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jajaja
04-26-2007, 06:08 PM
Saw that Gametrailers.com posted these 2 movies:

http://www.gametrailers.com/player.php?type=wmv&id=18950

http://www.gametrailers.com/player.php?type=wmv&id=18949

Great stuff! :)

Pantechnicon
04-26-2007, 06:09 PM
Very nice! (/adds to CGE2K7 wish list)

Gamingking
04-26-2007, 06:48 PM
That's pretty neat.

goemon
04-26-2007, 06:49 PM
WTF? Elecman is the hardest boss of the original 6 to kill without special powers! Start with Gutsman or Bombman.

That game looks amazing for an Atari title. It's incredible what that machine is capable of.

ApolloBoy
04-26-2007, 09:00 PM
That looks really fake to me. If it were real, I would've heard about it before.

CRV
04-26-2007, 09:51 PM
That looks really fake to me.

Yeah, it probably is.

XxHennersXx
04-26-2007, 10:19 PM
Yeah, it probably is.

it's homebrew and was made for the I Am 8Bit Art display. They constructed a giant Atari 2600 Joystick to play with it. People had to stand on it and use both arms to move hte stick and their foot to push the button.

Not fake.

scooterb23
04-26-2007, 10:20 PM
Lot of things there that set off my BS monitor. Still pretty fun videos.

MarioMania
04-26-2007, 10:30 PM
put it on the master system

ubersaurus
04-26-2007, 11:15 PM
Yeah, I don't think the VCS can manage something at all like that.

7th lutz
04-27-2007, 11:56 AM
That looks really fake to me. If it were real, I would've heard about it before.

There was hinting about this game in Feb. at atariage. The game was releated to this thread: http://www.atariage.com/forums/index.php?showtopic=102548

I don't know if it was recorded on an recorded in an emulator or on a television.

rbudrick
04-27-2007, 12:20 PM
Damn, I can't get these to load. :( I don't see a Youtube for them either. Anyone know if these are posted anywhere else? perhaps a downloadable version of them?

-Rob

DarthKur
04-27-2007, 01:08 PM
Well, if it's from the same guy that was speaking of it on the above linked thread at AtariAge then that might well be the "Something small enough that it'd only take someone a few minutes to play" he was speaking of. Sure would be a hoot if someone could make a small version of Mega Man for the VCS. Obviously it couldn't handle more than one or two boards/"worlds" but it's surprising what the 2600 actually can do.

hbkprm
04-27-2007, 04:21 PM
sweeeeeeeeeeeeeeeet

XxHennersXx
04-27-2007, 05:10 PM
Lot of things there that set off my BS monitor. Still pretty fun videos.

sigh...

let me post this again...

it's homebrew and was made for the I Am 8Bit Art display. They constructed a giant Atari 2600 Joystick to play with it. People had to stand on it and use both arms to move hte stick and their foot to push the button.

Not fake.

http://www.atariage.com/forums/index.php?showtopic=102548

"Hey everyone!

I can't be too specific, as I don't want this to leak out. I'm the founder of "i am 8-bit" (www.iam8bit.com), and for this year's show (the third annual), we're making a giant, playable installation piece. I'm sure you can guess what that very giant installation piece might be just based on the board I'm posting to, but I thought we'd up the ante even more.

It's a special someone's 20th Anniversary this year. He's Blue. He has a hand cannon. I thought it'd be quite cool to program a very small version of this seminal gaming franchise as a 2600 cart. I'm not even talking a full level. Something small enough that it'd only take someone a few minutes to play. Maybe a few screens, much like Pitfall, then a simple boss fight. Of course, I'm game for more than that if someone is up to the challenge, but I'm not looking for anything crazy.

I have a small budget to play with, and the deadline would be early April, as the show starts April 17 and runs until May 12. Your work would be on display as part of the exhibit, and you'd get full artistic credit for it. It wouldn't actually be for sale, though, per the reason I'm offering penance for your work.

