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Dr. Volt Alessandro Arcade

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A member registered Sep 07, 2020

Recent community posts

Nope.  Can't say I have.  I'm between projects now but you never know.  When I find one that's viable with  no issues and works in the standard emulator (and not just in the Maker, while using the FCEUMM core) I'll start up on something new

(6 edits)

Starting up on my twelfth profile, the game this time this time around is Panic Restaurant; a cute platformer by Taito.

You are Cookie, owner and proprietor of his own restaurant, the Garden of Eaten (get it?).

You're on your way to work when suddenly you're attacked by food falling from the sky...food that has come ALIVE!  Food from...your own restaurant!?  As you look up, you see the face of the man responsible--your old partner and assistant, Chef O'Dove.  And he has revenge on his mind over a tragic incident involving a potato peeler.  

O'Dove has taken control of Eaten and now it's up to you to brave the horrors of food monsters and mutated kitchen utensils and cookware!  Armed, initially with only a frying pan, seek out the items like spoons and other kitchen tools to help you clobber these angry food beasts back to the supermarket and take back your bread and butter in a six-stage romp from appetizer to dessert.

Going back to my traditional methods, this profile won't have the EXTREME depth of the last game (Whomp Em') but will contain some refinements where I can fit them in.

Progress tally

Stage 1 (COMPLETE)

Stage 2 (COMPLETE)

Stage 3 (COMPLETE)

Stage 4 (COMPLETE)

Stage 5 (COMPLETE)

Stage 6 (COMPLETE)

Final Boss  (COMPLETE)

Ending (COMPLETE)

PROJECT FINISHED!!!

For now...here's the WIP profile: 

Panic Restaurant Profile(Mod: Finished Version)

Panic Restaurant Profile (Mod: OneDrive Mirror)

Stage 1 (Appetizer): 

Stage 2 (Soup):

Stage 3 (Salad):

Stage 4 (Fish):

Stage 5 (Meat):

Stage 6 (Dessert) and Final Boss and Ending:

Check back for more updates.

👍

(11 edits)

It has been quite a while.

But this marks the first of what I hope will be more projects on the way.

The title in question is one of the earliest and possibly most well-known of Mega Man clones for the NES. 

 Whomp 'Em for NES by Jaleco LTD. Known in Japan as 西遊記ワールド2 天上界の魔神 or "Saiyūki World 2: Tenjōkai no Majin/Evil Spirit of Heaven".  You are Native American brave, Soaring Eagle and you're on a warrior's quest to bust down the gates of Heaven and prove to the Great Spirit you're worthy of ascending to tribal chief.  But to so so you must embark on a long and winding quest that traverses an intro stage, six choose-your-own-peril:  The Fire Test, the Ice Ritual, the Sacred Woods, the Secret Cliff, the Magic Forest, and the Water Test.  

In each different environment you'll face hazard and challenge a different boss spirt.  Defeat each one to obtain on of the six medallions as proof of your strength.  Each will give you a different power to imbue into your trust spear to traverse enemies and obstacles much like the Blue Bomber's ability to copy weapons.  Once you have them all, ascend the clouds with the final power to challenge the Great Spirit and complete your quest.

One odd thing to note is the boss of the Sacred Woods (at the top of a tree, no less) not only has a resemblance to Wood Man from Mega Man 2 but also similar patterns and a similar weapon.

This marks my first attempt to use the Multi-depth platforming solution script.  Though I'm not sure I implemented it corrected, it produced and interesting effect with the depth that sometimes has my character ducking into the background bushes and scaling the platforms of the mountain; which are further back than the rocky foreground.  While it's mostly stable in the vertical areas, I haven't figured out what causes Soaring Eagle to jump back further into the background or return to the default depth.  It's HARDLY gameplay breaking and actually produces a unique effect I'm okay with.

This profile is a huge experiment in what I call "Extreme Depth".  This is a profile for Z-axis junkies only.  If you want to see how BIG stages can go, this is your jam.  With depth that sometimes has your character going practically into the background, Whomp Em' takes things to the ABSOLUTE extreme with how "open world" I can make it look.

I still have some cleanup and such to still do on this first level but for the most part this is a nice preview of what's to come.

