SNES Megaman Classic project - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Spriters Resource (https://www.vg-resource.com/forum-110.html) +---- Forum: Project Organization (https://www.vg-resource.com/forum-118.html) +---- Thread: SNES Megaman Classic project (/thread-29044.html) Pages:
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SNES Megaman Classic project - Ton - 04-07-2016 Would anyone be interested in this? I've been on a bit of a Megaman kick lately and I've noticed that we're really lacking in this area on the site. Some stuff missing includes: MM7: -Loads of enemies -Minibosses -Wily Bosses -Stages including the intro and vs Bass arena MM&B: -Cleaner/Combined Bass sheet -Rush, Beat, & Eddie -Other NPCs -All Robot Masters -King -Dr. Wily -All enemies -All other bosses -All maps Mega Man Soccer -Dr. Wily I would love to start knocking some of this out, but I can't without some help. Please sign up to help if you've been looking for a new project! RE: SNES Megaman Classic project - Ton - 04-07-2016 Some Protoman. I feel like he has more to him, but this is all from the intro. I do need to get the sprites when King overlaps him though. RE: SNES Megaman Classic project - Garamonde - 04-07-2016 I approve of the new Mega Man ripping projects arising lately. I'll think about making a li'l contribution or two sometime (I haven't ripped in so long...). RE: SNES Megaman Classic project - Deathbringer - 04-07-2016 If you want to jigsaw Protoman, his sprites aren't compressed in the ROM at offset 3B6000. RE: SNES Megaman Classic project - daemoth - 04-08-2016 Checking MM&B and every characters and enemies arent compressed: from 2A0000 to the end of the rom. We just need their palettes and to assemble them. The cutting room floor found that theres a unused jumping animation for Bass and we dont seem to have it. Hmm, just saw theres a Gba port, the few sprites ive checked from the snes version seem to be a little bit darker than the gba version and thats it. RE: SNES Megaman Classic project - Magma MK-II - 04-10-2016 Mad Grinder RE: SNES Megaman Classic project - Ton - 04-10-2016 Oh man! Awesome! Thank you! RE: SNES Megaman Classic project - Magma MK-II - 04-10-2016 I think I can get the midbosses from 7 during the week. RE: SNES Megaman Classic project - Ton - 04-10-2016 I can get back to some capturing once the weekend is over, too. RE: SNES Megaman Classic project - Magma MK-II - 04-12-2016 Kanigance RE: SNES Megaman Classic project - Ton - 04-12-2016 Nice! Does that thing change colors? I seem to remember it changing colors. RE: SNES Megaman Classic project - Yawackhary - 04-13-2016 Decided to come back from the dead and help out with this: http://i.imgur.com/AOw7kLk.png Just before it does get uploaded though, please note that it only contains the regular/goalie palette since it had to use a Game Genie code to begin with since the game was released unfinished and couldn't trigger any other. If anyone can add the extra palettes that would be absolutely greatful and helpful. RE: SNES Megaman Classic project - Ton - 04-13-2016 Hey, it's a great start! Glad to see you back, even just for today. RE: SNES Megaman Classic project - Ton - 04-14-2016 Started the pumpkin miniboss. It has more animations, including one where the center head spins. I think it'd be good to get its tiles as well, since it has so many layers. I'm fairly certain I got all of this guy's frames, unless certain weapons get different animations. I'm going to upload the snowman, unless there are any objections. RE: SNES Megaman Classic project - Gussprint - 04-14-2016 (04-14-2016, 11:28 AM)Ton Wrote: Yeah, pretty sure it's missing a few frames, primarily on the inhaling animation. Last I checked, it chews for a bit soon after, then fires those mini-snowmen. |