Hello everyone! It's been a while since I've given an update on Mega Man II SNES 16-BIT
First I'd like to give a shoutout to Factor, ValHam, & Tails Gaming Power for all of their work! I wanted to showcase two QoL's, one of which has been requested of me since 2023, when I first released Mega Man II SNES. And to my dev build patreons, give it a try.
More updates to come! Thank you! 🙂
Found an error with the 2nd Wily skull in Mega Man II, that appears on Dr. Wily's Castle. While I was porting everything over to the SNES, I noticed the left eye of the skull was missing a portion of it's yellow eye. I then discovered that the developers had the tile id going to the wrong OAM buffer address for it to be displayed. I sniffed around the Cutting Room Floor to see if this has been already discovered, and it hasn't. Hurray for me!🙂
ROM address $35AC9 in both Mega Man 2 & Rockman 2, has STA $02F5 (8DF502), when it should be STA $02E5 (8DE502). Check out the image below to see. 🙂
@ak_blueprints
Hello everyone! New link provided!
Please enjoy my REV-A build of my Super C port to the Super Nintendo!
#DQUqaoh5i4ezIknrxX0TPnXVeX7Ewj46Q9jiXMgM1xk" target="_blank" rel="nofollow noopener">mega.nz/file/cyMTkbyZ#…
@RetroRGB@MyLifeInGaming
Changelog
*fixed L button issue when walking off ledges (previously held direction is not cleared, when L is released during falling off of ledges)
*fixed locked L/R values during area clear bgm (if player is holding down L/R in any combination, the player would be locked in place and not move during the end of the area) (thanks, Pelagio)
*fixed overhead areas 2 & 6, when dying you now lose your weapon (thanks, Predas)
Well, back into the shadows I go. This next port will be quite the challenge. However I am looking forward to seeing how Hi-ROM/FastROM 3.58MHz handles this, this, thing.... 🫡
Hello everyone! I've received ALOT of requests for an update on a particular port of mine from last year.
My port of the Famicom version of Contra, is now in English!
Please enjoy, and attack aggressively!
archive.org/download/contr…@RetroRGB@MyLifeInGaming@Konami
Hello everyone!
Please grab my Beta 1.0 of my Mega Man VI port to the Super Nintendo!
This fixes a loop crash issue with the story, it was hit or miss sometimes. Thank you to my discord testers!
#jiCDB-f1JaC6kZgtrnsz2rHs3y75vVx1JMvwK0Pv9xg" target="_blank" rel="nofollow noopener">mega.nz/file/52FWDSSa#…
@MegaMan
I'm releasing the 0.8b ROM on Patreon today. As soon as I get more feedback from the beta testers, I will release the public version 0.9b for everyone!
In the meantime, watch the first gameplay of the full game with Maki.
youtube.com/watch?v=Bgqzst…
if u told our past selves we’d be at momi especially overlapping w/an aureia harvey exhibit we would’ve been baffled 🥺🙏
thank you to @arcadecommons@wondervillenyc@markkleeb as always —feeling so supported from the start 🌟
Happy to release Revision C of my Kid Icarus SNES port!
features:
* Randomizer
* Backgrounds derived from the 3DS version
* MSU-1 Audio
* stability / bug fixes
I can't update the archive.org page so for now it's a mega.nz link:
#vI4UFCtc4_N30AZJcRCyh5-JdyeDnEtkee5_tja4HHI" target="_blank" rel="nofollow noopener">mega.nz/file/pkQDWDwA#…
@johntv Just got to Tokyo today after a month in Nagoya and the mountains of Gifu and Nagano. I joked with friends that I was heading to the final boss- Tokyo- and so far it’s From-level hard.
A bit of BitSummit, more Erdtree gab, Power Pros baseball banter, Nintendo World Championships chat, and (most importantly!) Garigari-kun and other tips on how to beat the Tokyo summer heat. 8-4.jp/podcasts/2024/…