Mega Man X
Moderator: Mask of Destiny
Mega Man X
This is a demo of Megaman X for sega genesis written in asm.
http://www.mediafire.com/file/aoki0ogyz ... X.zip/file
http://www.mediafire.com/file/aoki0ogyz ... X.zip/file
Re: Mega Man X
Cool! Only ASM?
Re: Mega Man X
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?
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?
HELP. Spanish TVs are brain washing people to be hostile to me.
-
- Very interested
- Posts: 3131
- Joined: Thu Nov 30, 2006 9:46 pm
- Location: France - Sevres
- Contact:
Re: Mega Man X
Wow ! didn't expected that 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 !
-
- Very interested
- Posts: 160
- Joined: Sun Apr 29, 2007 10:04 pm
- Location: Belo Horizonte, MG, Brazil
Re: Mega Man X
This demo looks and feels simply awesome. Keep up the good work!
Re: Mega Man X
Brilliant!
Tänzer kickstarter: https://www.kickstarter.com/projects/83 ... lusive-gam
https://twitter.com/mix256
https://twitter.com/mix256
-
- Very interested
- Posts: 2984
- Joined: Fri Aug 17, 2007 9:33 pm
Re: Mega Man X
Very nice! I always liked MegaMan.
Re: Mega Man X
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
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
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!
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!
-
- Newbie
- Posts: 3
- Joined: Sun Jul 22, 2018 4:23 pm
Re: Mega Man X
You may have already seen these items, but there's a ROM map and partial disassembly here: https://www.smwcentral.net/?p=viewthread&t=82064TiagoSC 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.
...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.
-
- Newbie
- Posts: 3
- Joined: Sun Jul 22, 2018 4:23 pm
Re: Mega Man X
Christmas in July! 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
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?
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?
Sik is pronounced as "seek", not as "sick".
Re: Mega Man X
That happens with XGM if you forget to init that specific sfx. No idea if they use it though.