Hello everyone! I'd like to announce that I'm revisiting Mega Man II from the NES, to the SNES.
Only this time, I'm going to attempt to port this over as a 16-bit port. This will NOT be a copy/paste of Wily Wars from the Mega Drive.
There will be 2 choices within the port, which is to play the game as either it's original 8-bit version, or the 16-bit version.
The 16-bit version will include multi bg layers, parallax horizontal scrolling, my usual QOL features with the L/R/X/A buttons, and more.
I'm hoping to have a true, SPC700 soundtrack to accompany the 16-bit version. That is something i'll figure out at the very end of production.
As for the gfx, I may look for an artist, or I may pull gfx from Mega Man VII, or Mega Man X, to match the level themes as best as I can. I am not looking to redraw the sprites, but rather have them shaded more to utilize the extra colors that will be available.
As of 3-22-26, I've spent the past week starting from scratch re-porting to the SNES, so that I can write down where every palette request, and vram request takes place. With the 16-bit version, it will be using dedicated CGRAM tables, so there won't be my usual CGRAM swap for the 16-bit version, cause that would be a nightmare.
For rom hackers, I will be moving all of the Wily 1-6 level data, out of the first 6 bosses level data locations. This will give the hackers more freedom with level construction, with all 14 stages in Mega Man II. This is mostly geared towards more space for 16x16/32x32 blocks.
I am also going to be redoing the OAM software sprite flicker. I've had huge success in Super C with literally eliminating software sprite flicker, and I hope to do the same for Mega Man II (just think of the first scroll in Metal Man's stage with the multiple spiked chains that fall from the ceiling)
I feel all of this work, will lead me to finally developing my own custom SNES game, something I've had planned ever since December 2022.
I will also have MSU1 available for this port, no longer just limited to the "Random" OST as the only MSU1 option, there will be my traditional multiple OST choices with cover art.
I want to thank all of you, for taking such an interest in my work! I am very excited with this project, as of this post, I've got the game running all the way to when you select any of the 8 bosses, and their introductions play. I'm literally going through the porting process with one operation at a time, so that along my journey I can prepare when to load either 8-bit data, or 16-bit data. The rom size will still be 4MB, with Hi-ROM/FastROM.
That's all the news for now. Thanks for reading, and let's see how this goes for 2026! 🙂
The demo for my SNES game "Till & Hat" is now available!
It's a fact-paced 2D action game with platforming, melee and ranged combat.
Load it into an emulator or flashcart and you're good to go.
Link is in the replies.
Any feedback is welcome. Have fun!
Holy Smokes!!
MD+ on #MiSTerFPGA, here is a peak (sound on 🔉🔊). I'll start working on a YouTube Video tomorrow. But for now check out how good the sound is for SF2.
This will bring a whole load more CD quality sounds to Mega Drive games.
@PixelCNinja Loved having a pcb of this one, quite difficult on the later stages! The tiger turns out to be the best option since you have i-frames when you do the decap spin
Tecmo’s Tecmo Knight/Wild Fang is a brutal, fantasy brawler where you literally ride into battle. Swap between a powerful giant and a agile tiger to tear through hordes of nightmarish creatures. It’s a gory, visceral journey that stands out for its unique mount system.
My newest, soon-to-be-released rip is of the OVA Cinderella Express, of which the old rip (left) sorely needed an upgrade. It is based on a manga from Hikaru Yuzuki, who also did Minna Agechau. It's quite the wild ride! Stay tuned.
Se acerca el momento!
Este próximo sábado 14 de Febrero 💞 ven a demostrar tu AMOR por la música #Chiptune y los #8bits , gracias a @narcisound y el espectácular concierto que nos ofrecerá en el museo!
#SanValentinChiptune