Please contact me if you're interested at jon AT jonmgibson DOT com

Cheers,
Jon M. Gibson, founder
I AM 8-BIT
www.iam8bit.com"

boatofcar
04-27-2007, 06:02 PM
sigh...

let me post this again...

it's homebrew and was made for the I Am 8Bit Art display. They constructed a giant Atari 2600 Joystick to play with it. People had to stand on it and use both arms to move hte stick and their foot to push the button.

Not fake.



First of all, everybody heard you the first time. Second of all, nobody is arguing that this wasn't done-the argument lies in whether this is an actual 2600 game or an emulated game. Personally, I don't think the real 2600 can handle that kind of speed without some serious, serious flicker.

scooterb23
04-27-2007, 07:12 PM
Wow, my post comes in 1 minute after yours, and you feel the need to follow up with the express purpose of berating me? I apologize for not having telepathy to know that you were posting at the exact same time I was typing.

For what it's worth...I still don't buy it. Maybe MAYBE on emulator...but so many things there say no way on the 2600.

7th lutz
04-27-2007, 07:26 PM
First of all, everybody heard you the first time. Second of all, nobody is arguing that this wasn't done-the argument lies in whether this is an actual 2600 game or an emulated game. Personally, I don't think the real 2600 can handle that kind of speed without some serious, serious flicker.
As far not having flicker go to this topic link: http://www.atariage.com/forums/index.php?showtopic=106093&pid=1286804&st=0&#entry1286804

It says: It flickers but it was captured in emulation and at 30Hz so it cancels the flicker. On a real TV it flickers more but it isn't too bad. Mega Man and Elec Man are done by combining the two players to give a 16 pixel wide sprite. They are alternated so they flash at 30Hz. They are on a black background and this helps. The main gameplay doesn't flicker Mega Man for the most part.

The person who posted the message was one of the homebrewers that did Megaman 2600 as the person who used bBasic mixed with assembler for the coding of the game .

The poster also did homebrew games for the 2600 in the past like: BLiP Football and the Amiga Boing! Demo 2.0 .

MarioMania
04-27-2007, 07:49 PM
You know the 7800 is better at porting Mega Man not the 2600

7th lutz
04-27-2007, 07:59 PM
You know the 7800 is better at porting Mega Man not the 2600

I agree as an atari 7800 owner and I would've liked megaman to be ported on the 7800 instead. I think the homebrewers did it for the 2600 because they have done homebrewer 2600 games along with the fact they thought the atari 2600 was mainstream system unlike the 7800 for the i am 8bit show in LA.

Three-P
04-27-2007, 08:05 PM
Not bad for a homebrew.

MarioMania
04-27-2007, 08:07 PM
Some Games could work on the VCS, Like Tetris..But not Mega Man..The Master System could do it ..easy port of the Game Gear Mega Man..but the 2600 god no...I wonder how it plays on the real hardwear. Intelivision, 5200, Colecovision & the VCS NOT good for Mega Man

bangtango
04-27-2007, 08:14 PM
Some Games could work on the VCS, Like Tetris..But not Mega Man..The Master System could do it ..easy port of the Game Gear Mega Man..but the 2600 god no...

I bet the Atari Lynx could have handled any NES Mega Man.

boatofcar
04-27-2007, 08:55 PM
I bet the Atari Lynx could have handled any NES Mega Man.

Could the Lynx handle all those different colors onscreen at once? Seems like the screenshots I've seen of the Lynx make it out to be a portable 7800...of course, I've never played one before so I'd love to be proven wrong. Reading the writeup in the Retro Gamer (back when it was boring, dry, and....FACTUAL), I realized just how far ahead of its time the system was.

