
Sure, but I've been told that my tools/games that use BRAM don't seem to work on Tennokoe 2s... only CD BRAM?  I have no idea why, as I'm mostly using the HuC/MKit routines.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/15/2015, 07:04 AM
Ok, after working on Guts for a few days, I went back to Elec, since I was burnt out on it, & I do have some touch up's to do.  I have most of them ironed out, but, the song just sounds a little too much of the same thruout, so I'm adding in a little more variety in the instruments, & had to turn down some of the drums that were too loud.  I know it can't be perfect, but, this all seems necessary.  Shoudn't take me long to be back to the Guts. :)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/02/2015, 03:28 AM
Ugh, Guts be movin' slow.  I'm stuck on the 2nd break, which'll lead into the finale of the Guts theme.  Maybe I've have some form of writers block.  My day jobs have been slow, so you'd think I'd have more time, though I have been trying to get more done around my house, as this is the slow time of the year for me.  Still, I feel like I should be done by now.  Either way, I do think this could end up being one of my favorites of the soundtrack, but it's taking it's time to really come to fruition.
Title: Re: Megaman PCE thread
Post by: Dicer on 03/02/2015, 08:55 AM
Quote from: ParanoiaDragon on 03/02/2015, 03:28 AMUgh, Guts be movin' slow.  I'm stuck on the 2nd break, which'll lead into the finale of the Guts theme.  Maybe I've have some form of writers block.  My day jobs have been slow, so you'd think I'd have more time, though I have been trying to get more done around my house, as this is the slow time of the year for me.  Still, I feel like I should be done by now.  Either way, I do think this could end up being one of my favorites of the soundtrack, but it's taking it's time to really come to fruition.
Perfection takes time, keep at it  :dance:
Title: Re: Megaman PCE thread
Post by: EvilEvoIX on 03/02/2015, 04:12 PM
Yes please.  Mega Man two on the PCE would be nothing short of Perfection.  I would almost insist upon chip tunes however but streaming audio is still good.


Anyone playing Mega Man 1 on the PCE notice any slow down?  The only thing I've noticed is the Boss Load but that is it.  So strange to play without slowdown.
Title: Re: Megaman PCE thread
Post by: TurboXray on 03/02/2015, 08:58 PM
Quote from: EvilEvoIX on 03/02/2015, 04:12 PMYes please.  Mega Man two on the PCE would be nothing short of Perfection.  I would almost insist upon chip tunes however but streaming audio is still good.


Anyone playing Mega Man 1 on the PCE notice any slow down?  The only thing I've noticed is the Boss Load but that is it.  So strange to play without slowdown.
Load? You must be playing the CD version (it's loading the CD track to play). Yeah, the NES2PCE stuff usually eliminates the slowdown, because even though there's emulation overhead for audio and video - the main game code is basically running 4 times faster inside the 1/60 frame, so it tends to get everything done in time. I have a hack that uses larger sprites, and this actually frees up even more cpu resource (small sprites are one reason why the nes games slow down). I'm debating about if I should take this summer off from school and finish up MM1 enhancement.

 Megaman 2 will happen on CD, but it will have to be the new extended ram system card. It won't fit otherwise. I could do AC version, but that's extra work. I rather do something with the new system card.
Title: Re: Megaman PCE thread
Post by: esteban on 03/03/2015, 07:47 AM
Quote from: TurboXray on 03/02/2015, 08:58 PM
Quote from: EvilEvoIX on 03/02/2015, 04:12 PMYes please.  Mega Man two on the PCE would be nothing short of Perfection.  I would almost insist upon chip tunes however but streaming audio is still good.


Anyone playing Mega Man 1 on the PCE notice any slow down?  The only thing I've noticed is the Boss Load but that is it.  So strange to play without slowdown.
Load? You must be playing the CD version (it's loading the CD track to play). Yeah, the NES2PCE stuff usually eliminates the slowdown, because even though there's emulation overhead for audio and video - the main game code is basically running 4 times faster inside the 1/60 frame, so it tends to get everything done in time. I have a hack that uses larger sprites, and this actually frees up even more cpu resource (small sprites are one reason why the nes games slow down). I'm debating about if I should take this summer off from school and finish up MM1 enhancement.

 Megaman 2 will happen on CD, but it will have to be the new extended ram system card. It won't fit otherwise. I could do AC version, but that's extra work. I rather do something with the new system card.
Wow. Very interesting projects looming in the distance. :)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/29/2015, 02:30 AM
El Guts Mano...es el done....o'!  Now it's off to Bomb Hombre.  :) I've already got some neat ideas for this one, even though it seems to have the least amount of covers/arrangements.  I have I think enough stuff from other MM games that will blend in nicely.

Edit-And for the record, I took Chris Covell's advice(on Guts Man), & gave it some disco influence in part of the song, partially based on a version of the song from one of the Battle Network games.
Title: Re: Megaman PCE thread
Post by: esteban on 03/29/2015, 02:39 AM
Hombre Hambre.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 06/05/2015, 12:58 AM
Just a heads up, still working on Bombman.  There's really not a lot of official versions of his theme, so I think that's holding back my progress.  Some might find my choice of filler/breakdown material in this song odd, but it ultimately all fits & hopefully should be a great song all in all.  I'm on the final part of the song, where I'll start heading for the finale to finish it(not sure how else to word that).  The finale itself is from one of the ZX games, I'm hoping it'll work, otherwise, I DO have some other ideas for the finale, but felt this particular one will work best.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 07/20/2015, 07:04 AM
*sigh* I think Bomb Man..........is DONE!  Glad to have it out of my hair.  Took me some 3+ months.  I just have to hope I don't discover some needed tweaks down the line! :P  Ice Man, here I come you cold hearted filthy bastard!  I actually feel like finishing up Dr. Wily's first castle tune, but, I may as well finish off the last robot master before I do that.
Title: Re: Megaman PCE thread
Post by: tbone3969 on 07/25/2015, 10:04 AM
Quote from: Sarumaru on 01/12/2015, 01:11 PM
Quote from: JoshTurboTrollX on 12/16/2014, 11:58 AMIn the spirit of Capcom's Fighting Street-
(https://www.pcengine-fx.com/forums/index.php?action=dlattach&topic=11230&attach=5488&image) (https://i743.photobucket.com/albums/xx80/Joshua_Jaeger/IMG_20141210_112541_zps3b88d83d.jpg)
Dis be pretti. Where can get dis ? :D
Wow.  That looks so sweet.  I wish I could get one of those.  Very Nice.  :)
Title: Re: Megaman PCE thread
Post by: TurboXray on 09/14/2015, 12:47 PM
I'm not sure if I showed this, but this was the last WIP change I had made to MM:

(?action=dlattach&topic=11230&attach=5490&image) (https://i1216.photobucket.com/albums/dd379/PCGenjin/megaman-0000.png)
(?action=dlattach&topic=11230&attach=5492&image) (https://i1216.photobucket.com/albums/dd379/PCGenjin/megaman-0001.png)
(?action=dlattach&topic=11230&attach=5494&image) (https://i1216.photobucket.com/albums/dd379/PCGenjin/megaman-0002.png)

I removed the score display, but more importantly - I added a new meter display. The green is health, and when you select a weapon the energy bar splits into two and the red side is the weapon energy. I have finished it, but below it is supposed to be a box and an icon to show which weapon is selected (MMX style). The bar is fully functional, so it's not just mockup screens. It was to do, because it's pixel plotting code. Not that I probably needed it, but the resource from removing the score display was more than adequate for the routine to work.

Anyway, all the enemies for level one are redrawn with extended colors. It takes a little bit time though, because of how I have it hacked - it has to check for every "room" of monsters (this is at the beginning of the level). So I still need to create hack tables for the other levels outside of Cutman. Probably a few full days of solid work.

Just to be clear, this project isn't cancelled. It might take me forever to finish it - but it will be a PCE-obey-fied version of Megaman when I'm done with it.

I'm also thinking of releasing the source code in intervals, as I go along. Well, for the curiously minded.



Hmm.. so slowdown is eliminated from the game simply because the PCE runs the game code faster than the NES. But these sprite hacks actually have a secondary purpose other than color enhancement; they actually speed up the game logic code because it's faster to use PCE large sprites than it is to use NES small 8x8 sprites to make larger ones. The other thing is that larger sprite cells over the native NES ones, which I've converted all sprites in the game to, also reduce the sprite flicker limit - by a huge amount! This means I can add background or foreground sprites for parallax and other similar effects. For instance in Cutman's level, I want to add scrolling clouds as a second BG layer behind the graphics. I'm also going to add a gradient sky effect via hsync. Freeing up cpu resource allows me to allocate it else where like these effects.

6 button controller support is in place already, just not functional. I'm going to assign quick weapon select for the extra buttons. Just need to receive my 6 button controller.
Title: Re: Megaman PCE thread
Post by: VenomMacbeth on 09/14/2015, 01:04 PM
Did you hack in the ability to aim up? :P

It's looking fantastic, so far.  Can't wait to see when it's done!
Title: Re: Megaman PCE thread
Post by: shubibiman on 09/14/2015, 04:32 PM
Looking great so far !
Title: Re: Megaman PCE thread
Post by: esteban on 09/14/2015, 08:17 PM
Utterly fabulous!!!!!!!
Title: Re: Megaman PCE thread
Post by: saturndual32 on 09/14/2015, 10:36 PM
Definitely one of my top 5 homebrew projects going on for retro consoles right now. All the stuff you want to improve sounds so cool!
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 09/14/2015, 10:56 PM
Sweet, parallax, here we come! 

As for me, I'm still working on Ice Man.  It's looking like it'll be a 5 minute plus song(which is also how long Bomb Man ended up being).  It might be too long, still deciding on that.  I'm currently working on a second breakdown(most levels I've done have 2 breakdowns inbetween the original tunes, & then a finale).  I've got some more composing to do for it, & perhaps a little rearranging.  I don't want this song to take as long as Bomb Man did, but, I want to do it right(though it won't be perfect ofcoarse).

So, what I've got to do is finish:
Ice Man
Dr. Wily's Castle 1
Title screen(mainly taken from MM1 GB's title screen)

I have some touch up's to do on the regular boss theme & Dr. Wily's Castle 2.  And I may add one extra mini tune for when you select Dr. Wily's level(taken from MM1 on GB).

So Bonknuts, is Frag still working on gfx?  Or someone else?
Title: Re: Megaman PCE thread
Post by: DeshDildo on 09/15/2015, 12:01 AM
I love you guys.  Just playing through the original release was great.  I love how this is coming together.  It will be amazing when completed.  Thank you for all of the hard work!
Title: Re: Megaman PCE thread
Post by: TurboXray on 09/15/2015, 01:39 AM
Sorry that the project is taking so long. It's a lot of work to dismantle the original code and put in new stuff.
 
 PD: I haven't talked with Frag in quite some time. I'm in the middle of getting my IRC stuffs setup again. Maybe he still hangs out in the old channels. He's done a lot of artwork for the enemies so far, so I've got a decent amount to work with. Sprite code work is done, I just need to make some more tables for the new sprites. I do this by hand, so it takes some time. Background replacement maps and tiles should go a lot quicker than sprites. With sprites, I had to make dual NES and PCE compatible routines - before I could remove the NES stuffs. That takes a bit of time with translation tables, alt code detection, and all. With BGs, I'm won't need to do that. So it should, in theory, go quicker.

