It is currently Tue Sep 25, 2018 2:29 am

All times are UTC - 7 hours





Post new topic Reply to topic  [ 7 posts ] 
Author Message
 Post subject: Mega Man 9 NES Project
PostPosted: Mon Jun 04, 2018 3:16 pm 
Offline

Joined: Sat Oct 14, 2017 10:44 am
Posts: 2
Ever since the release of Mega Man 9, I have always wanted an actual NES cartridge of the game. The limited release of the Press Kit further fueled this ambition.

I have created a Discord Server strictly for development purposes.

With this project, I want to create a version as faithful to the original game as possible, with an engine that is not simply a ROM hack of an NES installment.


Link that’ll never expire: https://discord.gg/SrSwpuS


Top
 Profile  
 
PostPosted: Mon Jun 04, 2018 4:21 pm 
Offline
User avatar

Joined: Tue Jun 24, 2008 8:38 pm
Posts: 1955
Location: Fukuoka, Japan
I hope you go more far than I did. You will encounter your first wall once you realise that the game doesn’t respect the nes ratio for the screen, causing missing data for the background and causing issues for vertical transitions. You will have to decide how to compromise on that part.

Still, have fun with your project :)


Top
 Profile  
 
PostPosted: Wed Jun 06, 2018 9:22 am 
Offline

Joined: Mon May 25, 2009 2:20 pm
Posts: 62
it's been attempted many times before, and there are "many" reasons and factors that makes it impossible to do on NES, the mm9 breaks many NES limits that you simply cant do on in NES form.

here's a topic a few years ago of someone trying it out, but ultimately just cant be done..

http://www.romhacking.net/forum/index.php?topic=16882.0


Top
 Profile  
 
PostPosted: Wed Jun 06, 2018 3:18 pm 
Offline
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10818
Location: Rio de Janeiro - Brazil
It may not be possible 1:1, but if you're willing to make compromises and adapt some things, it may be possible to make something reasonably similar to the original.


Top
 Profile  
 
PostPosted: Wed Jun 06, 2018 8:27 pm 
Offline
User avatar

Joined: Thu Aug 13, 2015 4:40 pm
Posts: 281
Location: Rio de Janeiro - Brazil
Honestly looking at that thread I didn't see many problems pointed out other than "it's a lot of work" and "there's one level with more than 256 bg tiles". You can use a few less tiles here and there and I doubt anyone would notice unless looking hard for it.

_________________
https://twitter.com/bitinkstudios <- Follow me on twitter! Thanks!


Top
 Profile  
 
PostPosted: Fri Jun 08, 2018 6:31 pm 
Offline
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10818
Location: Rio de Janeiro - Brazil
The scrolling issue for example could be handled with pattern blanking on the topmost and bottommost scanlines (à la Jurassic Park, relatively simple if you're using the MMC3) and a scrolling engine that doesn't require the screen to be vertically aligned with the name tables (i.e. an 8-way engine).


Top
 Profile  
 
PostPosted: Sun Aug 05, 2018 8:48 am 
Offline
User avatar

Joined: Tue May 09, 2017 4:02 am
Posts: 20
Location: Uruguay
i only want to say that i had this same idea but for mm7, 8 , 9 and 10. (dunno if there's carts for any other than 9).
i wanted to do it so bad and tried to recruit some people. but everyone thought i was crazy :)
good luck with this!!!!!


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 7 posts ] 

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group