MarioMania
04-27-2007, 09:05 PM
List of Systems that handle Mega Man

Master System - Based off the Game Gear version
7800
Lynx - Could do a Game Boy Port
Sega CD - Collection of the NES MM's

boatofcar
04-27-2007, 09:15 PM
7800


Sorry, I don't buy that. Show me a 7800 game that comes close to Mega Man graphically, let alone soundwise.

bangtango
04-27-2007, 09:17 PM
List of Systems that handle Mega Man

Master System - Based off the Game Gear version
7800
Lynx - Could do a Game Boy Port
Sega CD - Collection of the NES MM's

This would have never happened but the Jaguar wouldn't have been a bad place to release a collection of the NES Mega Man games. Put a bunch of them on a Jaguar cart, the system would have been up for the task. The controller may have sucked for a lot of 16/32-bit games but it certainly would have worked for ports of the NES Mega Man's.

MarioMania
04-27-2007, 09:32 PM
The SMS would had one..The Game Gear is a Portable Master System with a screen

7th lutz
04-27-2007, 09:54 PM
Sorry, I don't buy that. Show me a 7800 game that comes close to Mega Man graphically, let alone soundwise.

For sound there are options for the 7800. There are some options that being explored for developing homebrewgames with adding sound chip into a 7800 catridge. The options that have been looked at besides the pokey sound chip (sound chip used in the 7800 version of commando,ballblazer, beefdrop(aka burger time) 5200 & 8 bit computer games, is the YM2612 (same as in the Sega Genesis).

Remember with the 7800 during its day, atari didn't put money or support into the system. The atari 7800 is capable of having 512k games thanks to bankswitiching. Doing a 7800 Megaman game based on memory would be no problem. Based on 7800 games based that own based on graphics is Midnight mutants. The 7800 could do super Mario Brother style games like Scrap Yard dog. There is chance of similar game being able to be done like megaman as a result.

There have been people considering making nes style games for ther 7800 and there might be at this time, and I don't know it yet.

bangtango
04-27-2007, 10:38 PM
The 7800 could do super Mario Brother style games like Scrap Yard dog has proven(although I haven't played it). There is chance of similar game being able to be done like megaman as a result.

Your argument isn't a bad one until you say that you haven't played Scrapyard Dog, despite namedropping it. You might have wanted to leave that little detail out ;)

Although you can find holes in this scenario, comparing the 7800 version of a game like Double Dragon, which has several screens/levels, to the NES version will give a little more insight into how the two systems stack up with each other. The NES version walks all over the 7800 copy in nearly every way.

It not only has better graphics and sound, it even has more bugs and glitches. Ha ha.

MarioMania
04-27-2007, 11:02 PM
Well Atari didn't let the 7800 shine..So no body took 100% advanage of the Systems Power, It could have SMB like Graphics or sound...The Games only took maybe 50% of the Power..So Mega Man could have been done on the 7800...

Look at the First Gen Games of any system..then look at the Last gen Games of any System

XxHennersXx
04-27-2007, 11:12 PM
Well Atari didn't let the 7800 shine..So no body took 100% advanage of the Systems Power, It could have SMB like Graphics or sound...The Games only took maybe 50% of the Power..So Mega Man could have been done on the 7800...

Look at the First Gen Games of any system..then look at the Last gen Games of any System

very true.

http://dorando.emuverse.com/images/super-mario-bros.e_01.png

vs

http://www.e-lation.net/site/img/history_games/nintendo/nes/kirby_adventures.gif

7th lutz
04-27-2007, 11:39 PM
Your argument isn't a bad one until you say that you haven't played Scrapyard Dog, despite namedropping it. You might have wanted to leave that little detail out ;)

Although you can find holes in this scenario, comparing the 7800 version of a game like Double Dragon, which has several screens/levels, to the NES version will give a little more insight into how the two systems stack up with each other. The NES version walks all over the 7800 copy in nearly every way.

It not only has better graphics and sound, it even has more bugs and glitches. Ha ha.

Commando would be a better comparison then double dragon for sound since Commando used a pokey sound chip inside the cartridge and has better sound then double dragon.

Double Dragon was developed by an inconsistant 7800 dev houses at best. That dev. house also made Touchdown Foot Ball,F-18 Hornet, Tomcat F-14 Fighter Simulator,Super Skateboardin',Fight Night. The dev house did make a good nes style games in Ikari Warriors. The dev. house did make other games.

ubersaurus
04-28-2007, 01:26 PM
If you compare ballblazers, commandos, ikari warriors, xeviouses, or tower toppler/castelian, 7800 wins. No flicker, smoother framerates, or just plain better visuals.