 This hack is going to bust the SuperCD ram limit. So it's gonna be rom/flashcard, with CD audio support, or flash card with extended ram (Stupid CD 4.0, ED v2.0, etc - to load off the CD). I don't need work ram per se, just space for graphics. Unless I have it load in between levels... but that sounds like a pain.
Title: Re: Megaman PCE thread
Post by: NightWolve on 09/15/2015, 02:51 AM
Hey, he's looking more like SNES Megaman! :) You are very leet hacker.
Title: Re: Megaman PCE thread
Post by: esteban on 09/15/2015, 05:18 AM
Quote from: TurboXray on 09/15/2015, 01:39 AMThis hack is going to bust the SuperCD ram limit. So it's gonna be rom/flashcard, with CD audio support, or flash card with extended ram (Stupid CD 4.0, ED v2.0, etc - to load off the CD). I don't need work ram per se, just space for graphics. Unless I have it load in between levels... but that sounds like a pain.
When you say "pain" you are referring to your side of the table (coding), correct? :(

In the off-chance you were referring to the player's experience, I would not mind each level loading. :)

Anyway, it's great to see this project resume.
Title: Re: Megaman PCE thread
Post by: Dicer on 09/15/2015, 01:59 PM
Quote from: TurboXray on 09/15/2015, 01:39 AMThis hack is going to bust the SuperCD ram limit. So it's gonna be rom/flashcard, with CD audio support, or flash card with extended ram (Stupid CD 4.0, ED v2.0, etc - to load off the CD). I don't need work ram per se, just space for graphics. Unless I have it load in between levels... but that sounds like a pain.
Why not AC CDrom? Loading between levels seems fine, because the audio tracks will have to jump as well anyway

Limiting it to Stupid/ED 2.0 seems like shrinking an already small audience even further...
Title: Re: Megaman PCE thread
Post by: spenoza on 09/15/2015, 07:11 PM
I really like the idea of ROM with CD support. That seems the best option, because then you could choose to leave in the original music for folks who want to play on the go or without CD. It also ensures the widest possible enjoyment.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 09/20/2015, 02:45 AM
I had a thought.  Besides my soundtrack added to this, what about Rushjet1's soundtrack?  It uses the NES sound engine, however, it utilizes some of the extra chips, notably, the VRC6.  Would that be possible to hack into this?  If nothing else, maybe atleast his renditions could be redbook.  Here's what I'm talking about, I think he did a great job on these!

http://youtu.be/ZXQDpxzbJqQ

http://rushjet1.bandcamp.com/album/mega-man-remade (http://rushjet1.bandcamp.com/album/mega-man-remade)
Title: Re: Megaman PCE thread
Post by: Opethian on 09/20/2015, 11:23 AM
speaking of RUshJet his sounds of the 2A03 is legendary
Title: Re: Megaman PCE thread
Post by: esteban on 09/20/2015, 12:14 PM
Quote from: ParanoiaDragon on 09/20/2015, 02:45 AMI had a thought.  Besides my soundtrack added to this, what about Rushjet1's soundtrack?  It uses the NES sound engine, however, it utilizes some of the extra chips, notably, the VRC6.  Would that be possible to hack into this?  If nothing else, maybe atleast his renditions could be redbook.  Here's what I'm talking about, I think he did a great job on these!

http://youtu.be/ZXQDpxzbJqQ

http://rushjet1.bandcamp.com/album/mega-man-remade (http://rushjet1.bandcamp.com/album/mega-man-remade)
What a rich sound.

And in stereo.

I will offer PCE fans an a cappella rendition of entire soundtrack (I'll record it myself).
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 09/20/2015, 06:04 PM
Some of his ideas for expanding the MM1 soundtrack are similar to mine, though I tend to do more medley's with my tunes than he does.  Either way, it's a great soundtrack IMO.  Accapella sounds nice as well, maybe I'll take a stab at it! :D
Title: Re: Megaman PCE thread
Post by: esteban on 09/20/2015, 10:48 PM
Quote from: ParanoiaDragon on 09/20/2015, 06:04 PMSome of his ideas for expanding the MM1 soundtrack are similar to mine, though I tend to do more medley's with my tunes than he does.  Either way, it's a great soundtrack IMO.  Accapella sounds nice as well, maybe I'll take a stab at it! :D
I can't wait to hear your friggin' work! :)
Title: Re: Megaman PCE thread
Post by: technozombie on 09/20/2015, 11:19 PM
It's awesome to see that this is still being done. Bonknuts you are something else that's for sure.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 09/21/2015, 01:32 AM
Quote from: esteban on 09/20/2015, 10:48 PM
Quote from: ParanoiaDragon on 09/20/2015, 06:04 PMSome of his ideas for expanding the MM1 soundtrack are similar to mine, though I tend to do more medley's with my tunes than he does.  Either way, it's a great soundtrack IMO.  Accapella sounds nice as well, maybe I'll take a stab at it! :D
I can't wait to hear your friggin' work! :)
Thanks!  To be clear, when I said it's a great soundtrack IMO, I meant his, not mine.  However, I enjoy my version as well, probably my favorite still being the final boss tune/medley I mixed up for Wily himself, sometimes that song gives me goosebumps, not even sure how I pulled it off!
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 09/28/2015, 01:14 AM
Decided that Ice Man was getting out of hand, so I shortened my plan for it, so I'm nearing completion of it.  However, I'm now leaning more towards adding 3 more songs to the game.  Basically, the Wily levels only have 2 tunes.  I'm thinking of making alternate versions of each of those.  Plus, I'm thinking of having a specific boss tune for Copy Mega Man.  I wanted to base that song on tunes that are related to any kind of copy of Mega Man thruout the series, like Quint in MMII GB(which barely has a tune for him) or Copy X from MM Zero(no song seems to fit from here however).  I haven't settled on anything yet though, I might skip that one.  Either way, this will mean the soundtrack itself will obviously take longer.....but that much doper! :D

I'm not 100% sold on this, so these would probably be the last songs I do, including after I do the Title screen.  But I do have some neat ideas for them, so, I probably will do it.  If anyone has any ideas of songs that might work well with Copy Mega Man, feel free to give me suggestions!  Quint, does also appear in MMV GB, but it just uses the standard boss theme.  Still, I have that one in mind as an idea.
Title: Re: Megaman PCE thread
Post by: Windcharger on 10/01/2015, 06:56 PM
Quote from: ParanoiaDragon on 09/20/2015, 02:45 AMI had a thought.  Besides my soundtrack added to this, what about Rushjet1's soundtrack?  It uses the NES sound engine, however, it utilizes some of the extra chips, notably, the VRC6.  Would that be possible to hack into this?  If nothing else, maybe atleast his renditions could be redbook.  Here's what I'm talking about, I think he did a great job on these!

http://youtu.be/ZXQDpxzbJqQ

http://rushjet1.bandcamp.com/album/mega-man-remade (http://rushjet1.bandcamp.com/album/mega-man-remade)
Wow, this really is great.  Very impressive...
Title: Re: Megaman PCE thread
Post by: NightWolve on 10/02/2015, 12:03 AM
Quote from: ParanoiaDragon on 09/20/2015, 02:45 AMHere's what I'm talking about, I think he did a great job on these!

http://youtu.be/ZXQDpxzbJqQ
Yeah, that's a nice find, I think the title screen music is great and better than the original, but honestly, going through the stage music I found I prefer the originals somewhat more.
Title: Re: Megaman PCE thread
Post by: TurboXray on 10/02/2015, 01:19 PM
 I really need to put in a new PCE chip sound engine into the game, but converting over the sound FX too. Not a big deal, but it does mean either logging writes from the nes2pce sound emulation or learning the format of the original engine and decode the sound data.

 I have Air Zonk's engine already rebuilt as source code, so I can probably modify that for use with it. Squirrel is more powerful, but might be too resource heavy for kind of thing (squirrel+sample streaming). Dunno. I need to look at it still.

 For Air Zonk, I wrote a simple script engine to parse a text file. Though if anyone has more experience with writing script compilers, I could always use the help.

 I definitely want the use of a sample channel in the game (both for sound FX and for chiptune use). That alone is going to take up a little bit of cpu resource (interrupt driven). That's why I'm thinking of something more light on the sound engine side (narrow down the features to what's needed for this kind of game related music).

Also, I'll just leave this here: http://youtu.be/rfUajPutXHU . Dayman? Hmm.
Title: Re: Megaman PCE thread
Post by: elmer on 10/02/2015, 04:25 PM
Quote from: TurboXray on 10/02/2015, 01:19 PMFor Air Zonk, I wrote a simple script engine to parse a text file. Though if anyone has more experience with writing script compilers, I could always use the help.
Depending upon the complexity of the syntax that you want to use, I've generally found that either doing a simple CRC32 of a string to tokenize it, or using RE2C (http://re2c.org/ (http://re2c.org/)) should be enough.

Most simple scripting isn't even going to need a serious parser at all, and you can just hand-write everything.

If you really want to do a complex language, then even though the rabid Unix folks love lexx and yacc, I prefer the simplicity and debugability of a recursive-decent parser.

At that point I'd personally steer you towards Coco/R (https://en.wikipedia.org/wiki/Coco/R (https://en.wikipedia.org/wiki/Coco/R)) rather than ANTLR (https://en.wikipedia.org/wiki/ANTLR (https://en.wikipedia.org/wiki/ANTLR)).
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 10/09/2015, 04:59 AM
Finished Ice Man!  I do have a few teeny touch ups to do to it, nothing serious at all, so, it's done(which I didn't think I'd be able to do right now with my hard drive problems holding me back).  Now it's time for my mind to get in the mode for Dr. Wily's 1st Stage & thinking/obsessing on how I want to expand upon what I already composed for it well over a year ago!
Title: Re: Megaman PCE thread
Post by: TurboXray on 10/09/2015, 02:43 PM
Quote from: elmer on 10/02/2015, 04:25 PMIf you really want to do a complex language..
Haha. I don't. Thanks for the links though. Writing the parser part wasn't that back actually. But I have no math support or embedding (stuff inside brackets), or symbol support (though I do have label support). So it's bare bones. It's enough for now though, if need be.
Title: Re: Megaman PCE thread
Post by: TailChao on 10/09/2015, 04:21 PM
Quote from: TurboXray on 10/09/2015, 02:43 PM
Quote from: elmer on 10/02/2015, 04:25 PMIf you really want to do a complex language..
Haha. I don't. Thanks for the links though. Writing the parser part wasn't that back actually. But I have no math support or embedding (stuff inside brackets), or symbol support (though I do have label support). So it's bare bones. It's enough for now though, if need be.
You're always welcome to tear apart any of the SASS compilers I've written.
The one in BupBoop is likely easiest to modify, it was written last and is the most documented.
Title: Re: Megaman PCE thread
Post by: TurboXray on 10/10/2015, 12:24 AM
Quote from: TailChao on 10/09/2015, 04:21 PM
Quote from: TurboXray on 10/09/2015, 02:43 PM
Quote from: elmer on 10/02/2015, 04:25 PMIf you really want to do a complex language..
Haha. I don't. Thanks for the links though. Writing the parser part wasn't that back actually. But I have no math support or embedding (stuff inside brackets), or symbol support (though I do have label support). So it's bare bones. It's enough for now though, if need be.
You're always welcome to tear apart any of the SASS compilers I've written.
The one in BupBoop is likely easiest to modify, it was written last and is the most documented.
You realize that means me bugging you with all sorts of questions - lol.
Title: Re: Megaman PCE thread
Post by: elmer on 10/10/2015, 12:59 AM
Quote from: TurboXray on 10/10/2015, 12:24 AMYou realize that means me bugging you with all sorts of questions - lol.
Haha ... along as you stick within LALR(1), you're fine.

What you've already done in your NES-to-PCE work is years beyond what you're going to be asked to do going through CompSci courses.

You're going to hit all this stuff, and it's not that crazy.

At least until you contemplate C++ (created by a fraking academic) that's totally un-parsable without a complete knowledge of the language implementation and the precise current-state understanding of exactly what has gone before.

