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Mega Man X

Posted: Sat Jul 14, 2018 8:52 pm
by TiagoSC
This is a demo of Megaman X for sega genesis written in asm.

http://www.mediafire.com/file/aoki0ogyz ... X.zip/file

Image

Re: Mega Man X

Posted: Sun Jul 15, 2018 1:01 pm
by SegaTim
Cool! Only ASM?

Re: Mega Man X

Posted: Sun Jul 15, 2018 2:17 pm
by Miquel
Wow! it really feels like a finished product, I hope you make it through completely.
I like very much seeing word addressing for variables.

Have you used original code as a basis? Learn much that way?

Thinking of using it as a basis for an original game?

Re: Mega Man X

Posted: Sun Jul 15, 2018 9:13 pm
by Stef
Wow ! didn't expected that :D It looks really good and even better than the original on some aspect (it feels more reactive / more dynamic). Also the graphics are very nice, very good arts conversion. I really hope you get it complete (just need a proper intro / menu screen and probably some other stuff). Keep up your awesome work !

Re: Mega Man X

Posted: Sun Jul 15, 2018 9:57 pm
by haroldoop
This demo looks and feels simply awesome. Keep up the good work! :mrgreen:

Re: Mega Man X

Posted: Mon Jul 16, 2018 6:15 am
by mix256
Brilliant! :)

Re: Mega Man X

Posted: Mon Jul 16, 2018 2:44 pm
by Chilly Willy
Very nice! I always liked MegaMan. :D

Re: Mega Man X

Posted: Mon Jul 16, 2018 10:57 pm
by TiagoSC
SegaTim wrote:
Sun Jul 15, 2018 1:01 pm
Cool! Only ASM?
Sorry for my weak English.

I'm doing the game 100% in asm using the Macro Assembler AS, the sound driver is the excellent XGM of the wizard Stef, the sound effects are of Rockman X4 - Saturn (PCM), the songs are of the incredible Savaged Regime, https://www.youtube.com/watch?v=9CzkswHHxQI
who kindly provided me with the original files.

The idea is to make the game 100% complete, but I always think that it would be cool to create a version exclusively for MegaDrive / Genesis using the assets of the 3 games of SNES, type a fan game, but perfect as possible.

Re: Mega Man X

Posted: Mon Jul 16, 2018 11:13 pm
by TiagoSC
Miquel wrote:
Sun Jul 15, 2018 2:17 pm
Wow! it really feels like a finished product, I hope you make it through completely.
I like very much seeing word addressing for variables.

Have you used original code as a basis? Learn much that way?

Thinking of using it as a basis for an original game?
Not exactly, the RAM map served me to use the same values in several variables, http://tasvideos.org/GameResources/SNES ... AMMap.html, but the routines are all done by me. The level_format is the same as the original.

With the engine ready and the tools that I have, I could use it to make an original game, but it is difficult to create the assets alone. I'm also planning to try a SunsetRiders port from Arcade for megadrive, but I'm having trouble ripping the original sprites.

Re: Mega Man X

Posted: Tue Jul 17, 2018 2:35 pm
by Linkuei
Just logged here to thank you A LOT for this AMAZING project! Is like a dream come true.
I was amazed how you can show a lot of enemies at same time (more than in the SNES) without any slowdown. The AI of the enemies and the overall feel is so accurate to the original game too!
Looks like you completed the hardest things to do in a port!

If i could help you to finish this project...
Megaman X is so Mega Drive that a project like this need to be finished!

Nice to see that you want to port Sunset Riders to the Genny too, i could help you with sprites rips, art conversion, BGM, but lets finish Megaman X... PLEASE!

Re: Mega Man X

Posted: Sat Jul 28, 2018 3:30 pm
by retronostalgia
TiagoSC wrote:
Mon Jul 16, 2018 11:13 pm

Not exactly, the RAM map served me to use the same values in several variables, http://tasvideos.org/GameResources/SNES ... AMMap.html, but the routines are all done by me. The level_format is the same as the original.
You may have already seen these items, but there's a ROM map and partial disassembly here: https://www.smwcentral.net/?p=viewthread&t=82064

...and some game mechanics are summarized here: http://sprites-inc.co.uk/showthread.php?tid=1794

Thank you *very* much for doing this! I appreciate your hard work and am excited to see the final product. Muito Obrigado. :D

Re: Mega Man X

Posted: Sun Jul 28, 2019 5:17 pm
by TiagoSC

Re: Mega Man X

Posted: Sun Jul 28, 2019 6:52 pm
by retronostalgia
Christmas in July! :D Thanks for posting these. My first impression is that these versions seem harder than the SNES original... but more probably I'm just rusty. I'll post again if I find bugs or anything else that needs reporting.

Re: Mega Man X

Posted: Sun Jul 28, 2019 10:46 pm
by Sik
Nah it's not just you, it's barely dropping any health items.

One issue I notice is that regularly the sound goes bonkers and ends up playing really loud noise (the music itself seems to continue just fine, looks like the PCM sound effects get broken). Usually it fixes itself after a few more sound effects play. Is some sound effect broken, maybe?

Re: Mega Man X

Posted: Mon Jul 29, 2019 6:24 am
by cero
That happens with XGM if you forget to init that specific sfx. No idea if they use it though.