Double Dragon and Rampage look shittier than the NES counterparts, but they play closer to the arcade game. At least 7800 Rampage has Ralph :P

Galaga is better on the NES, as are a few other games. But the 7800 could compete, if anyone back in the day had given it any funding.

boatofcar
04-28-2007, 01:43 PM
If you compare ballblazers, commandos, ikari warriors, xeviouses, or tower toppler/castelian, 7800 wins. No flicker, smoother framerates, or just plain better visuals.


In turn, one could argue that the ports on the NES were done more sloppily than on the 7800. Arcade conversions were always the bread and butter of the 7800, and they do look better than the NES versions.

bangtango
04-28-2007, 02:00 PM
If you compare ballblazers, commandos, ikari warriors, xeviouses, or tower toppler/castelian, 7800 wins. No flicker, smoother framerates, or just plain better visuals.

I agree about Xevious, it is way better on the 7800. Don't the NES versions of Commando and Ikari Warriors have more onscreen enemies, though? NES Commando is constantly sending soldiers running at you.

ubersaurus
04-28-2007, 02:41 PM
I agree about Xevious, it is way better on the 7800. Don't the NES versions of Commando and Ikari Warriors have more onscreen enemies, though? NES Commando is constantly sending soldiers running at you.

NES Commando has so much flicker and slowdown that it's practically unplayable. Whether or not it has more onscreen enemies is kind of a moot point if you can't see them :P

Don't remember on Ikari Warriors.

I also want to say that I prefer how Mario bros. plays on the 7800 vs the NES one, although that may just be personal preference. The DK games are practically the same outside of sound, at any rate.


In turn, one could argue that the ports on the NES were done more sloppily than on the 7800. Arcade conversions were always the bread and butter of the 7800, and they do look better than the NES versions.

Not necessarily. The NES version of Galaga looks much better, and I'd say the same goes for Ms. Pac Man. It's just a simple fact that the 7800 is capable of working with more sprites than the NES that it can do most arcade games better(although the resolution used for most games is lower than that of the NES).

But if you look at the high-res mode used in Tower Toppler, and the graphics in late-gen 7800 titles like Scrapyard Dog(which is a nice platformer...smooth scrolling, relatively detailed, hard as hell), Midnight Mutants, Ninja Golf, and the like, they're close to what is usually considered "NES" graphics.

MarioMania
04-28-2007, 02:50 PM
let's end this

Mega Man could be done on the 7800 with the pokey chip. You never know what the 7800 can really do..Remember Atari used prolly 25 or 45% of the Power

bangtango
04-28-2007, 03:24 PM
NES Commando has so much flicker and slowdown that it's practically unplayable. Whether or not it has more onscreen enemies is kind of a moot point if you can't see them :P

Consider the NES version an early game in the stealth genre. Just when you think you are safe, an enemy appears out of the shadows right in front of your character. Other enemies disappear into the mist just as you are about to blast them.

In all seriousness, I've played the NES version of Commando so much that the flicker and slowdown becomes second nature. I actually enjoy it, but would rather play Ikari Warriors or Guerrilla War. I haven't touched a 7800 in forever but do remember having that version of Commando having less enemies. I guess my source isn't a link or game review, just my memory.

I still wish I had a 7800, though.

Sniderman
04-28-2007, 05:32 PM
Gang, this is a thread about Megaman on the 2600. Not an Atari 7800 vs. NES thread. If you wish to debate the merits/failures of these other systems and what games would be better/worse, please start another thread.

bangtango
04-28-2007, 06:00 PM
Gang, this is a thread about Megaman on the 2600. Not an Atari 7800 vs. NES thread. If you wish to debate the merits/failures of these other systems and what games would be better/worse, please start another thread.