Update 1:  Whomp 'Em Sacred Woods Stage added.  Six more levels to go.

Update 2: Whomp 'Em Fire Test Stage Added.  Five more levels to go.

Update 3: Whomp 'Em Ice Ritual Stage Added. Four more levels to go.

Update 4: Whomp 'Em Secret Cliff Stage Added.  Three More levels to go.

Update 5: Whomp 'Em Water Test Stage Added. Two more levels to go.

Update 6: Whomp 'Em Magic Forest Stage Added.  One More Level to go.

Update 7: Whomp 'Em Final Stage Added.  PROJECT IS COMPLETE!!!

Whomp 'Em Profile (DropBox)

Whomp 'Em Profile(OneDrive Mirror)

Intro Stage:

Sacred Woods Stage:

Fire Test Stage:

Ice Ritual Stage:

Secret Cliff Stage:

Water Test Stage:

Magic Forest Stage: 

Final Stage and Ending: 

Project complete, pending further clean-ups and fixes.   Check back for further updates.

(4 edits)

I present a surprise finished prototype; essentially 99.99% cleaned up and ready for the repository!

Konami's Bucky O'Hare.  A side-scroller based on the early 90's cartoon that takes one part Mega Man and a lot of parts Battletoads with a little CastleVania III and Gradius sprinkle-tossed in.  One monsterously difficult, and deceptively big game that spans 7 worlds but each world can go from 6 to 10 acts before you reach its end boss!

Enjoy!

Bucky O'Hare Profile (Dropbox Mirror)

Bucky O'Hare Profile (OneDrive Mirror)

(8 edits)

And we have yet another project to the pile.  Old-school shooter/puncher platformer, Amagon!  Made by American Sammy (the same company behind VICE: Project Doom if you can believe it!)

Simple story, simple graphics, and simple gameplay that harkens back to that arcade experience where games feature less fixed screens (from the time of Mario Bros.) to the familiar side-scrolling genre.

You are Amagon, a barefoot guy in a tee and shorts who's crash-landed his airplane on a dangerous, jungle island.  Your only hope is the cross the island and get to a port where an abandoned ship can sail you back to civilization.  But this is a game where EVERY form of flora and fauna is out to kill you.  What starts as birds, spiders, and snakes attempting to give you a miserable day progresses all the way to a clash with...ALIENS FROM SPAAAAACE!?  Believe it!

And there's all kind of nasty bosses in between like lion men, hippo demons, ticked off dryad tree-beasts, skeletons, and even a giant stone serpent statue come to life.

But Amagon isn't defenseless.  He runs, he jumps and he just happens to be carrying a machine gun......with limited ammo.  So...better pick up spare bullets or you'll have to resort to using your gun as a club.  And going melee is dangerous as heck.

Fear not!  For Amagon has a trick up his sleeve.  As he racks up the points he can gain enough to trade in his score once he finds the Mega Key!  And using the Mega Key, he can transform into the brutish Tarzan knock-off, Amagon; whose brutal uppercuts sent enemies flying, plus he can use the devastating Megagon Shockwave attack as a projectile.  

But BEWARE, yet AGAIN!  Depending on how much of a score you had before you transformed, you may not have enough of the 70,000 point quota in order to start Megagon with full power; for however many points you DID train in, represents how long you can stay as Megagon.   

Getting hit by enemies will drain that power bar as will EVER use of the Megagon Shockwave.  Use your power wisely or you'll be back to wimpy Amagon where a single hit will KILL YOU!!!  You read that right!  Amagon can't even take one hit without dying.  Lose all your lives and it's game over.

UPDATE: This profile is COMPLETE and ready for the REPOSITORY!

Amagon Profile (Dropbox Mirror)

Amagon Profile (OneDrive Mirror)

Stage 1-1:

Stage 1-2: 


Stage 2-1:

Stage 2-2:

Stage 3-1:

Stage 3-2:

Stage 4-1:

Stage 4-2:

Stage 5-1:

Stage 5-2:

Stage 6-1:

Stage 6-2 and the Ending:

Stay tuned for more.

(6 edits)

I officially unveil another side-project which I'm working on between Mega Man 6's profile.