C++ breaks just-about-every maxim of sensible language design.  ](*,)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 10/27/2015, 08:00 PM
Slight update.  Despite my PC problems, I have been able to work on Dr. Wily's 1st castle tune ideas.  I have an outline now for the entire song & how I want to go about it.  It'll be a 4+ minute song from what I can tell, & the plan I have sounds dope, so, when I have time, I'm gonna start putting it together proper.  I'll probably wait till I get my Windows disk in the mail to (hopefully) re-install W7 fresh & get my PC back in order.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 12/07/2015, 03:34 AM
Another update, I'm still working on Wily, I'm trying to keep it dark sounding, but there's a few things I'm working on that have a tendency to sound too happy for the occasion.  So, that's been slowing me down.  That is all. :)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/13/2016, 04:41 AM
I'm working on the finale of the first Wily Castle!  After that, just some adjusting of levels on drums n' such & that'll finish this tune!
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/19/2016, 11:13 PM
Dr. Wily's Castle 1 is done!  I think I'll start working on Dr. Wily's Castle 2 next, which as stated before, will be partially be based on the Wily Castle 1, but the rest is built on a different Wily tune from the series.
Title: Re: Megaman PCE thread
Post by: esteban on 01/20/2016, 08:09 PM
Please sneak a Legendary Wings song into the PCE Megaman soundtrack.

Thank you.


:)
Title: Re: Megaman PCE thread
Post by: HailingTheThings on 01/21/2016, 12:58 AM
Quote from: esteban on 01/20/2016, 08:09 PMPlease sneak a Legendary Wings Bucky O'Hare song into the PCE Megaman soundtrack.

Thank you.


:)
Fixed. :3
Title: Re: Megaman PCE thread
Post by: esteban on 01/21/2016, 01:01 AM
Quote from: HailingTheThings on 01/21/2016, 12:58 AM
Quote from: esteban on 01/20/2016, 08:09 PMPlease sneak a Legendary Wings Bucky O'Hare song into the PCE Megaman soundtrack.

Thank you.


:)
Fixed. :3
Wasn't there another person here obsessed with Bucky O'Hare?

Don't worry, Paranoia will find a way to incorporate Legendary Wings. :)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/21/2016, 03:21 AM
Correction, I'm going to scrap my soundtrack for MM, & remake the NES Back to the Future soundtrack, & THAT is what will play during the entirety of Mega Man CD, enjoy!

If anything, I'd love to do tunes for the NES Legendary Wings, but have the game use the graphics from the arcade.
Title: Re: Megaman PCE thread
Post by: HailingTheThings on 01/22/2016, 01:11 AM
Quote from: esteban on 01/21/2016, 01:01 AM
Quote from: HailingTheThings on 01/21/2016, 12:58 AM
Quote from: esteban on 01/20/2016, 08:09 PMPlease sneak a Legendary Wings Bucky O'Hare song into the PCE Megaman soundtrack.

Thank you.


:)
Fixed. :3
Wasn't there another person here obsessed with Bucky O'Hare?

Don't worry, Paranoia will find a way to incorporate Legendary Wings. :)
Yes, there was. He had a "Critters" pic for an avatar, I forget names sometimes... ummm F**k, I can't remember.... oh yeah, it was MrFlutterPie.

*pretends he didn't have to go searching for 2 minutes to figure it out.*
Title: Megaman PCE thread
Post by: esteban on 01/22/2016, 07:49 PM
^ Ha! That sounds familiar. I'm horrible keeping info in my brain, too. :)

Well, my brain is already filled with nonsense and tripe. Not much free space.
Title: Re: Megaman PCE thread
Post by: OldMan on 01/22/2016, 07:52 PM
Quotemy brain is already filled with nonsense and tripe. Not much free space.
Mine too. I'm waiting on a brain defrag routine, to squeeze out those last bits... :)
Title: Re: Megaman PCE thread
Post by: esteban on 01/22/2016, 07:57 PM
Quote from: TheOldMan on 01/22/2016, 07:52 PM
Quotemy brain is already filled with nonsense and tripe. Not much free space.
Mine too. I'm waiting on a brain defrag routine, to squeeze out those last bits... :)
Jahahajajaha.  Exactly. We are going to see how much performance we can get out of old hardware.
Title: Re: Megaman PCE thread
Post by: HailingTheThings on 01/23/2016, 12:00 AM
If only I could get rid of some of the useless shit in my head. Its amazing what still takes up space.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/23/2016, 02:01 AM
Quote from: HailingTheThings on 01/23/2016, 12:00 AMIf only I could get rid of some of the useless shit in my head. Its amazing what still takes up space.
Ugh, you & me both, sometimes I feel like I need a lobotomy to get rid of the stuff that I wish to forget!
Title: Re: Megaman PCE thread
Post by: HailingTheThings on 01/23/2016, 06:34 PM
Quote from: ParanoiaDragon on 01/23/2016, 02:01 AM
Quote from: HailingTheThings on 01/23/2016, 12:00 AMIf only I could get rid of some of the useless shit in my head. Its amazing what still takes up space.
Ugh, you & me both, sometimes I feel like I need a lobotomy to get rid of the stuff that I wish to forget!
Hmm yes, hmm yes. lol
Title: Re: Megaman PCE thread
Post by: esteban on 01/23/2016, 06:39 PM
Quote from: HailingTheThings on 01/23/2016, 06:34 PM
Quote from: ParanoiaDragon on 01/23/2016, 02:01 AM
Quote from: HailingTheThings on 01/23/2016, 12:00 AMIf only I could get rid of some of the useless shit in my head. Its amazing what still takes up space.
Ugh, you & me both, sometimes I feel like I need a lobotomy to get rid of the stuff that I wish to forget!
Hmm yes, hmm yes. lol
BACK ON TOPIC: I still have Mega Man 1-3 tunes permanently burned in my brain because I played those games a billion times, back in the day. This is actually a BAD thing, because I over listened to them and have become sorta "numb" to them after a short time.

This same sort of thing happens to any music I have been overexposed to. Sad. :(
Title: Re: Megaman PCE thread
Post by: HailingTheThings on 01/23/2016, 07:40 PM
Quote from: esteban on 01/23/2016, 06:39 PM
Quote from: HailingTheThings on 01/23/2016, 06:34 PM
Quote from: ParanoiaDragon on 01/23/2016, 02:01 AM
Quote from: HailingTheThings on 01/23/2016, 12:00 AMIf only I could get rid of some of the useless shit in my head. Its amazing what still takes up space.
Ugh, you & me both, sometimes I feel like I need a lobotomy to get rid of the stuff that I wish to forget!
Hmm yes, hmm yes. lol
BACK ON TOPIC: I still have Mega Man 1-3 tunes permanently burned in my brain because I played those games a billion times, back in the day. This is actually a BAD thing, because I over listened to them and have become sorta "numb" to them after a short time.

This same sort of thing happens to any music I have been overexposed to. Sad. :(
If only there was a way to forget, like legitimately forget, the best songs, no, the best albums ever. Only to experience them for the first time again.
Title: Re: Megaman PCE thread
Post by: spenoza on 01/23/2016, 11:36 PM
Putting them away for a while (a few months, or even a few years) can really help. You listen and they sound familiar, but a bit better, until there's just a particular moment in the music and you just swoon. Then it's all good.
Title: Re: Megaman PCE thread
Post by: HailingTheThings on 01/24/2016, 12:02 AM
Quote from: guest on 01/23/2016, 11:36 PMPutting them away for a while (a few months, or even a few years) can really help. You listen and they sound familiar, but a bit better, until there's just a particular moment in the music and you just swoon. Then it's all good.
I've down done that with quite a bit of music, it is pretty wow, but nothing beats listening to something great for that very first time. <3
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/24/2016, 01:55 AM
Quote from: esteban on 01/23/2016, 06:39 PM
Quote from: HailingTheThings on 01/23/2016, 06:34 PM
Quote from: ParanoiaDragon on 01/23/2016, 02:01 AM
Quote from: HailingTheThings on 01/23/2016, 12:00 AMIf only I could get rid of some of the useless shit in my head. Its amazing what still takes up space.
Ugh, you & me both, sometimes I feel like I need a lobotomy to get rid of the stuff that I wish to forget!
Hmm yes, hmm yes. lol
BACK ON TOPIC: I still have Mega Man 1-3 tunes permanently burned in my brain because I played those games a billion times, back in the day. This is actually a BAD thing, because I over listened to them and have become sorta "numb" to them after a short time.

This same sort of thing happens to any music I have been overexposed to. Sad. :(
Well, hopefully my MM soundtrack will give you a needed shot in the arm to invigorate you're love for the original, or at least I hope it does.  I'm sure there'll be people that don't like it, but I hope the majority will enjoy it.
Title: Megaman PCE thread
Post by: esteban on 01/25/2016, 03:04 AM
Quote from: ParanoiaDragon on 01/24/2016, 01:55 AM
Quote from: esteban on 01/23/2016, 06:39 PM
Quote from: HailingTheThings on 01/23/2016, 06:34 PM
Quote from: ParanoiaDragon on 01/23/2016, 02:01 AM
Quote from: HailingTheThings on 01/23/2016, 12:00 AMIf only I could get rid of some of the useless shit in my head. Its amazing what still takes up space.
Ugh, you & me both, sometimes I feel like I need a lobotomy to get rid of the stuff that I wish to forget!
Hmm yes, hmm yes. lol
BACK ON TOPIC: I still have Mega Man 1-3 tunes permanently burned in my brain because I played those games a billion times, back in the day. This is actually a BAD thing, because I over listened to them and have become sorta "numb" to them after a short time.

This same sort of thing happens to any music I have been overexposed to. Sad. :(
Well, hopefully my MM soundtrack will give you a needed shot in the arm to invigorate you're love for the original, or at least I hope it does.  I'm sure there'll be people that don't like it, but I hope the majority will enjoy it.
This is precisely why I am looking forward to your soundtrack! :)

It's also why I wish I could magically select an "alternate" soundtrack for chiptunes (as you know, creating an alternative Red Book soundtrack is possible...not that I have done it often)...but simply knowing it is possible makes my soul happy...for example, many years ago, I played Ys I & II with an alternate soundtrack...Darkman had simply swapped in some arrangements from Falcom's "Ys Perfect Collection"...that was awesome.

:)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/25/2016, 03:43 AM
Yeah, one of my fav Ys 1 & 2 ost's is from Chronicles, love it, maybe strangely more so then the Turbob edition! Here it is if you ever want to listen to it, some of it just downright gives me flippin' goosebumps!
http://youtu.be/8Z5nH0PWMpI&list=PL044D7ABC2B744027

On another note, while coming up for ideas for 1 of my extra Wily castle tunes(for Wily Castle 2), I found this, pretty cool rendition of Mighty Obstacle from Ys 6, but made to sound like Mega Man X!
http://youtu.be/QqmH5P65890
Title: Re: Megaman PCE thread
Post by: the haze on 01/25/2016, 05:25 AM
Quote...for example, many years ago, I played Ys I & II with an alternate soundtrack...Darkman had simply swapped in some arrangements from Falcom's "Ys Perfect Collection"...that was awesome.

:)
I am glad you enjoyed it.  :mrgreen:  I totally didn't see this until AFTER I posted this thread.  :shock:
https://www.pcengine-fx.com/forums/index.php?topic=20440.0 (https://www.pcengine-fx.com/forums/index.php?topic=20440.0)

Funny the sudden interest or memory of this project, however vague makes me happy.  :lol:
Title: Re: Megaman PCE thread
Post by: NightWolve on 01/29/2016, 01:38 AM
Quote from: ParanoiaDragon on 01/25/2016, 03:43 AMYeah, one of my fav Ys 1 & 2 ost's is from Chronicles, love it, maybe strangely more so then the Turbob edition! Here it is if you ever want to listen to it, some of it just downright gives me flippin' goosebumps!
http://youtu.be/8Z5nH0PWMpI&list=PL044D7ABC2B744027
Some of them are interesting, but Turbob edition still whips this OST's butt overall. ;)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 07/18/2016, 02:20 AM
I am, ever so slowly, working on that remixed tune for the 2nd Wily level.  It's pretty dope sounding, but still got a ways to go sadly.  Lack of time & energy, & the song itself being complicated.  Plus, I'm doing fake guitars in it, trying to make it as real sounding as possible!
Title: Re: Megaman PCE thread
Post by: esteban on 07/18/2016, 07:20 AM
Quote from: ParanoiaDragon on 07/18/2016, 02:20 AMI am, ever so slowly, working on that remixed tune for the 2nd Wily level.  It's pretty dope sounding, but still got a ways to go sadly.  Lack of time & energy, & the song itself being complicated.  Plus, I'm doing fake guitars in it, trying to make it as real sounding as possible!
Forget about guitars....just have crazy, in-your-face fake slap-bass in the song and I'll be happy.