I found that thread.

http://www.digitpress.com/forum/showthread.php?t=57569&highlight=7800

Are you able to merge the NES vs 7800 posts here into that one or is it not needed?

Sniderman
04-28-2007, 07:16 PM
I found that thread.

http://www.digitpress.com/forum/showthread.php?t=57569&highlight=7800

Are you able to merge the NES vs 7800 posts here into that one or is it not needed?

It's not needed. I'm trying to steer this thread back on target. But now that you provided a link, I would hope that the NES/7800 tete-a-tete could be continued there rather than cluttering up this thread with nonrelevant discussion.

P.S. Sorry that your message above has an "edited by sniderman" note. The "quote" button is right next to the "edit" button on my mod's panel. Thought I was quoting your message when I was actually adding my reply to it. Whatta dumbass I am...

c2000
04-28-2007, 07:39 PM
very true.

http://dorando.emuverse.com/images/super-mario-bros.e_01.png

vs

http://www.e-lation.net/site/img/history_games/nintendo/nes/kirby_adventures.gif

Seems like a good idea for a topic. Anyone interested? Just show screens of the earliest and latest games released. Maybe it was done already.

bangtango
04-28-2007, 08:28 PM
Back on topic.......

When people say that Mega Man could never be done for the Atari 2600, they need to be careful. You can put ANY game on the 2600, at least in name only. It doesn't have to look or play good. It doesn't even have to resemble the original version. All it needs is the name and the license. The Tiger LCD games proved that. Tiger did a "version" of Street Fighter 2 on a standalone handheld and a "version" of Resident Evil 2 on a portable. Like it or not, those are versions of Street Fighter 2 and Resident Evil 2. Bad versions but still versions of those games.

The 2600 might not be able to do a legitimate version of Mega Man but the system can still do a version (using that term loosely). All that is needed would be the name and the license. Obviously, if Capcom isn't involved (either porting it or just allowing the use of the license) then it is a moot point.

rbudrick
04-30-2007, 11:15 AM
If the Lynx could do Ninja Gaiden 3, why couldn't it do Mega Man?

Anyway, where's the rom for this demo? HAH!

-Rob

Slate
04-30-2007, 11:28 AM
What is with GT lately? The colors are completely off!

MarioMania
04-30-2007, 02:45 PM
Because Mega Man is a Trademark of Capcom, Can Capcom sue

Sweater Fish Deluxe
04-30-2007, 07:14 PM
Some Games could work on the VCS, Like Tetris..But not Mega Man..The Master System could do it ..easy port of the Game Gear Mega Man..but the 2600 god no...I wonder how it plays on the real hardwear. Intelivision, 5200, Colecovision & the VCS NOT good for Mega Man
There's already a Megaman game on the Colecovision. It's called Megaman: Rescue In Gargamel's Castle and it KICKS ASSSSSSSS!

I love that little blue guy.


...word is bondage...

David Galloway
04-30-2007, 08:43 PM
Hi, as author of the playable Mega Man 2600 demo-game I'd like to tell you a little bit about this title.

The gameplay is very 'Mega Man'. I have, out of necessity, zoomed in the play area but have strived to keep the same physics, control and animation of the original. I support two buttons if you use a Genesis pad.

Without a two button controller, you are jumping with 'up' and shooting with 'fire.'

I am actually surprised at how well it came out even though I consider this version a prototype. It contains only a few screens without ladders, and enemies before a boss fight with Elec Man. The music is from Elec Man's level.

The demo-game fits in 16K. Mega Man on the NES was 128K. If I was to make a full game of at least 3 bosses it would probably be 32K to 64K.

The cart is using an extra 128 bytes of RAM (bringing the total to 256), but it probably wasn't necessary for the demo, it was just there for insurance.

- David Galloway

boatofcar
04-30-2007, 09:12 PM
Hi, as author of the playable Mega Man 2600 demo-game I'd like to tell you a little bit about this title.

The gameplay is very 'Mega Man'. I have, out of necessity, zoomed in the play area but have strived to keep the same physics, control and animation of the original. I support two buttons if you use a Genesis pad.