Introducing, VICE: Project Doom.  An American Sammy platformer with "variety gameplay".  What does that mean?  Like the Adventures of Bayou Billy, this is a game that knows how to switch it up to keep you on your toes.  And it includes a top-view driving car chase with machine guns, platforming with three different attacks each with its own range, and a couple of FPS on rails scrolling shooter stages.  Add to that some Ninja Gaiden style storytelling through cutscenes and you got an action/adventure game that tells a 90's dark, gritty lone cop against a corrupt corporation conspiracy.

A plot 30-years plus in the making comes to a head as a mysterious corporation C.E.O pulls the strings on what will change the course of the life of a lone cop named Hart as he tries to unravel a growing conspiracy that involves lies, arms-dealing, genetic experimentation, and assassination.   At the risk of telling to much, this is one story that does not promise a happy ending for our hero.

With a variety of game styles, this took a plethora of flexible restructuring techniques, including my first attempt at working with a top-down perspective car chase level.  While I don't yet have a script in place to lock stage 1-1's driving level into a diagonal camera angle to emphasize the 3D effect, the camera can still be adjusted manually.  I may implement an automatic camera control script in later work on this until then.

Most of the stages are traditional 2D sidescrolling platformer and each of those builds consecutively toward increasing eye candy that uses more and more of my "trademark style".  You'll see what I mean in stage 4-1.

Fair warning, the cutscenes still need some work as some objects need to some depth-correction and polishes.

All this exposition complete, I now give you the partial build which currently includes up to (but not including) stage 5-1.

UPDATE: The build now includes stage 5-1 through (but not including stage 7-1.  Two stages for the price of one update...totally free!

UPDATE: The build is now complete!  This project is finished and ready for the repository!

VICE: Project Doom Profile

VICE: Project Doom Profile (OneDrive Mirror)

Prologue and Stage 1-1:

Stage 2-1: 

Stage 3-1:

Stage 4-1:

Stage 4-2:

Stage 5-1 , 5-2, and 5-3:

Stage 6-1, 6-2, and 6-3:

Stage 7-1:

Stage 7-2:

Stage 8-1:

Stage 9-1:

Stage 10-1:

Stage 11-1:

Stage 11-2 and Ending:

(10 edits)

I officially introduce, now, the first of a couple side-projects cooking in the oven.

If Clan McDuck can have two profiles on 3DSen, why not those two gumshoes?  Yup.  It's Chip and Dale's Rescue Rangers 2.  Fat Cat has escaped prison and stolen the Urn of the Pharaoh.  What begins as a time bomb threat in a restaurant quickly escalates into a rematch with the criminal mastermind with the voice of Jim Cummings in an expanded mostly-linear romp through new stages with familiar skills and even more familiar allies.   Rescue Rangers AWAY!!!

UPDATE:  This profile is now complete and ready for the repository!  Enjoy!

Chip and Dale's Rescue Rangers 2 Profile (Dropbox Mirror)

Chip and Dale's Rescue Rangers 2 Profile (OneDrive Mirror)

Stage 1 (Restaurant:

Stage 2 (Sewers):

Stage 3 (Transport Ship):

Stage 4 (Frozen Warehouse):

Stage 5 (Haunted House/Funeral Home): 

Stage 6 (Clocktower):

Stage 7 (Western World):

Stage 8 (Future World):

Stage 9 (Fat Cat's Hideout):

Ending:


Stay tuned (Or is it Tooned?) for updates!

(19 edits)

It's deja-vu time, Blue Bomber fans!  Here we go again!  

Yet another robot war erupts in Monsteropolis and spreads throughout the world.  This time the sponsor of the World's First Robot Fighting Tournament has stolen the eight finalist entrants into his own contest--Robot Masters hailing from Saudi Arabia, Canada, South America, Arizona in the United States of America, Great Britain, Greece, and China--Mega Man's going to need some serious frequent flier miles to curb this batch of multi-ethnic machines!

Touted as the "World's Greatest Battle", new stages, new bosses, new weapons, new music and graphics, new Rush armor transformations, and a whole LOT of familiar, Mega Man 6 marks the end of the NES era.

That said, let's get this project officially started with not one but BOOM!  Two updates in this debut!