:)

The *slappiest* of slap-bass.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 07/19/2016, 03:38 AM
Actually, I have some slap bass in Gutman's theme! :)
Title: Re: Megaman PCE thread
Post by: esteban on 07/19/2016, 06:13 AM
Quote from: ParanoiaDragon on 07/19/2016, 03:38 AMActually, I have some slap bass in Gutman's theme! :)
This is why I love you. :)
Title: Re: Megaman PCE thread
Post by: sanjo on 10/09/2016, 05:48 AM
Quote from: TurboXray on 02/27/2012, 11:59 PMYeah, the goal is to upgrade the graphics. Like I stated in the other thread, PCE sprite ability is already hacked into the emulation code in a WIP build. Allows one to upgrade sprites as they go, yet leave other sprites as is until they're ready. A mixture of NES sprites and PCE sprites (sounds simple, but is has to handled via video emulation and the original game engine). The tiles will be upgraded in a similar way. It won't have the full power of the PCE, but it'll be more than the NES emulation as is. CDDA track code is in the WIP build as well. ADPCM code is next. And probably a simple but new PCE sound engine (I have a few lying around), if you can find someone to redo the tracks in a more PCE PSG spec'd format.
I'm the new guy here and I think what you are doing is super cool. Played Megaman to death when I was a kid and even joined Capcom's Megaman club ($30 and all you got was a poster and some inside info on MM4)..

What about using the sprites from the Genesis/MD version? I thought they were nice. The only let down of the Genny remake was the speed and especially, the music.  But if you made it a CD based game like the MM1 conversion, I'm sure there's a ton of nice remade songs out there you can use?

on the subject of capcom, I'd love to see a PCE version of Area 88 / UN Squadron :)
Title: Re: Megaman PCE thread
Post by: tjsnh on 11/07/2016, 10:13 AM
I saw a youtube vid about this but haven't been able to find a download.
Any links?
Title: Re: Megaman PCE thread
Post by: Bernie on 11/07/2016, 01:03 PM
I will pm you.
Title: Re: Megaman PCE thread
Post by: TurboXray on 11/07/2016, 04:46 PM
As far as the upgraded version of Megaman 1 (graphics and colors), I don't think I'm going to finish this project. I do want to finish Cutman's level and that will probably be it. A teaser of what can be done for nes2pce stuffs when upgraded with additional PCE features. That said, I'm going to release the source code for the whole thing. I really doubt anyone will pick this up and continue it, but you never know. I really need to go in and document a lot of stuff first, though. And that's going to take some time.

 The reason why I don't want to put anymore time into this, is because me time is very limited. I mean, it just keeps getting more limited as I progress in school. How Arkhan was able to fit his games into his school schedule is beyond me, but totally much respect to him for being able to pull it off. So that said, I really want to focus on original stuff. I realize at this point full games are probably out of my reach/scope as far as investments, but I really do like the 1-2 stage games out there like time-attack shmups and such, just not limited to shmups. That way I can get to do all the things I've always wanted, and genres I like, without an exponential investment on my part.

 Anyway, for the upgraded Cutman level; all the sprites except the Boss are upgraded. I just need to write a back end script/service for sprite layers and upgrade the BG graphics. I'm hoping to do this over winter break.

 Also, this winter, with the help of elmer's expanded system card for TED (512k ram), I'll release a CD version of MM2 with CD sound track like I did with MM1. That was pretty easy to do in MM1, so it should be the same with MM2.

 I actually had a WIP of Castlevania nes2pce that had CD sound tracks. It had a bug that I never tracked down. I should probably add that to the list. The whole thing about the CD sound track, is so anyone can make their own personal sound tracks. I dunno. Being able to personalize games like that seemed like a cool idea.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 11/08/2016, 01:26 AM
Bummer.  Though I do know about not having me time.  I think I'm finally getting back to the point of having some, so I will be continuing work on my version of the Mega Man soundtrack.  Since I have a few extra songs to be added(most notably, the Dr. Wily levels will have 3 extra tunes), I hope you'll be willing to do some re-programming of the cd seek track routines for my extra songs........I hope I hope I hope! :)
Title: Megaman PCE thread
Post by: esteban on 11/08/2016, 05:10 AM
Quote from: TurboXray on 11/07/2016, 04:46 PMI actually had a WIP of Castlevania nes2pce that had CD sound tracks. It had a bug that I never tracked down. I should probably add that to the list. The whole thing about the CD sound track, is so anyone can make their own personal sound tracks. I dunno. Being able to personalize games like that seemed like a cool idea.
Absolutely! I think it is a wonderful option, rich with possibilities.

:)

Also, I am praying at TurboShrine as I type this. You *will* win the lottery and become financially secure by the end of the current eon.

Free time approaching!

:)




Quote from: ParanoiaDragon on 11/08/2016, 01:26 AMBummer.  Though I do know about not having me time.  I think I'm finally getting back to the point of having some, so I will be continuing work on my version of the Mega Man soundtrack.  Since I have a few extra songs to be added(most notably, the Dr. Wily levels will have 3 extra tunes), I hope you'll be willing to do some re-programming of the cd seek track routines for my extra songs........I hope I hope I hope! :)
He will. I dreamt it will happen.

However, all three of us might be active members of AARP when it happens.
Title: Megaman PCE thread
Post by: esteban on 11/08/2016, 05:17 AM
...
Title: Re: Megaman PCE thread
Post by: FraGMarE on 11/11/2016, 12:25 AM
Bonknuts, let me know if you need any new pixel art cooked up for this.  :)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 11/11/2016, 02:03 AM
Hell yeah, Frag is back!!!
Title: Re: Megaman PCE thread
Post by: esteban on 11/11/2016, 06:01 AM
Quote from: ParanoiaDragon on 11/11/2016, 02:03 AMHell yeah, Frag is back!!!
HOLY SHITE!
Title: Re: Megaman PCE thread
Post by: FraGMarE on 11/11/2016, 08:42 PM
Lol, hey guys.

I remember doing the Megaman sprite and the background tiles for the Cutman level a few years back.  Always wanted to see something come of it  :)  IIRC, I never drew the enemies or boss sprite
Title: Re: Megaman PCE thread
Post by: TurboXray on 11/11/2016, 09:18 PM
Hey Frag!

 Yeah, I don't have any updated graphics for the Cutman boss. I did a lot of hacking to get those graphics to work in Cutmans levels, so I definitely want to see that stage finished.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 11/12/2016, 01:11 AM
Quote from: fragmare on 11/11/2016, 08:42 PMLol, hey guys.

I remember doing the Megaman sprite and the background tiles for the Cutman level a few years back.  Always wanted to see something come of it  :)  IIRC, I never drew the enemies or boss sprite
As do I!  I'm still working on a soundtrack, just have had little "me" time in the last several months, but I plan on getting it going again soon.
Title: Re: Megaman PCE thread
Post by: FraGMarE on 11/12/2016, 02:40 AM
Quote from: TurboXray on 11/11/2016, 09:18 PMHey Frag!

 Yeah, I don't have any updated graphics for the Cutman boss. I did a lot of hacking to get those graphics to work in Cutmans levels, so I definitely want to see that stage finished.
Is that all that's left?  the boss sprite being reworked?  Looking back through my folder I did quite a few enemies, the bg tiles, and, of course, the custom Megaman sprite
Title: Re: Megaman PCE thread
Post by: esteban on 11/12/2016, 03:46 AM
Quote from: fragmare on 11/12/2016, 02:40 AM
Quote from: TurboXray on 11/11/2016, 09:18 PMHey Frag!

 Yeah, I don't have any updated graphics for the Cutman boss. I did a lot of hacking to get those graphics to work in Cutmans levels, so I definitely want to see that stage finished.
Is that all that's left?  the boss sprite being reworked?  Looking back through my folder I did quite a few enemies, the bg tiles, and, of course, the custom Megaman sprite
I see momentum building!

:)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 11/12/2016, 06:06 PM
Quote from: esteban on 11/12/2016, 03:46 AM
Quote from: fragmare on 11/12/2016, 02:40 AM
Quote from: TurboXray on 11/11/2016, 09:18 PMHey Frag!

 Yeah, I don't have any updated graphics for the Cutman boss. I did a lot of hacking to get those graphics to work in Cutmans levels, so I definitely want to see that stage finished.
Is that all that's left?  the boss sprite being reworked?  Looking back through my folder I did quite a few enemies, the bg tiles, and, of course, the custom Megaman sprite
I see momentum building!

:)
Thomas the PC Engine is gaining steam!  And boy, is it STEAMY! :)
Title: Re: Megaman PCE thread
Post by: vacantplanets on 11/23/2016, 09:23 PM
Quote from: TurboXray on 11/07/2016, 04:46 PMAlso, this winter, with the help of elmer's expanded system card for TED (512k ram), I'll release a CD version of MM2 with CD sound track like I did with MM1. That was pretty easy to do in MM1, so it should be the same with MM2.

 I actually had a WIP of Castlevania nes2pce that had CD sound tracks. It had a bug that I never tracked down. I should probably add that to the list. The whole thing about the CD sound track, is so anyone can make their own personal sound tracks. I dunno. Being able to personalize games like that seemed like a cool idea.
Man, I can't believe I'm reading this. I can't wait! :D

Here's your MM2 soundtrack: http://youtu.be/FDJVFA-HEMQ

I can also find a Castlevania soundtrack when the time comes for it.
Title: Re: Megaman PCE thread
Post by: TurboXray on 11/23/2016, 09:49 PM
Quote from: fragmare on 11/12/2016, 02:40 AM
Quote from: TurboXray on 11/11/2016, 09:18 PMHey Frag!

 Yeah, I don't have any updated graphics for the Cutman boss. I did a lot of hacking to get those graphics to work in Cutmans levels, so I definitely want to see that stage finished.
Is that all that's left?  the boss sprite being reworked?  Looking back through my folder I did quite a few enemies, the bg tiles, and, of course, the custom Megaman sprite
I need to finish out this semester. We should talk during winter break (starting December). That's the only free time I have.
Title: Re: Megaman PCE thread
Post by: TurboXray on 11/23/2016, 09:50 PM
Quote from: vacantplanets on 11/23/2016, 09:23 PM
Quote from: TurboXray on 11/07/2016, 04:46 PMAlso, this winter, with the help of elmer's expanded system card for TED (512k ram), I'll release a CD version of MM2 with CD sound track like I did with MM1. That was pretty easy to do in MM1, so it should be the same with MM2.

 I actually had a WIP of Castlevania nes2pce that had CD sound tracks. It had a bug that I never tracked down. I should probably add that to the list. The whole thing about the CD sound track, is so anyone can make their own personal sound tracks. I dunno. Being able to personalize games like that seemed like a cool idea.
Man, I can't believe I'm reading this. I can't wait! :D

Here's your MM2 soundtrack: http://youtu.be/FDJVFA-HEMQ

I can also find a Castlevania soundtrack when the time comes for it.
Thanks for the link! Gonna have to get that album from his bandcamp link.
Title: Re: Megaman PCE thread
Post by: vacantplanets on 11/27/2016, 06:18 PM
No problem. Here's another MM2 soundtrack for the people who want a version that's less metal. http://youtu.be/JJUcZew1HfI
Title: Re: Megaman PCE thread
Post by: FraGMarE on 12/23/2016, 02:40 PM
Bonknuts, check your pm.  I sent you a couple frames for the Cutman sprite I am working on a while back.  Let me know what you think of the pixel sauce.  :)
Title: Re: Megaman PCE thread
Post by: TurboXray on 12/23/2016, 04:37 PM
PM sent.
Title: Re: Megaman PCE thread
Post by: FraGMarE on 12/30/2016, 07:03 AM
Bump.  Bonknuts, check your PM again.  :)  MMerry Christmas!
Title: Re: Megaman PCE thread
Post by: elmer on 01/04/2017, 07:04 PM
I couldn't see this mentioned earlier in the thread, and I apologize if it's old news.