Without a two button controller, you are jumping with 'up' and shooting with 'fire.'

I am actually surprised at how well it came out even though I consider this version a prototype. It contains only a few screens without ladders, and enemies before a boss fight with Elec Man. The music is from Elec Man's level.

The demo-game fits in 16K. Mega Man on the NES was 128K. If I was to make a full game of at least 3 bosses it would probably be 32K to 64K.

The cart is using an extra 128 bytes of RAM (bringing the total to 256), but it probably wasn't necessary for the demo, it was just there for insurance.

- David Galloway

Hey, thanks for posting! So you've actually burned the rom onto a cart? Cool!

7th lutz
05-01-2007, 12:20 AM
Hi, as author of the playable Mega Man 2600 demo-game I'd like to tell you a little bit about this title.

The gameplay is very 'Mega Man'. I have, out of necessity, zoomed in the play area but have strived to keep the same physics, control and animation of the original. I support two buttons if you use a Genesis pad.

Without a two button controller, you are jumping with 'up' and shooting with 'fire.'

I am actually surprised at how well it came out even though I consider this version a prototype. It contains only a few screens without ladders, and enemies before a boss fight with Elec Man. The music is from Elec Man's level.

The demo-game fits in 16K. Mega Man on the NES was 128K. If I was to make a full game of at least 3 bosses it would probably be 32K to 64K.

The cart is using an extra 128 bytes of RAM (bringing the total to 256), but it probably wasn't necessary for the demo, it was just there for insurance.

- David Galloway
It is cool that the demo is on a cart. Is there any plans of make this into a full game?

bangtango
05-01-2007, 12:25 AM
Hi, as author of the playable Mega Man 2600 demo-game I'd like to tell you a little bit about this title.

The gameplay is very 'Mega Man'. I have, out of necessity, zoomed in the play area but have strived to keep the same physics, control and animation of the original. I support two buttons if you use a Genesis pad.

Without a two button controller, you are jumping with 'up' and shooting with 'fire.'

I am actually surprised at how well it came out even though I consider this version a prototype. It contains only a few screens without ladders, and enemies before a boss fight with Elec Man. The music is from Elec Man's level.

The demo-game fits in 16K. Mega Man on the NES was 128K. If I was to make a full game of at least 3 bosses it would probably be 32K to 64K.

The cart is using an extra 128 bytes of RAM (bringing the total to 256), but it probably wasn't necessary for the demo, it was just there for insurance.

- David Galloway

Now we're getting somewhere, a lot of us were wondering some of the things you just posted about. If you don't mind me asking David, why did you choose the Elecman level? Was that for space reasons or is he simply your favorite robot from the game?

Welcome to the forums. You should stick around and post here on a regular basis or at least post in the introduction thread right here on Page 1.

David Galloway
05-01-2007, 01:26 AM
The Elec Man level was chosen partly because it was more of a vertical level which meant I didn't have to code horizontal scrolling. And yes he was my favorite robot and favorite background music from the game.

Some of you have mentioned the cartridge. To give some more information, it is a SARA board from AtariService.com using a translucent blue shell from VGWIZ. This board has only become recently available to homebrewers and delivers a lot more oomph for the homebrew author. If you recall back in the day, systems were compared on their RAM alone. SARA provides more RAM for a more detailed image. :)

I've attached a thumbnail of the cartridge label. It's no masterpiece, I had to throw it together quickly. Although I didn't do the music or all of the library routines, I did do all of the game coding and all of the art myself.

MarioMania
05-01-2007, 01:59 AM
What happened if Capcom finds out

XxHennersXx
05-01-2007, 02:47 AM
What happened if Capcom finds out

he's not selling it so nothing.

David Galloway
05-01-2007, 03:37 AM
What happened if Capcom finds out
I'd like to add that Capcom was a sponser. I haven't talked to them but hopefully they like it.