Note:  By this point the profile is getting large and the rendering glitches of the maker (and sometimes 3DSen itself) rear their ugly heads and can only be remedied by closing as many other programs as possible and hoping that setting the priority and reloading the emulator enough times will result in non-glitched visuals.  The Mega Man 4 and Mega Man 5 profiles have this problem, too.  This is a common occurrence in PC's with lower specs. Typically higher-spec PC's don't experience this issue.  This one is probably my most polished profile.

As of July 4th, 2021 at 1 A.M. E.S.T. this project is complete and READY FOR THE RESPOSITORY! ^o^

Mega Man 6 Profile (Dropbox Mirror)

Mega Man 6 Profile (OneDrive Mirror)

Update 1: Project is now 1/16th done! 15 Stages remain.

Update 2: Project is now 2/16th done! 14 Stages remain

Update 3:  Project is now 3/16th done! 13 Stages remain

Update 4: Project is now 4/16th done!  12 Stages remain ONE-QUARTER POINT!

Update 5: Project is now 5/16th done!  11 Stages remain.

Update 6: Project is now 6/16th done!  10 stages remain.

Update 7: Project is now 7/16th done!  9 stages remain.

Update 8: Project is now 8/16th done!  8 stages remain!  HALFWAY POINT!!!

Update 9: Project is now 9/16th done!  7 stages remain.

Update 10: Project is now 10/16th done!  6 stages remain.

Update 11: Project is now 11/16th done!  5 stages remain.

Update 12: Project is now 12/16th done!  4 stages remain. THREE-QUARTER POINT!!!

Update 13: Project is now 13/16th done!  3 stages remain.

Update 14: Project is now 14/16th done!  2 stages remain.

Update 15: Project is now 15/16th done!  1 stage an an ending remain.

Update 16: Project is now 16/16 done!  PROJECT IS COMPLETE!!!

Flame Man's Oil Refinery Palace in Saudi Arabia:

Blizzard Man's Ski Resort in Canada:

Plant Man's "Forgotten Area" Amazon Rainforest in Brazil:


Tomahawk Man's "Restricted Area" Desert Badlands in Tombstone, Arizona

Yamato Man's Mount Fuji "Impregnable Fortress" in Tokyo, Japan

Knight Man's "Capital of Science" castle fortress in the United Kingdom:

Centaur Man's "Ancient City" in Athens, Greece:

Wind Man's Mechanical Tower in China

Mr. X's fortress, X-Tower Area 1 (Skyscaper Exterior):

Mr. X's Fortress, X-Tower Area 2 (Observation Hall):

Mr. X's Fortress, X-Tower Area 3 (Underground Loading Dock Warehouse):

Mr. X's Fortress, X-Tower Area 4 (Basement Power Generator Core Room):

Dr. Wily Fortress mk VI, "Skull Pagoda" Area 1 (Ventilation System)":

Dr. Wily Fortress mk VI, "Skull Pagoda" Area 2 (Cold Storage Facility):

Dr. Wily Fortress mk VI, "Skull Pagoda" Area 3 (Dr. Wily Teleport System version 6.0):

Dr. Wily mk VI, Skull Pagoda Area 4 (Dr. Wily Final Bunker/Wily Machine Garage) plus Ending, Robot Master Credits, and Staff Roll:

(3 edits)

I've since lost the original Mega Man 3D profile I started to work with from your WIP so I started from scratch.  However I didn't realize at the time I mislabeled Rockman(J) as Mega Man 1 so I got along pretty far along with it.  After a while I finally finished the profile and credited you in the meta-data.  I hope you like I what I did with it.  It turned out pretty well.

Here's "Special Edition Rockman 3D".  Specifically for the Japanese ROM, like the Mega Man profile but with oodles more depth and effect!  Plus the sprites themselves are now 3D.

Rockman (J) Profile (Dropbox Mirror)

Rockman (J) Profile (OneDrive Mirror)

Let me know what you think.

(5 edits)

"I am the Terror the Flaps in the Night! 

I am the LJN that makes the AVGN get NSFW!

I am DARKWING DUCK!"

I present to you a 100% complete prototype Profile for a long-overdue Capcom title...

