I'm sorry for spamming about music changes for 16-bit remakes of Mega Man 4-6. I was to come with music ideas for the full version of : The Sequel Wars. I like the key of Dive Man as is.
The Act 2 version of Dust Man for very much fire for what it is, but I think the classic rendition could've been better without those time constraints. But otherwise, it's an okay rendition for the sage demo.
Is that backround possible on real Sega Genesis hardware, or is that only possible with Mode 7 on the Super Nintendo? Is it even possible on ANY hardware from the early 90's?
I'm technically doing the effect with a tool that devs wouldn't have access to until the 3D era (displacement maps), but the basic concept is feasible on any system with hardware scroll registers (i.e. anything 3rd generation and up, excluding the MSX1). By changing scroll values while a frame is being drawn, you can shift each horizontal line of the frame in all 4 directions-all you'd have to do to recreate the effect on real hardware is to write horizontal and vertical offsets to the scroll registers in a sinusoidal pattern that varies in intensity with time. The only challenges from there are timing your writes to the right scanline (although the SNES and Genesis both have scanline interrupts that basically handle that for you) and budgeting RAM space for your sin(y) lookup tables. If you want a more in-depth explanation of how the effect works, I highly recommend checking out Retro Game Mechanics Explained's video on Earthbound's (Mode 7 free!) battle backgrounds: th-cam.com/video/zjQik7uwLIQ/w-d-xo.html
F to pay respect for the met who got *FRICKING REDUCED TO ATOMS JUST TO SHOW US THE STAGE MECHANIC!!!!*
When dust man dusts your house:
LMFAO
Dust Man: SUCC!
Dust crushing zone act 2
THANK YOU SO MUCH!!! I made some art for this level style, and it was in 8-Bit, and this is perfect!!!
When no minacoochie :megamind:
LET THERE... BE LIGHT!!!
I'm sorry for spamming about music changes for 16-bit remakes of Mega Man 4-6. I was to come with music ideas for the full version of : The Sequel Wars. I like the key of Dive Man as is.
Fire
The Act 2 version of Dust Man for very much fire for what it is, but I think the classic rendition could've been better without those time constraints.
But otherwise, it's an okay rendition for the sage demo.
Oh, my God..... :Awesome:
Please make a dust man ex boss fighting ost!
Look no further! th-cam.com/video/3Z6L81MMFIs/w-d-xo.html
Is that backround possible on real Sega Genesis hardware, or is that only possible with Mode 7 on the Super Nintendo? Is it even possible on ANY hardware from the early 90's?
I'm technically doing the effect with a tool that devs wouldn't have access to until the 3D era (displacement maps), but the basic concept is feasible on any system with hardware scroll registers (i.e. anything 3rd generation and up, excluding the MSX1). By changing scroll values while a frame is being drawn, you can shift each horizontal line of the frame in all 4 directions-all you'd have to do to recreate the effect on real hardware is to write horizontal and vertical offsets to the scroll registers in a sinusoidal pattern that varies in intensity with time. The only challenges from there are timing your writes to the right scanline (although the SNES and Genesis both have scanline interrupts that basically handle that for you) and budgeting RAM space for your sin(y) lookup tables.
If you want a more in-depth explanation of how the effect works, I highly recommend checking out Retro Game Mechanics Explained's video on Earthbound's (Mode 7 free!) battle backgrounds: th-cam.com/video/zjQik7uwLIQ/w-d-xo.html
Will Dust Man EX’s weakness still be the Ring Boomerang?
Probably?
Ok