VG_Maniac
05-01-2007, 06:45 AM
Wow, the gameplay looks pretty smooth for a 2600 game.

veronica_marsfan
05-01-2007, 08:13 AM
http://www.gametrailers.com/player.php?type=wmv&id=18949

That boss looks fake; too big for a real sprite.

Cornelius
05-01-2007, 09:02 AM
I've attached a thumbnail of the cartridge label. It's no masterpiece,
hey, it is WAY better than the art on the original!!!!

rbudrick
05-01-2007, 11:44 AM
Yeah, they can, but probably wouldn't...if the programmer isn't making money off of it, they are unlikely to sue, especially on an obsolete game system. It is one of those rare cases where a company may even see their IP being used and say, "Oh cool!"

Some companies may sue in a case like this, but a company like Capcom is very unlikely to.

-Rob

Penguin
05-02-2007, 08:24 AM
That is pretty sweet, but would never run on a 2600 imo, but would still be fun to play on an emulator.

veronica_marsfan
05-02-2007, 08:37 AM
What does look fake is the fact that there should be more 'flicker' than what's shown in the videos. Why should there be more flicker? When playing Space Invaders (for example) I don't see any flicker.

rbudrick
05-02-2007, 12:03 PM
David, I'd love to see you finish each level. I know it would be tough to fit it in 128k, (Dr.Wily stage probably wouldn't fit at that point), but a 256k game would be possible, right? Anyway, I'd love to see more of this.

-Rob

David Galloway
05-02-2007, 07:43 PM
The game runs on the real hardware.

The boss fight sprites flickers at 30Hz which is 1/30th of a second but this isn't too bad compared to 1/15th of a second used in very flickery games such as the original Pac Man.

The sprites are not too big for a 2600, I'm using two side by side to give 16 pixels wide. Even Elec man is only 16 pixels wide. But remember that the 2600 has pretty fat pixels.

I believe the entire Mega Man one game 'ported' would easily fit on a 128K cart, no need for 256K. There would have to be a lot of sacrifices in the graphics naturally.

Hardware doesn't only determine animation and control. Those things are in a large part by virtue of the game code and data. 2600 games typically do not devote so much ROM or frames of animation to the characters. Just using a three frame run animation. Currently this version uses 16 different frames of animation for Mega Man. Fortunately the hardware supports mirroring and so I only did versions facing to the right otherwise I would have needed 32 frames.

Did you know? Mega Man blinks when he is standing still.

Blur2040
05-02-2007, 07:58 PM
Congratulations, David.

You know you must be doing well when people question that the game is even on the system.

veronica_marsfan
05-03-2007, 06:37 AM
Why should there be more flicker? When playing Space Invaders (for example) I don't see any flicker. Suffice to say you don't know the limitations of the hardware... Which is why I asked. If:

Player 1 = megaman
Player 2 = boss

There should't be any flicker. The only time flicker happens is if Player 2's sprite is shared amongst multiple characters (like the flickering ghosts on Ms. Pac-Man).

Right?

veronica_marsfan
05-03-2007, 06:39 AM
The sprites are not too big for a 2600, I'm using two side by side to give 16 pixels wide.

Oh okay. That explains the flicker. Are you using Player 1 sprite and Player 2 sprite to represent Megaman?

David Galloway
05-03-2007, 01:09 PM
Oh okay. That explains the flicker. Are you using Player 1 sprite and Player 2 sprite to represent Megaman?

Yes Mega Man is both Player 0 and Player 1 side by side, 16 pixels wide and up to 40 pixels tall (The jump/fall frame ). Vertical size isn't generally a problem on the 2600.

mugenmidget
05-07-2007, 02:20 PM
Is this title getting any sort of release outside of the "i am 8 bit" show?

David Galloway
05-07-2007, 03:18 PM
Is this title getting any sort of release outside of the "i am 8 bit" show?

I don't know, on the demo cart, it would be up to iam8bit himself, Jon Gibson, the curator of the art gallery. We have also discussed making a more fleshed out version and publishing it for a general audience. Stay tuned.