Link to profile: Let's get Dangerous! (Dropbox)

Or if that doesn't work, use the OneDrive Mirror link: Let's get Dangerous! (OneDrive)

Quackerjack Stage:

Liquidator Stage:

Wolf Duck Stage:

Megavolt Stage:

Moliarty Stage:

Bushroot Stage:

Steelbeak Stage and Ending (spoilers):

Enjoy! And keep watch for updates to Project: Mega Man 5.

(1 edit)

You know, when I'm finished, you're welcome to modify my profile to make a special 3-D Mega Man edition of it if you want.  Same with my existing Mega Man 4 profile.  I don't object, and you have my blessing to do so.  I've kept Mega Man 2D so that he'd match the other Mega Man profiles already in existence.  There's no rule that says there can't be more than one version of a profile (that I know of).   There's an official Zelda II profile as well as one being worked on by JJXB so... *shrug*

(23 edits)

Just when you thought it was safe in Monsteropolis...

BOOM.

While I'm only 1/16th done, I've decided to let anyone and everyone play around with the VERY MUCH W.I.P. profile and I'll leave you with this little gem.  Enjoy!

* Profile maker's note:  Sometimes loading custom profiles, specifically Mega Man 4 and Mega Man 5 results in a glitch in which 3DSen doesn't load all the textures and colors into the RAM fast enough and it can result in scrambled graphics.   Most of the time this can be remedied by opening a pack-in profile ROM; CastleVania 1 usually works the best, then after it's loaded up, immediately re-load Mega Man 4 or Mega Man 5.   It may also help to increase the priority to 3DSen in Task Manager or close other programs.  Firefox and Chrome are especially resource-hungry.  

Of the the three Mega Man titles I've worked on, this one is the MOST problematic.

Update 1: Project is now 1/8th done! 14 Stages remain.

Update 2: Project is now 3/16th done! 13 Stages remain

Update 2.5: A number of improvements made.  Stage Selected splash screen deepened to fix text and background issues.  Clouds now drift in Gyro Man's stage.  Gaping holes in the background of Crystal Man's stage now fixed.  Other minor tweaks and polishes.

Update 3: Project is now 1/4 (25%) done!  12 Stages remain.

Update 4: Project is now 5/16th (31.25%) done 11 Stages remain.

Update 5: Project is now 3/8 (37.5%) done! 10 Stages Remain.

Update 6: Project is now 7/16th (43.75%)  done! 9 stages remain

Update 7: Project is now 8/16th (50%) done!  8 stages remain  HALFWAY THERE!

Update 8: Project is now 9/16th (56.25%) done!  7 stages remain

Update 9: Project is now 5/8th (62.5%) done!  6 stages remain

Update 10: Project is now 11/16th (68.75%) done!  5 stages remain

Update 11: Project is now 3/4 (75%) done!  4 Stages remain!  HOME STRETCH!

Update 12: Project is now 13/16 (81.25%) done!  3 Stages remain!

Update 13: Project is now 7/8 (87.5%) done!  2 Stages remain!

Update 14: Project is now 15/16 (93.75%) done!  1 Stage remains!

Update 15: Project is now 16/16 (100%) done!  Project is essentially finished*

* I was unable to fix the end credits after many attempts.  They will have to remain a problem.

Well the message says it all.  This project is finished.  Or rather it's as finished as I can make it.  Due to problems with the final staff roll credits, I had to leave off after the Robot Master Contest credits.  Otherwise...there's nothing more I can do for this profile.  It is essentially a finished project.

This coming March I hope to be able to start Mega Man 6 and I'm hoping I'll have fewer complications in the long-run.

Overall...this was still one of my favorites to work with despite the problems.  It's very, very much playable, baring any unforeseen glitches, color problems, or emulator issues.

Thank you for sticking around to see it through.

Mega Man 5 Profile (Dropbox)

Mega Man 5 Profile (OneDrive)

Gravity Man's Gravity Control Physics Lab:

Gyro Man's Sky Garden


Crystal Man's Energen Crystal Mine!

