Mega Man X

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TiagoSC
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Mega Man X

Post by TiagoSC » Sat Jul 14, 2018 8:52 pm

This is a demo of Megaman X for sega genesis written in asm.

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

Image

SegaTim
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Re: Mega Man X

Post by SegaTim » Sun Jul 15, 2018 1:01 pm

Cool! Only ASM?

Miquel
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Re: Mega Man X

Post by Miquel » 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?
HELP. Spanish TVs are brain washing people to be hostile to me.

Stef
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Re: Mega Man X

Post by Stef » Sun Jul 15, 2018 9:13 pm

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 !

haroldoop
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Re: Mega Man X

Post by haroldoop » Sun Jul 15, 2018 9:57 pm

This demo looks and feels simply awesome. Keep up the good work! :mrgreen:

mix256
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Re: Mega Man X

Post by mix256 » Mon Jul 16, 2018 6:15 am

Brilliant! :)

Chilly Willy
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Re: Mega Man X

Post by Chilly Willy » Mon Jul 16, 2018 2:44 pm

Very nice! I always liked MegaMan. :D

TiagoSC
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Re: Mega Man X

Post by TiagoSC » Mon Jul 16, 2018 10:57 pm

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.

TiagoSC
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Re: Mega Man X

Post by TiagoSC » Mon Jul 16, 2018 11:13 pm

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.

Linkuei
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Re: Mega Man X

Post by Linkuei » Tue Jul 17, 2018 2:35 pm

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!

retronostalgia
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Re: Mega Man X

Post by retronostalgia » Sat Jul 28, 2018 3:30 pm

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


retronostalgia
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Re: Mega Man X

Post by retronostalgia » Sun Jul 28, 2019 6:52 pm

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.

Sik
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Re: Mega Man X

Post by Sik » Sun Jul 28, 2019 10:46 pm

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?
Sik is pronounced as "seek", not as "sick".

cero
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Re: Mega Man X

Post by cero » Mon Jul 29, 2019 6:24 am

That happens with XGM if you forget to init that specific sfx. No idea if they use it though.

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