I've been going through a couple of threads on the Deflemask forum, looking for PCE tunes to download to test on Huzak, and I came across this 2-year-old complete Deflemask MM1 soundtrack for the PCE ...

http://www.deflemask.com/forum/show-off-your-work/cover-game-music-on-a-different-system/msg1934/#msg1934

It sounds good to me, but I really don't know the game well.

What do you MM1 fans think, is it any good?
Title: Re: Megaman PCE thread
Post by: FraGMarE on 01/05/2017, 11:16 AM
Hey, this is pretty rockin!  They're completely remastered into 6 tracks, not just translated straight from the NES, so the extra depth is nice!  :)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/06/2017, 02:53 AM
I hope i can get myself back to working on this soundtrack, but, currently having PC problems.  A guy from my wife's work who works in IT is going to try to get me up & running.  Then, to motivate myself, I plan on remaking the Bonk 3 CD soundtrack to sound more like souped up versions of the 1st 2 games.  From there, I should have about 5 songs to finish including the Title Screen from the GB version.
Title: Re: Megaman PCE thread
Post by: FraGMarE on 01/06/2017, 12:11 PM
Quote from: ParanoiaDragon on 01/06/2017, 02:53 AMI hope i can get myself back to working on this soundtrack, but, currently having PC problems.  A guy from my wife's work who works in IT is going to try to get me up & running.  Then, to motivate myself, I plan on remaking the Bonk 3 CD soundtrack to sound more like souped up versions of the 1st 2 games.  From there, I should have about 5 songs to finish including the Title Screen from the GB version.
Chop chop.  I recently turned in my boss sprite assignment.  lol :P
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 01/06/2017, 12:51 PM
Not saying Paranoia's music sucks, but, since this is a free game, why not use the Miniboss's Megaman 2 tunes where available ?

Megaman 2s music has so many rediddles that are available.

Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/07/2017, 02:51 AM
Quote from: guest on 01/06/2017, 12:51 PMNot saying Paranoia's music sucks, but, since this is a free game, why not use the Miniboss's Megaman 2 tunes where available ?

Megaman 2s music has so many rediddles that are available.
True dat, however, you ARE saying my music sucks! :D  No but seriously though, this is a soundtrack I dreamed of doing since I was a kid.  Especially Cutman, always wanted a Mariachi band version!  LOL.  I've added a few more songs to the roster however, including a Final Boss theme, based on 4 different Wily related tunes, with the meat of the track being a recreation of MM9's Wiley Machine tune.  Also am doing 2 extra tracks for the Wily levels 2 & 4.  Mainly remixed versions of the original tracks, but with other MM stuffs mixed in to give them a different sound.

It'll probably still take me a bit to get to finishing this sadly(2016 was a bit of a hellish year for me), but I'm going to continue doing it. I'm sure Frag will pass me up on completion!  So, if need be, other tunes can be put in place till I finish mine.
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 01/07/2017, 03:00 AM
are you going to go with the obvious metal renditions, or do weirder shit?
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/09/2017, 01:34 AM
Nope, no metal.  The only song I'm doing that's close to metal would be the alternate version of Dr.Wily Castle 1(which will play on the 2nd Castle level).  I have some guitar in Iceman.  Might put some guitar in the Title Screen, not sure, haven't worked on that one at all yet.

Cutman has alot of trumpets & castanets, various songs have violins.  All the songs are mixed with other related songs.  For instance, I mixed several versions of Cutman's theme, as well as some other latin based or blade based MM tunes from thruout the entire series.  Bombman was the hardest to find tunes that were similar either in theme, or sound.  He didn't appear in the GB game, or MM Soccer.  I ended up taking some stuff from Burstman as well as any song from the series that is set in a city, since that's the main thing I think of with his level.

I'm almost tempted to set up a youtube account or something & upload all the songs that are finished.  Was wanting to hold back till it was 100% done originally.
Title: Re: Megaman PCE thread
Post by: esteban on 01/11/2017, 04:41 PM
Quote from: ParanoiaDragon on 01/09/2017, 01:34 AMNope, no metal.  The only song I'm doing that's close to metal would be the alternate version of Dr.Wily Castle 1(which will play on the 2nd Castle level).  I have some guitar in Iceman.  Might put some guitar in the Title Screen, not sure, haven't worked on that one at all yet.

Cutman has alot of trumpets & castanets, various songs have violins.  All the songs are mixed with other related songs.  For instance, I mixed several versions of Cutman's theme, as well as some other latin based or blade based MM tunes from thruout the entire series.  Bombman was the hardest to find tunes that were similar either in theme, or sound.  He didn't appear in the GB game, or MM Soccer.  I ended up taking some stuff from Burstman as well as any song from the series that is set in a city, since that's the main thing I think of with his level.

I'm almost tempted to set up a youtube account or something & upload all the songs that are finished.  Was wanting to hold back till it was 100% done originally.
Hey!

Release a song every day over a period of _____ days.

Or 1-2 songs a week over ___ months.

:)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/15/2017, 12:35 AM
Fine, so be it!  :D  Here's Cutman, might tweak the bassline to sound a little rougher, otherwise it's done.  Like all my Mega Man tunes, it is based on several versions of Cutmans theme, including the NGPC version of Rockman Power Battles, along with other songs from the entire MM series that I felt would fit in.  From Battle Network(of which I never got into) to Legends to ZX, etc., I utilized themes from the whole series, as long as it wasn't from MM 2-6......just incase I ever ended up doing the other NES MM soundtracks.

http://soundcloud.com/user-826236355/03-cutman/s-q6wgl
Title: Megaman PCE thread
Post by: esteban on 01/15/2017, 07:42 AM
Quote from: ParanoiaDragon on 01/15/2017, 12:35 AMFine, so be it!  :D  Here's Cutman, might tweak the bassline to sound a little rougher, otherwise it's done.  Like all my Mega Man tunes, it is based on several versions of Cutmans theme, including the NGPC version of Rockman Power Battles, along with other songs from the entire MM series that I felt would fit in.  From Battle Network(of which I never got into) to Legends to ZX, etc., I utilized themes from the whole series, as long as it wasn't from MM 2-6......just incase I ever ended up doing the other NES MM soundtracks.

http://soundcloud.com/user-826236355/03-cutman/s-q6wgl
Comrade, I am enjoying Cutman (of course, you have to make the track PUBLIC, I can't find anything to listen to, so I am pretending).

Of course, once you make the song available, I look forward to MOAR.

SOON.

MOAR.

Thank you.

:)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/15/2017, 05:29 PM
Dang, I thought as long as I provided the link, anyone could open the link, but it wouldn't be searchable normally.  It's public now....so the link should...in theory....work! :D

Cutman
http://soundcloud.com/user-826236355/03-cutman

contains elements from:

Cutman from MM Wily Wars https://youtu.be/v7dI4lTkJW4&list=PLC569F73BB735B434&index=5

Cutman from MM for Gameboy https://youtu.be/yrRv-fJRTSc&index=3&list=PL7D42BC8F755A004D

Cutfield for MM Soccer https://youtu.be/9QnSDrj4w3Y&index=9&list=PLTsYlqVy0U-SJZW_q9dUELc3bKfxxtMD5

Blademan from MM 10 https://youtu.be/0UQwNGOwVP4&index=6&list=PL1B9F92E8839A0152

Cutman from MM Power Fighters Arcade https://youtu.be/stBOM65AIq4&list=PLXRkwGvXTai4TUuNDgAmRgCMfzl2tY9MB&index=13

Cutman from MM Battle & Power Fighters for Neo Geo Pocket Color https://youtu.be/RpoKwWvCspw&index=3&list=PLRvbYGzPJg4OKtCKAz4EDCP9ZNGfg_wYB

Cutman from MM:The Puzzle Battle https://youtu.be/BU6nanIqh4Q&list=PLzi9JZ6mLR8lLKBBew9aeo_nuOgg040l5&index=3

Fokkerwolf! from Mega Man Legends https://youtu.be/ze2rKSkaW0A&index=53&list=PL1muB85JLGI-NncsBwBoh-rySF1D04Vnw
Title: Re: Megaman PCE thread
Post by: esteban on 01/15/2017, 07:08 PM
Quote from: ParanoiaDragon on 01/15/2017, 05:29 PMDang, I thought as long as I provided, anyone could open the link, but it wouldn't be searchable normally.  It's public now....so the link should...in theory....work! :D

http://soundcloud.com/user-826236355/03-cutman
I friggin' love it.

:)

I couldn't just play it once. Had to listen on repeat a few times.

Their is a light cheeriness to this they I really like (and I usually hate light cheeriness!).

Plus, call me crazy, but their is a slight "Telenet House Band" flavor to this. Maybe it's the horn lead...
Title: Re: Megaman PCE thread
Post by: spenoza on 01/15/2017, 08:42 PM
The timing of one of the key note progressions is different and it's screwing with my head. I like the rest of it, but that one bit is killing me!
Title: Re: Megaman PCE thread
Post by: jperryss on 01/15/2017, 09:08 PM
Quote from: guest on 01/15/2017, 08:42 PMThe timing of one of the key note progressions is different and it's screwing with my head. I like the rest of it, but that one bit is killing me!
It is. The horn notes start just a bit too early each time. The mix is awesome but that part is disorienting.
Title: Re: Megaman PCE thread
Post by: TurboXray on 01/15/2017, 09:25 PM
Quote from: ParanoiaDragon on 01/15/2017, 05:29 PMDang, I thought as long as I provided, anyone could open the link, but it wouldn't be searchable normally.  It's public now....so the link should...in theory....work! :D

http://soundcloud.com/user-826236355/03-cutman
Nice!
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/15/2017, 11:28 PM
Quote from: esteban on 01/15/2017, 07:08 PM
Quote from: ParanoiaDragon on 01/15/2017, 05:29 PMDang, I thought as long as I provided, anyone could open the link, but it wouldn't be searchable normally.  It's public now....so the link should...in theory....work! :D

http://soundcloud.com/user-826236355/03-cutman
Plus, call me crazy, but their is a slight "Telenet House Band" flavor to this. Maybe it's the horn lead...
Sweet!  Yeah, there's probably some Telenet in this & other songs I've done.

Quote from: jperryss on 01/15/2017, 09:08 PM
Quote from: guest on 01/15/2017, 08:42 PMThe timing of one of the key note progressions is different and it's screwing with my head. I like the rest of it, but that one bit is killing me!
It is. The horn notes start just a bit too early each time. The mix is awesome but that part is disorienting.
Can you point out where it seems off?  This & Iceman's melody were difficult, since the original songs have the notes being slightly offbeat.  I tried to stay as faithful as possible.  I'm assuming  you guys mean the melody, not the chorus??  Otherwise I'm not sure where it could seem off.