Napalm Man's Rainforest Jungle Cavern Bunker

Stone Man's Mountainous Mining Cavern

Charge Man's Railway Depot and Supply Train

Wave Man's Water Purification Reservoir

Star Man's Orbital Space Station

Dark Man Fortress, Area 1 (Castle Courtyard and Outer Walls):

Dark Man Fortress, Area 2 (Castle Basement Water/Gas Plumbing and Supercomputer Area):

Dark Man Fortress, Area 3 (Upper Ramparts, Castle Walls, and Security Stations):

Dark Man Fortress, Area 4 (Inner Core--Confrontation with "Proto" Man!  The truth revealed!):

Dr. Wily's Lab:  Skull Fortress mark 5, Area 1 (Quantum Computer and Junk Crushing Area):

Dr. Wily's Lab; Skull Fortress mark 5, Area 2 (Flooded Castle  Basement Water Regulation System):

Dr. Wily's Lab; Skull Fortress mark 5, Area 3 (Dr. Wily Teleport System mark V):

Dr. Wily's Lab; Skull Fortress mark 5, Area 4 (Underground Bunker/Garage) and Ending:

As always, if you check out the video on my YT page, please read the comments under "Show More".

(8 edits)

Update: Profile completed!  Download to follow

Profile: 

Kabuki Quantum Fighter Profile (Dropbox Mirror)

Kabuki Quantum Fighter Profile (OneDrive Mirror)

I've since returned to my second project.  Known as Kabuki Quantum Fighter in the USA and 地獄極楽丸 ( Jigoku Gokurakumaru - "Hell Paradise") in Japan; this game can be considered "alternative Ninja Gaiden".  Smaller in scale, more traditional 2D view (instead of NG's tendancy to simulate semi-isometric environments), and less sophisticated cinematic storytelling.  This game features 6 areas (Well...five and a final boss room) and an arsenal that expands with each area--a feature revisted in the SNES/Genesis/Sega CD game WolfChild.

Interesting of note, Kabuki Quantum Fighter's  second area features a boss called "Gemini" that shoots blue lasers that change direction plus he clones himself.  Mega Man 3 fans might consider that a little familiar...

That said, I've made some cosmetic upgrades to Area 1 and completed Area 2.  I've hit a setback with Area 3 and lost a decent amount of progress on it but I'll rebuild ASAP.

Anyway.  Here's Area 1 and Area 2.  If you view the videos on my channel, please do read the comments under "show more" for details.

Once complete, I'll post the profile here.

Update: Area 3 added.   (As said before, please read the description if you view the videos on my YT channel for details).

Double update: Area 4 and 5 added.  See above and check back later.  The profile is on its way.


Check back here for further updates.

Topic revised and streamlined.

Sure, go ahead.  Hopefully the remaining stages and the ending won't give me too much trouble.

(24 edits)

You've played the first three Mega Man titles, packed in with geod's amazing 3DSen emulator.  Now I continue the tradition with the next three entries.  Behold...Mega Man 4.

It's the year 20XX and the world has been at peace since Dr. Wily's apparent death after the destruction of Gamma.  Household robot siblings, Rock and Roll enjoy the peace in the lab of their creator, the brilliant Dr. Thomas Xavier Light.

However, history repeats, and Light's other former colleague, Dr. Mikhail Sergeyovich Cossack has surfaced and he's thrown down the gauntlet; having created 8 new robot masters to challenge Mega Man to combat for supremacy.  Seemingly suffering from a bruised ego of being ignored in the wake of Doctors, Light and Wily, he's ready to fill the void of mad scientist trying to take over the world.

Mega Man sets out for battle, riding a bullet train straight to Siberia, Russia.  This time armed with the new Super Mega Buster--an enhancement to his main "lemon shooter" arm cannon to allow him to charge his shots for greater attack damage.  Rush is back to support his master with his transformations from last game.  Now he is joined by Eddy "Flip-Top" who will teleport to key locations in certain stages to dispense power-ups to Mega Man at crucial moments.

Eight new stages in various parts of the world include Toad Man's "Station One" water reclamation facility, Bright Man's "Lightning Control" stage, Pharaoh Man's crypt in Neo Cairo, Ring Man's space telescope observatory, Dust Man's junk-crushing/burning waste disposal plant, Skull Man's bone bridges over an archaeological site, Dive Man's underwater magma-pumping facility at a harbor, and Drill Man's underground mining tunnel.  Make it through all that and Dr. Cossack's Siberian Citadel awaits.  

But could it be there's more to the story than meets the eye? 

Play through Mega Man to get to the truth of why Light's old friend has turned foe.

FINAL (foreseeable) UPDATE!!!  With this last batch of fine-tunes and corrections, the profile should be 100% complete, though insignificant issues and errors may still be present.  That said...this should be the last round of fixes.  If any more need to be made, let me know.  And so...

Mega Man 4 Profile (Dropbox Mirror)

Mega Man 4 Profile (OneDrive Mirror)

* Profile maker's note:  Sometimes loading custom profiles, specifically Mega Man 4 and Mega Man 5 results in a glitch in which 3DSen doesn't load all the textures and colors into the RAM fast enough and it can result in scrambled graphics.   Most of the time this can be remedied by opening a pack-in profile ROM; CastleVania 1 usually works the best, then after it's loaded up, immediately re-load Mega Man 4 or Mega Man 5.   It may also help to increase the priority to 3DSen in Task Manager or close other programs.  Firefox and Chrome are especially resource-hungry.  

Out of the three, this is is USUALLY the most cooperative with few if any graphical issues.  While glitches can occur, they are far more rare than Mega Man 5 and Mega Man 6.  This one is probably one of my favorites but took the most effort to clean up after several conflicts and shared assets.

--------------------------------------------


Second update:



Third update:



Fourth update:





Fifth update:

Sixth Update:

Seventh Update:


Update 8:

I present the finished prototype.  While still riddled with flaws and probably some undiscovered glitches and issues, for the most part I'd like to consider it a solid A minus work.  If anyone can fix the issues and problems and/or clean it up, please by all means fix what I have.  Anyone and everyone is welcome to polish and overhaul it or even go through and painstakingly make all of Mega Man and the boss characters into 3D models.  

Rest assured I made my best attempt to put everything else in 3D, but some things such as the Metool Daddy boss in Dr. Wily's stage proved to have too many issues with shared assets and other unforeseen problems.  Most strange of which is a layer of the floor that does not seem to show up, making Mega Man and the boss and its minions seem to float.

Good luck to all who can make what I've put together better.  I leave it all in your hands now.  Just be sure to credit me as the maker of the original profile prototype if you modify or upgrade it.

Post Profile Updates:

Bright Man Stage:

Finally, this stage meets all of my standards.  After a long time of experimentation with 3DNes coupled with a lot of trial and error with 3DSen, I've finally cleaned up and polished a version of Bright Man's Lighting Control plant that I've been aiming for for ages.  It honestly looks and feels worthy of the quality Mega Man games should carry.  Several mismatched and substituted tiles eliminated, several holes filled with tile merging, several tweaks to the background, fixes to cables and light fixtures for the lights-out-darkness effect to look proper and all kinds of performance issues corrected without causing too much conflict with other shared tile areas.

Ring Man Stage:

A COMPLETE overhaul and upgrade of the screw-cut crystal pillars and layout that makes up the bulk of this stage.  Better cyclinder and alpha effects lead to convincing transparency and gives Ring Man's space telescope observatory tower the overall appearance that is befitting of the Mega Man 4 game.  A re-done hippo mid-boss with cleaned up pedestal platform (Now appearing as an oblong/oval platform instead of a circular drum) and new machine-filled crystal flooring.  For minor tweaks, planets were now given proper black shadow area to form complete sphere objects.  And lastly the machinery and walls of Ring Man's stage were merged, cleaned up and polished to eliminate performance issues.

Dust Man Stage:

Dust Man's industrial junk-crushing incinerator turned out to be a surprise source of performance issues.  Glad I nipped this in the bud before it became a huge problem.  Sometimes the best overhaul is the one that you can't tell if anything's been changed.  Most of the upgrades in this iteration were done to improve performance while retaining the look of the original version 1.0.  Several tiles merged into singular patterns, several assets reworked, and a lot of makeshift patchwork to fill gaps (a problem that made Bright Man's stage easily a pain with empty spaces and shared tiles).  Rework of the square presses and several revisions of the pipes and press shafts.  Overall, looking and playing better.