Glad you like it Tom, I thought I showed this one to you a couple years ago.  I know I sent you a few of them.
Title: Re: Megaman PCE thread
Post by: spenoza on 01/16/2017, 08:07 AM
The lead cuts in too quickly, I think. It feels like it ends up between beats.
Title: Re: Megaman PCE thread
Post by: jperryss on 01/16/2017, 09:09 AM
I'm terrible at explaining but I think 'redacted' said it well: The 7 horn notes that make up the lead and play for the first time at 0:04 sound like they start maybe 1 or 1/2 beat too early each time.
Title: Re: Megaman PCE thread
Post by: NecroPhile on 01/16/2017, 09:18 AM
Cool tune, man.  I'm digging it.  :mrgreen:
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 01/16/2017, 09:28 AM
Quote from: jperryss on 01/16/2017, 09:09 AMI'm terrible at explaining but I think Spenoza said it well. The 7 horn notes that make up the lead and play for the first time at 0:04 sound like they start maybe 1 or 1/2 beat too early each time.
It's not so much that they start early, I think it's that the rhythm is not exactly the same as the original, so it sounds off.



Title: Re: Megaman PCE thread
Post by: spenoza on 01/16/2017, 09:51 AM
Quote from: Psycho Arkhan on 01/16/2017, 09:28 AM
Quote from: jperryss on 01/16/2017, 09:09 AMI'm terrible at explaining but I think Spenoza said it well. The 7 horn notes that make up the lead and play for the first time at 0:04 sound like they start maybe 1 or 1/2 beat too early each time.
It's not so much that they start early, I think it's that the rhythm is not exactly the same as the original, so it sounds off.
If it sounds off it is off. In the original that 7-note run starts on a down beat. In this one it doesn't. The core rhythm isn't so different.
Title: Re: Megaman PCE thread
Post by: Arkhan Asylum on 01/16/2017, 10:06 AM
Quote from: guest on 01/16/2017, 09:51 AM
Quote from: Psycho Arkhan on 01/16/2017, 09:28 AM
Quote from: jperryss on 01/16/2017, 09:09 AMI'm terrible at explaining but I think Spenoza said it well. The 7 horn notes that make up the lead and play for the first time at 0:04 sound like they start maybe 1 or 1/2 beat too early each time.
It's not so much that they start early, I think it's that the rhythm is not exactly the same as the original, so it sounds off.
If it sounds off it is off. In the original that 7-note run starts on a down beat. In this one it doesn't. The core rhythm isn't so different.
Yeah, I know its off if it sounds off.  It's harder to tell too because the trumpet is a little less attacky than the original lead.  So, it's like a mix of things.
Title: Re: Megaman PCE thread
Post by: spenoza on 01/16/2017, 10:30 AM
So, the original is in 4/4 and that lead comes in on the downbeat of 3. if we assume the cover is also in 4, that lead is coming in just before beat 3, and it sounds like it's tripping over itself to get into sync with the rest of the track.
Title: Re: Megaman PCE thread
Post by: bonq on 01/17/2017, 03:35 PM
Hey PD,

I liked the Cutman track a lot. The transitions are done well. I also agree that it kind of has a fun cheeriness to it. I like the first transition and the instruments used in the second (middle) part, they are pretty spot on.

-bonq
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/18/2017, 01:15 AM
Thanks Bonq, I don't recall if you had heard that one yet!

So, I just don't hear it being off, & I have zero musical training....I just hear stuff, & either recreate it to the best of my ability, or make up new stuff, like what I did with Jungle Bros.  Would you say it's absolutely necessary to move the 7 notes up slightly?  Makes me worry about how Iceman will come across to ones who are able to tell.  I know I can't please everybody, & I tend to continually nitpick my own songs.  Sometimes, years later I'll listen to something, & wonder why in the world I went in a certain direction, or used a certain instrument. 

Still, with that said, when the times comes, if need be, I'll load it up & try to adjust the first 7 notes forward ever so slightly.  One thing i was thinking that might help, is for me to do that, & then mash it up with the original to see if I hear a difference!

And on that note, here's the Stage Select:

http://soundcloud.com/user-826236355/stage-select-1

contains elements from:

Stage Select from MM Wily Wars https://youtu.be/ReyEa6nttRk&list=PLC569F73BB735B434&index=3

Stage Select from MM for Gameboy https://youtu.be/0wJReYvlHOY&index=2&list=PL7D42BC8F755A004D

Boss Select from MM for Gameboy https://youtu.be/ufIds7XLT_A&index=4&list=PL4472B402F1050329

Select Field from MM Soccer https://youtu.be/TaOtlbCebd8&list=PLTsYlqVy0U-SJZW_q9dUELc3bKfxxtMD5&index=6

The Intro to the US Mega Man Cartoon https://youtu.be/3ufVQIUEiYc

And the intro to the German MM Cartoon :D https://youtu.be/HFEBaAxO7W0

And Stage Start:

http://soundcloud.com/user-826236355/stage-start
Title: Re: Megaman PCE thread
Post by: FraGMarE on 01/18/2017, 11:02 AM
Sounds good, man!  :)  I agree with the others about those few notes in the Cutman music.  If you want, I could share with you (and everybody else) how I break down and dissect the original tunes when I make the chiptune covers.  That way, you can get the timing perrrrrrrrrrrrfect.  It's a PITA and not for the faint of heart, i'll warn you.  haha
Title: Re: Megaman PCE thread
Post by: roflmao on 01/18/2017, 11:31 AM
These are sounding great!
Title: Megaman PCE thread
Post by: esteban on 01/18/2017, 05:53 PM
Quote from: guest on 01/18/2017, 11:31 AMThese are sounding great!
Agreed. :)

My only suggestion is to BOOST THE BASS in all the tracks so that you can officially be licensed (by me) for 100% compliance to the NEC Virtual Cushion Standard (NECVCS) 

:)
Title: Re: Megaman PCE thread
Post by: spenoza on 01/18/2017, 07:30 PM
Just tap your foot along with the beat and see if different parts come in at the same foot position (up or down).
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/19/2017, 06:15 AM
Quote from: fragmare on 01/18/2017, 11:02 AMSounds good, man!  :)  I agree with the others about those few notes in the Cutman music.  If you want, I could share with you (and everybody else) how I break down and dissect the original tunes when I make the chiptune covers.  That way, you can get the timing perrrrrrrrrrrrfect.  It's a PITA and not for the faint of heart, i'll warn you.  haha
Yeah, I wouldn't mind hearing how you do it, even if I am faint at heart!  :D

Quote from: esteban on 01/18/2017, 05:53 PM
Quote from: guest on 01/18/2017, 11:31 AMThese are sounding great!
Agreed. :)

My only suggestion is to BOOST THE BASS in all the tracks so that you can officially be licensed (by me) for 100% compliance to the NEC Virtual Cushion Standard (NECVCS) 

:)
Ha, if anything, I think some of my songs have too much bass, especially Fireman, I need to tone it down a lil'.  My Iceman theme my be a little too boomin as well.

However, if Bonknuts wants to crank the bass on the sound fx for Virtual Cushion support, more power too him!  I just don't want my songs overwhelming the average stereo!
Title: Re: Megaman PCE thread
Post by: esteban on 01/19/2017, 06:55 AM
UPDATE: I just listened to the Cutman track a few more times and I'm loving the vibe even more. I love all the little details packed in here. They don't compete with one another or become a cacophony. Just lots of nice layers and transitions.

:)
Title: Re: Megaman PCE thread
Post by: ChuChu Flamingo on 01/19/2017, 03:38 PM
After reading the thread, is the iso available on iso zone the final version?
Title: Re: Megaman PCE thread
Post by: bonq on 01/20/2017, 11:10 PM
Anyone notice at about 2:20 on the stage select tune you can hear a really quick voice that sounds like its saying "Mega Man" super fast.

Is that an easter egg?

-bonq
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/21/2017, 06:53 PM
Quote from: bonq on 01/20/2017, 11:10 PMAnyone notice at about 2:20 on the stage select tune you can hear a really quick voice that sounds like its saying "Mega Man" super fast.

Is that an easter egg?

-bonq
:D  I was wondering if someone would notice that I plucked some tunes & "Mega Man" from the tv show's intro!

And with that, I offer

Bombman
http://soundcloud.com/user-826236355/bomb-man

This was one of the hardest Robot Master themes to find extra material that would match up with it!  It was exhausting.  It contains elements of:

Burstman from Mega Man 7 https://youtu.be/8QvVL4Xk3ZE&index=9&list=PL4019AEE8478B354E

Bombman from MM Powered Up https://youtu.be/kbeS_aPtN1k&index=11&list=PLwxLlSv5mvIZDGlRHBJOIKmrFOgcFq5zu

Commando Man from Mega Man 10 https://youtu.be/8eohcv4G2ZY&index=8&list=PL83DAC9D41D55C96D

Bombman from MM Wily Wars https://youtu.be/WyxtsqezlM0&list=PLC569F73BB735B434&index=9

Metropolis Map from Wily & Light's Rockboard https://youtu.be/h0qfl-6xQj0&index=3&list=PLTsYlqVy0U-QyTaJkT3e15EFZ111U1AJW

Relaxation from MM Network Transmission https://youtu.be/dBU7HSHV_bg&list=PLFBF22922234D1103&index=2

Bombman from Mega Man: The Puzzle Battle https://youtu.be/48mOI6_6qB0&list=PLzi9JZ6mLR8lLKBBew9aeo_nuOgg040l5&index=6

Brilliant Show Window/City from MM ZX https://youtu.be/guLOrgjcuSY&list=PLB826B812E42F5680&index=11
Title: Re: Megaman PCE thread
Post by: esteban on 01/24/2017, 04:39 PM
:)
Title: Re: Megaman PCE thread
Post by: Windcharger on 01/27/2017, 09:35 PM
I really like what you've done with these Mage Man remix/covers PD!  The improvisation is a very nice addition giving these tunes a freshness they haven't had in a very long time.  I can tell you spent massive amounts of time on these and just wanted to say great job man!   :D
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/28/2017, 03:53 AM
Quote from: Windcharger on 01/27/2017, 09:35 PMI really like what you've done with these Mage Man remix/covers PD!  The improvisation is a very nice addition giving these tunes a freshness they haven't had in a very long time.  I can tell you spent massive amounts of time on these and just wanted to say great job man!   :D
Thanks man, that means alot! Actually, I tend to be a bit nervous when releasing these, as I get afraid some people won't like all the additional tunes I mixed in to fluff out the tunes!

And with that said, may as well release another track

Fireman
http://soundcloud.com/user-826236355/fire-man

I've never gotten into the details with the other songs I've release thus far(I'll update them later), but this song contains elements of:

Fire Man from Mega Man for Game Boy https://youtu.be/gnvW-I_wvTc&index=6&list=PL7D42BC8F755A004D

Fire Man for MM1 on Genesis https://youtu.be/CcLzgr0rFto&index=8&list=PLC569F73BB735B434

Fire Man from Rockman The Puzzle Battle https://youtu.be/y-DkkD2xMPQ

Fire Man from MM Powered Up https://youtu.be/oTNwQaC3dbs&list=PLwxLlSv5mvIZDGlRHBJOIKmrFOgcFq5zu&index=12

Fire Field from Mega Man Soccer https://youtu.be/0eJyA862CmM&list=PLTsYlqVy0U-SJZW_q9dUELc3bKfxxtMD5&index=10

Blazing Internet from Mega Man Network Transmission https://youtu.be/4WYrhgc3vvA&index=5&list=PLFBF22922234D1103

Fire Man from MM Battle Network 4.5 https://youtu.be/4CGcpGT3Q4I&index=8&list=PL310A169CEC5F5297

Magma Dragoon from MM X4 https://youtu.be/odgb3Pqqtvw&index=11&list=PL7oGGg7qjS8F4XJDsztd9KadNadVR6koK
Title: Megaman PCE thread
Post by: esteban on 01/28/2017, 02:03 PM
I haven't played nearly as many Mega Man games as Capcom released! Damn.

Also, just to piggyback in Windcharger's comment: PD, your process for creating these songs lends itself to a fresh feeling....for me, anyway, and not the "pastiche" some might expect.

:)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 01/28/2017, 07:10 PM
Sweet, thanks man!  It's been a passion for me to figure out how I wanted to do these songs.  Plus, I learned a new word, pastiche!  And yeah, there's TONS of Mega Man games, I have  but only played a fraction of them.  I don't care for the alternate universe games(Battle Nework, Network Transmission, etc.).  But they're official, so I draw whatever I can from those games along with the rest of the series for this soundtrack.

I'll go into more description here on the other songs I did:

Bombman
http://soundcloud.com/user-826236355/bomb-man
contains elements of:

Burstman from Mega Man 7 http://youtu.be/8QvVL4Xk3ZE&index=9&list=PL4019AEE8478B354E

Bombman from MM Powered Up http://youtu.be/kbeS_aPtN1k&index=11&list=PLwxLlSv5mvIZDGlRHBJOIKmrFOgcFq5zu

Commando Man from Mega Man 10 http://youtu.be/8eohcv4G2ZY&index=8&list=PL83DAC9D41D55C96D

Bombman from MM Wily Wars http://youtu.be/WyxtsqezlM0&list=PLC569F73BB735B434&index=9

Metropolis Map from Wily & Light's Rockboard http://youtu.be/h0qfl-6xQj0&index=3&list=PLTsYlqVy0U-QyTaJkT3e15EFZ111U1AJW

Relaxation from MM Network Transmission http://youtu.be/dBU7HSHV_bg&list=PLFBF22922234D1103&index=2

Bombman from Mega Man: The Puzzle Battle http://youtu.be/48mOI6_6qB0&list=PLzi9JZ6mLR8lLKBBew9aeo_nuOgg040l5&index=6

Brilliant Show Window/City from MM ZX http://youtu.be/guLOrgjcuSY&list=PLB826B812E42F5680&index=11




Cutman
http://soundcloud.com/user-826236355/03-cutman
contains elements from:

Cutman from MM Wily Wars http://youtu.be/v7dI4lTkJW4&list=PLC569F73BB735B434&index=5

Cutman from MM for Gameboy http://youtu.be/yrRv-fJRTSc&index=3&list=PL7D42BC8F755A004D

Cutfield for MM Soccer http://youtu.be/9QnSDrj4w3Y&index=9&list=PLTsYlqVy0U-SJZW_q9dUELc3bKfxxtMD5

Blademan from MM 10 http://youtu.be/0UQwNGOwVP4&index=6&list=PL1B9F92E8839A0152

Cutman from MM Power Fighters Arcade http://youtu.be/stBOM65AIq4&list=PLXRkwGvXTai4TUuNDgAmRgCMfzl2tY9MB&index=13

Cutman from MM Battle & Power Fighters for Neo Geo Pocket Color http://youtu.be/RpoKwWvCspw&index=3&list=PLRvbYGzPJg4OKtCKAz4EDCP9ZNGfg_wYB

Cutman from MM:The Puzzle Battle http://youtu.be/BU6nanIqh4Q&list=PLzi9JZ6mLR8lLKBBew9aeo_nuOgg040l5&index=3

Fokkerwolf! from Mega Man Legends http://youtu.be/ze2rKSkaW0A&index=53&list=PL1muB85JLGI-NncsBwBoh-rySF1D04Vnw



Stage Select
http://soundcloud.com/user-826236355/stage-select-1
contains elements from:

Stage Select from MM Wily Wars http://youtu.be/ReyEa6nttRk&list=PLC569F73BB735B434&index=3

Stage Select from MM for Gameboy http://youtu.be/0wJReYvlHOY&index=2&list=PL7D42BC8F755A004D

Boss Select from MM for Gameboy http://youtu.be/ufIds7XLT_A&index=4&list=PL4472B402F1050329

Select Field from MM Soccer http://youtu.be/TaOtlbCebd8&list=PLTsYlqVy0U-SJZW_q9dUELc3bKfxxtMD5&index=6

The Intro to the US Mega Man Cartoon http://youtu.be/3ufVQIUEiYc

And the intro to the German MM Cartoon :D http://youtu.be/HFEBaAxO7W0
Title: Re: Megaman PCE thread
Post by: esteban on 01/29/2017, 03:29 PM
I was worried you were going to overlook the German carton theme song.

(Typical rookie mistake).

I'm glad I was wrong.

Also: there was a Mega Man cartoon?

Also also: The Mega Man cartoon was localized for Germany?

:)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/01/2017, 04:38 AM
I just knew you'd worry about that! :)

Might as well post the boss theme next, however, I'll probably tweak it before I finish the soundtrack.  This song might sound a lil plain compared to the rest.

Boss
http://soundcloud.com/user-826236355/boss

contains elements of:
Mega Man Powered Up Boss Battle http://youtu.be/rbz-JIsIhXw&list=PLwxLlSv5mvIZDGlRHBJOIKmrFOgcFq5zu&index=18

MM1 for Gameboy's Boss Battle http://youtu.be/mZvzQdf-7Bo&list=PL4472B402F1050329&index=9

MM Wily Wars Boss Battle http://youtu.be/66ZuhIXJxvM&list=PLC569F73BB735B434&index=11



Victory
http://soundcloud.com/user-826236355/boss
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/05/2017, 01:25 AM
Gutsman
http://soundcloud.com/user-826236355/guts-man

Contains elements from:
Rockman Special CD
http://youtu.be/7D4vNcHUmes

Armored Armadillo from Mega Man X
http://youtu.be/6mdLAT8pOZ4&list=PLB0CE907E2971001B&index=13

Armored Armadillo from Mega Man X: Maverick Hunter
http://youtu.be/IoYX9UNCCtE&list=PL391663356BADADAD&index=17

Answer! from Mega Man X Command Mission
http://youtu.be/H7WPTUziFWw&list=PLTsYlqVy0U-Q9i0tuRwYzmIjuMqEutSk0&index=19

Guts Man from MM Power Fighters
http://youtu.be/r5TJjFQgly8&list=PLDB5D80A7EB393E1D&index=23

Abandoned Mine from MM Legends 2
http://youtu.be/nU2h0YCeayc&list=PL4BA19208DDBE0C8F&index=10

Drill Crush! from MM Battle Network 5
http://youtu.be/2m9qHZmgDkA&list=PLFB4403A0A7F1CEF4&index=13

Express UG from MM Zero
http://youtu.be/aq0PHkhaa-0

Guts Man from MM Powered Up
http://youtu.be/KwJy1t3TRUA&list=PLwxLlSv5mvIZDGlRHBJOIKmrFOgcFq5zu&index=9

Tunnel Rhino from MMX 3
http://youtu.be/E9JQxhvFO5M

Tunnel Rhino from MMX 3 PS1
http://youtu.be/rG1zD_ys18s

Guts Man from MM Battle Network 4.5
http://youtu.be/hqQEF_Ivm8U&index=6&list=PL310A169CEC5F5297

Guts Man from Rockman The Puzzle Battle
http://youtu.be/UD6FnYrIoLk&list=PLzi9JZ6mLR8lLKBBew9aeo_nuOgg040l5&index=12

Robot Museum from Mega Man 7
http://youtu.be/BPOXSlzlbKo&index=15&list=PL4019AEE8478B354E

Guts Man from MM Wily Wars
http://youtu.be/p3N03Misji4&list=PLC569F73BB735B434&index=10
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/09/2017, 01:42 AM
Haven't had time to sit down  & list the details for the last few songs.  With that said, here's

Iceman

http://soundcloud.com/user-826236355/ice-man
Title: Re: Megaman PCE thread
Post by: esteban on 02/09/2017, 12:24 PM
Paranoia!!!!

I have been listnening to all these tracks all day!

It's a snowstorm over here in NJ/NYC and your tunes + fragmare + michimurin98 (can't remember) have been on repeat as I shovel and play with my kids.

:)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/12/2017, 03:14 AM
Glad I'm keeping you warm while you listen to Iceman! :D

May as well unleash Elecman:
http://soundcloud.com/user-826236355/elec-man
Title: Re: Megaman PCE thread
Post by: FraGMarE on 02/12/2017, 07:18 AM
All this stuff is great, man!  :)
Title: Re: Megaman PCE thread
Post by: esteban on 02/13/2017, 11:36 AM
Quote from: ParanoiaDragon on 02/12/2017, 03:14 AMGlad I'm keeping you warm while you listen to Iceman! :D

May as well unleash Elecman:
http://soundcloud.com/user-826236355/elec-man
I'm heading out for a walk. Ready to listen to Elecman...


:)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/15/2017, 07:40 PM
Quote from: fragmare on 02/12/2017, 07:18 AMAll this stuff is great, man!  :)
Awesome, glad you like!  I was nervous about Iceman, since it like Cutman has a melody that's kinda off.  I must've gotten that one right.  Will eventually have to adjust Cutman once I get back in gear on music.

Quote from: esteban on 02/13/2017, 11:36 AM
Quote from: ParanoiaDragon on 02/12/2017, 03:14 AMGlad I'm keeping you warm while you listen to Iceman! :D

May as well unleash Elecman:
http://soundcloud.com/user-826236355/elec-man
I'm heading out for a walk. Ready to listen to Elecman...


:)
I hope Elecman made your walk epic!  :D
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/19/2017, 02:14 AM
It's been 6 days since I uploaded the last track, so, I'll upload another!

Dr. Wily's Castle Stage 1

http://soundcloud.com/user-826236355/dr-wilys-castle-1

contains elements from:

Wily's Castle 1 from Mega Man NES
http://youtu.be/gg97ZlbUJXY&list=PL2F9FC2ABF7FDAF43&index=9

Wily's Castle 1 from MM Wily Wars
http://youtu.be/lp3Yij9odjY&list=PLC569F73BB735B434&index=13

Wily's Castle 2 from MM Puzzle Battle
http://youtu.be/x4r-sRa2Zsk&index=8&list=PLzi9JZ6mLR8lLKBBew9aeo_nuOgg040l5

Wily's Castle 1 from MM Powered Up
http://youtu.be/PSucFlH8eAs&index=22&list=PLwxLlSv5mvIZDGlRHBJOIKmrFOgcFq5zu

Wily's Castle 1 from MM Gameboy
http://youtu.be/huHPHKg8DCs&list=PL6akIKaXBeU3mT8UI3LCnlmD1Ehh5b43c&index=16

Sigma's Stage 1 from MM X http://youtu.be/Ju5qPxgFoQs&index=27&list=PLB0CE907E2971001B

Sigma's Stage 1 from MM X Maverick Hunter http://youtu.be/zZBblNr5Y6A&list=PL391663356BADADAD&index=31

Wily Stage 1 from MM 8
http://youtu.be/4tvCfyOoAII&index=23&list=PLBF2026BB0A977BA7

Mars from MM V for Gameboy http://youtu.be/E2dMfggSWK8&index=20&list=PLirSddeMOYZ4DEZ9hS8y1AA2ITHvNszT2
Title: Megaman PCE thread
Post by: esteban on 02/19/2017, 08:49 AM
Quote from: ParanoiaDragon on 02/19/2017, 02:14 AMIt's been 6 days since I uploaded the last track, so, I'll upload another!

Dr. Wily Stage 1

http://soundcloud.com/user-826236355/dr-wilys-castle-1
And the verdict is...

[pending]


Magnificent. :)
Title: Re: Megaman PCE thread
Post by: vacantplanets on 02/19/2017, 07:51 PM
Quote from: ParanoiaDragon on 02/19/2017, 02:14 AMIt's been 6 days since I uploaded the last track, so, I'll upload another!

Dr. Wily Stage 1

http://soundcloud.com/user-826236355/dr-wilys-castle-1
Yeah this is good stuff man. I like the Mega Man 5 in the stage select, Mega Man X mixes, etc. Glad to finally hear it because I remember how you were always talking about it, haha. Are you selling it? When it's all released, I definitely need to make me a copy of Mega Man CD with it.