Skull Man Stage:

I apologize for the thumbnail being lit up during a Flash Stopper use, but finally I was able to eliminate the accidental cylinder pattern texture on the sky and do some serious cloud tile merging and fixes to get the stage to scroll as smooth as butter (despite my PC's and laptop's limited specs.  Skull Man's bone bridge archeologic dig site has some improvements on the bones and elbow joints in combination with multiple tile merging to reduce the number of rendered object and present a more cohesive rocky terrain.  Initially I had greatly expended the depth of the rib-cage bridges, but that revision was lost in another profile brain-fart that erased my work.  So I reverted back to the current setup.  Overall I like this stage a lot in 3D.

Dive Man's Stage:

Dive Man's magma-pumping water ocean base (a predecessor to Launch Octopus' turf?) was the cause of many performance issue headaches.  To the point it nearly crashed the emulator at some points or slowed it down to unbearable levels and of course riddled with audio static and pops on my PC and laptop due to their unimpressive specifications.  But, the challenge of doing more with less presents many opportunities to find new work-arounds and new ways to correct old problems.

I've since doubled down on the assets of Dive Man's stage, doubling the depth, though I've had to tweak the sky background, delete and re-merge tiles repeatedly until I got  a working solution that didn't cause any immediate problems in the rest of the game (thus far).

There are still problem areas with slowdown during the first narrow gap slide (under the large overhang between two sky assets and a numerous drop-claw enemies) and the open area with the lone "Jumbig".

But now the whales have been improved to a noticeable degree and the Wire Adaptor area now features expanded plumbing since my version 1.0 build.  After a set of refinements, Dive Man's stage is now very playable.

Any future updates to this profile will be intended to correct lingering issues and graphics problems in Dr. Cossack's and Dr. Wily's stages.

Stay tuned.  Just because the profile is complete and in the Profile Repository doesn't mean it can't still get later updates and polishes.  For now the priority still goes to Mega Man 5.  But you never know when a new fix will show up for the Mega Man 4 profile...

UPDATE:

And now new fixes and polishes for Mega Man 4 are up but still more remain.

Finally I can show of the Cossack stages in action.

Cossack Citadel, Area 1:  Scaling the snowy outer defense wall:

Cossack Citadel, Area 2: Inside the Citadel, approaching the main computer:

Cossack Citadel, Area 3, Above the Citadel, around the minaret and towers:  

Cossack Citadel, Area 4, Into Dr. Cossack's underground warehouse:

What may be the final post-profile update...

Wily Fortress mk IV, Area 1, Through the castle's water-purifying and pumping station:

Wily Fortress mk IV, Area 2, Passing through Wily's Robotics Research Server Farm:

Wily Fortress mk IV, Area 3, Entering the Dr. Wily Teleport System version 4.0:

Wily Fortress mk IV, Area 4, Dr. Wily's underground bunker and secret lab, Ending, Staff Credits & Thanks For Playing final message

Thank-you for sticking around to see the development run its course.  See you in Mega Man 5!

The positive feedback is greatly appreciated.

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My fourth project, but second finished work.  A 99.99% completed profile for Werewolf the Last Warrior and a better attempt than my previous work on Kid Icarus.  There are still enemies and things I haven't tweaked and some questionable graphics in the second stage (city, above ground) but overall I'm proud of how it came out.  Especially the glowing effects and transparencies.

As always anyone is welcome to polish, modify or overhaul it.  Just credit me as the original maker.

Video demo shows the progress on the first stage.  Yes, cheat codes are used; this is not a serious play-through, just a demo.

Werewolf the Last Warrior profile (Dropbox Mirror)

Werewolf the Last Warrior profile (OneDrive Mirror)

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Mod Update: Update the profile with info about the maker Profile Link

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My first profile is Kid Icarus.  It's pretty much completed but rough and unrefined.  Anyone and everyone is welcome to polish it, refine it, or completely overhaul it.

Cheat codes are used.  This is not a walk-through or serious gameplay; just a demo to showcase the 3D effect.

Kid Icarus: Angel Land Story Profile (DropBox)

Kid Icarus: Angel Land Story Profile (OneDrive Mirror)