P.S. check out this Genesis sounding remix for Mega Man 5 into/title: http://youtu.be/jpZVkBDMCYo
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/20/2017, 02:54 AM
Quote from: esteban on 02/19/2017, 08:49 AM
Quote from: ParanoiaDragon on 02/19/2017, 02:14 AMIt's been 6 days since I uploaded the last track, so, I'll upload another!

Dr. Wily Stage 1

http://soundcloud.com/user-826236355/dr-wilys-castle-1
And the verdict is...

[pending]


Magnificent. :)
Sweet, glad you like!  Hopefully I'll finish Wily Stages 2 & 4 alternate tunes.  I started on Stage 2, but am only half done.

Quote from: vacantplanets on 02/19/2017, 07:51 PM
Quote from: ParanoiaDragon on 02/19/2017, 02:14 AMIt's been 6 days since I uploaded the last track, so, I'll upload another!

Dr. Wily Stage 1

http://soundcloud.com/user-826236355/dr-wilys-castle-1
Yeah this is good stuff man. I like the Mega Man 5 in the stage select, Mega Man X mixes, etc. Glad to finally hear it because I remember how you were always talking about it, haha. Are you selling it? When it's all released, I definitely need to make me a copy of Mega Man CD with it.

P.S. check out this Genesis sounding remix for Mega Man 5 into/title: http://youtu.be/jpZVkBDMCYo
Glad you're enjoying them!  I'm just making this for the Turbo CD version, not selling it or anything.  Btw, the part in the Stage Select that sounds like MM 5's Title screen, is actually the Stage/Field Select from Mega Man Soccer! :)
http://youtu.be/TaOtlbCebd8&index=6&list=PLTsYlqVy0U-SJZW_q9dUELc3bKfxxtMD5
Title: Re: Megaman PCE thread
Post by: vacantplanets on 02/20/2017, 03:16 AM
I didn't mean that you included something from the Mega Man 5 title screen song; I just wanted to show you that remix because it's one of my favorites, haha. What I meant was that you did actually use the stage select from NES Mega Man 5 in your stage select mix. Check it out; it's where they got the Mega Man Soccer song from: http://youtu.be/ZHvsXCcxyuI
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/20/2017, 04:19 AM
Ah crap, you're right!  I'm not as familiar with MM's4-7(didn't play them as a kid, played them maybe 10 years ago or so), so that tune never struck me dang it!  I was trying to avoid using tunes from 2-6(I didn't go thru their ost's when building this soundtrack) just in case Bonknuts ever wanted to do CD versions of those, oh well!
Title: Re: Megaman PCE thread
Post by: esteban on 02/20/2017, 09:41 AM
Ok, I would have bet a million dollars that Mega Man Soccer was a joke...

.. it actually exists.

Jeezus, I had no idea.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/21/2017, 01:30 AM
Really?  I remember seeing ads & reviews BITD in EGM or whatever.  I didn't play it back then though.
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/23/2017, 04:58 AM
It's that time again!

Dr. Wily Bosses 1 & 3(thinking of doing a special track for Boss 2, & already made a track for Dr. Wily)

http://soundcloud.com/user-826236355/drwbosses-finall

contains elements from:

Wily Bosses from Mega Man NES
http://youtu.be/ojWBRzs8-ts&index=14&list=PL2F9FC2ABF7FDAF43

Wily Bosses from MM Wily Wars
http://youtu.be/PHuUR-sY4lw&list=PLC569F73BB735B434&index=15

Wily Bosses from MM Powered Up
http://youtu.be/QKe1w5XFzeE&list=PLYzDFuqa-W2zN42V5bklNwXXSTHxMXWeQ&index=7

Void from MM Battle Network
http://youtu.be/uVJTQcrfa6c&index=15&list=PLACB9E941ADAC2F21

Wily Stage 3 from Mega Man: The Puzzle Battle
http://youtu.be/BawK_opBz-s&index=9&list=PLzi9JZ6mLR8lLKBBew9aeo_nuOgg040l5

Wily Bosses from Mm 10 http://youtu.be/2xGPe7Si4aY&list=PL83DAC9D41D55C96D&index=24
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 02/28/2017, 05:10 AM
I feel that this next one needs more variety to it, so I'll be tweaking it in the future.

Dr. Wily's Castle Stage 3

http://soundcloud.com/user-826236355/dr-wily-3

contains elements from;

Wily's Castle 3 & 4 from Mega Man NES
http://youtu.be/7CNIrDQC9...L2F9FC2ABF7FDAF43

Wily's Castle 3 & 4 from MM Wily Wars
http://youtu.be/PqsJym84k...LC569F73BB735B434

Wily's Final Stage from MM Wily's Revenge http://youtu.be/8anfd30qp...1Ehh5b43c&index=6

Endless Struggle from Mega Man 10 http://youtu.be/zoyTqyEtL...0D159756&index=35

Wily Castle 1 from Mega Man: The Puzzle Battle
http://youtu.be/kWJ4Uor4C

Wily Stage 3 & 4 from MM Powered Up
http://youtu.be/QKe1w5XFzeE&list=PLYzDFuqa-W2zN42V5bklNwXXSTHxMXWeQ&index=7
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/05/2017, 02:09 AM
I'll do another, here's what I worked up for the final battle with Wily which happens to be my favorite of all the tracks I did, & strangely, it's one of the ones I did earlier on in creating this soundtrack!

Dr. Wily's Final Battle
http://soundcloud.com/user-826236355/dr-wilys-final-battle

containts elements from:
Wily Battle from Mega Man http://youtu.be/ojWBRzs8-ts&index=14&list=PL2F9FC2ABF7FDAF43

Wily Machine from Mega Man 9 http://youtu.be/1LhFpjWjSxA&index=28&list=PL6F923978498696E0

Incidnent Occurance! from MM Battle Network 2 http://youtu.be/j838B_fdDkE&index=37&list=PLACB9E941ADAC2F21

Wily Machine from Mega Man & Bass http://youtu.be/AdBlYY1li_M&list=PLC82D83AC9FAEBEB7&index=27

Wily Bosses from Mega Man NES
http://youtu.be/ojWBRzs8-ts&index=14&list=PL2F9FC2ABF7FDAF43

Wily Bosses from MM Wily Wars
http://youtu.be/PHuUR-sY4lw&list=PLC569F73BB735B434&index=15

Wily Bosses from MM Powered Up
http://youtu.be/QKe1w5XFzeE&list=PLYzDFuqa-W2zN42V5bklNwXXSTHxMXWeQ&index=7

Wily Stage 3 from Mega Man: The Puzzle Battle
http://youtu.be/BawK_opBz-s&index=9&list=PLzi9JZ6mLR8lLKBBew9aeo_nuOgg040l5

Final Victory
http://soundcloud.com/user-826236355/final-victory
Title: Re: Megaman PCE thread
Post by: esteban on 03/07/2017, 07:23 PM
Ok, I am just listening to these now. I'll be back with my official verdict...


STATUS: pending...
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/09/2017, 12:16 AM
And ye verdict is......?
Title: Megaman PCE thread
Post by: esteban on 03/09/2017, 07:34 AM
Quote from: ParanoiaDragon on 03/09/2017, 12:16 AMAnd ye verdict is......?
I watched the first two episodes.

Really generic, but higher production values than I was expecting.

It shouldn't call itself Castlevania...but I haven't seen Belmont seek revenge yet (episode 2 established this).

I will watch at least one more.

Masochist!
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/10/2017, 04:10 AM
Heh, as far as i can tell, you totally responded to the Netflix Castlevania thread in this thread! :D
Title: Re: Megaman PCE thread
Post by: esteban on 03/10/2017, 07:11 AM
Quote from: ParanoiaDragon on 03/10/2017, 04:10 AMHeh, as far as i can tell, you totally responded to the Netflix Castlevania thread in this thread! :D
Hilarious!

That is exactly what happened... :)

So, let me go to the Castlevania thread to give you some feedback on the newest Megaman tunes you uploaded.

Ha!

:)
Title: Re: Megaman PCE thread
Post by: spenoza on 03/10/2017, 12:17 PM
I guess I'm going to be the jerk of the thread and say that while I think these tracks are all interesting exercises in musical exploration, I'm not a huge fan of your intended purpose, which is to put these tracks in behind the game. Your covers of these tracks are often way too busy and over-complicated. There are too many instruments being used and some of the instruments are used in odd ways. This isn't helped by the incorporation of themes from other games. Medley tracks make for good listening but poor BGM. The Mega Man tracks shine in part because they do a lot with a little. So while these tracks aren't bad, I definitely think they're a bad match for the actual game itself. I think this music playing in the background would be more distraction than enhancement. By all means, keep developing your music skills. Maybe read up a bit more on music theory (the tracks are a little rough around the edges, but I think that's not hard to overlook). I think you'll continue to make some good listening material. I'd much rather see much simpler and more straight-forward remixes included with the actual game, though.
Title: Re: Megaman PCE thread
Post by: Keith Courage on 03/10/2017, 03:57 PM
I've actually been thinking why bother since the CD game already has a soundtrack. lol

Not saying the tunes don't sound good by any means because they sound great. Just saying it's neither here nor there for me one way or the other.
Title: Megaman PCE thread
Post by: esteban on 03/10/2017, 04:20 PM
Quote from: guest on 03/10/2017, 12:17 PMI guess I'm going to be the jerk of the thread and say that while I think these tracks are all interesting exercises in musical exploration, I'm not a huge fan of your intended purpose, which is to put these tracks in behind the game. Your covers of these tracks are often way too busy and over-complicated. There are too many instruments being used and some of the instruments are used in odd ways. This isn't helped by the incorporation of themes from other games. Medley tracks make for good listening but poor BGM. The Mega Man tracks shine in part because they do a lot with a little. So while these tracks aren't bad, I definitely think they're a bad match for the actual game itself. I think this music playing in the background would be more distraction than enhancement. By all means, keep developing your music skills. Maybe read up a bit more on music theory (the tracks are a little rough around the edges, but I think that's not hard to overlook). I think you'll continue to make some good listening material. I'd much rather see much simpler and more straight-forward remixes included with the actual game, though.
Hogwash.

These tracks will be fun accompanying the stages.

What you meant to say is that you *prefer* a certain approach to video game music (and I don't disagree with you, in general), but to say that these tracks fundamentally "won't work" is pure tripe.

:)

Also, we need *more* and *varied* approaches to game music... be it *More* complexity, layering of tracks, increased nuances and subtlety, etc. ....

Or more simplicity, minimalism.....

...IT'S ALL GOOD, especially when you try to do things for folks (like us) who have heard the core soundtrack a BILLION TIMES.

For example: the Super Raiden CD, Double Dragon II and R-Type Complete soundtracks are absolutely excellent...but they often get criticized for "deviating too far" from the source material and not "following the formula...the essence" of the original soundtrack.

Now, these criticisms might be correct...but they miss the larger point: THEY WORK GREAT WITH THE DAMN GAME.

FINAL VERDICT: We all have our own preferences, and I can't fault you for that. :)

But P_D's tracks will be *excellent* accompanying the platforming bliss of Megaman.

:)
Title: Re: Megaman PCE thread
Post by: ParanoiaDragon on 03/15/2017, 03:53 AM
I actually understand what spenoza's saying though.  It is hard to find the right balance.  Sometimes songs just sounded too empty, but I know it's possible to overload the songs as well.  All I can do is keep learning.  I hope someday I have time to work on more songs.  Still haven't been able to.  However, I have 2 songs left, so, here they are:

Epilogue
http://soundcloud.com/user-826236355/epilogue

Game Over
http://soundcloud.com/user-826236355/game-over
Title: Re: Megaman PCE thread
Post by: vacantplanets on 05/24/2017, 08:48 PM
I'm just gonna leave this here in case Tom still wants to do Mega Man 2 CD. Krzysztof made a new version of his Mega Man 2 OST cover. http://youtu.be/8edXOsNayao Can be downloaded in any format (name your price/free) here: https://krzysztofslowikowski.bandcamp.com/album/mega-man-2-guitar-playthrough-2017