Author Topic: Mega Man 9  (Read 39642 times)

0 Members and 3 Guests are viewing this topic.

Offline Revned

  • Hero Member
  • *****
  • Posts: 1094
Re: Mega Man 9
« Reply #15 on: January 01, 2010, 09:18:38 pm »
I was going to say 42 but then I thought someone would ask me "Don't you mean 34?"

Offline Revned

  • Hero Member
  • *****
  • Posts: 1094
Re: Mega Man 9
« Reply #16 on: January 17, 2010, 12:24:30 am »
Finished! I'll send it to Jon as soon as PNGOUT finishes. It's 4208x4128.

Offline vorpal86

  • Full Member
  • ***
  • Posts: 208
Re: Mega Man 9
« Reply #17 on: June 23, 2010, 10:02:23 pm »
I'm here again and was curious which build of dolphin fixes MM9? I wanted to try it for mapping something but all the dumped textures are just single images. The emulation is very slow here and I get full fps even playing Blaster Master Overdrive which shouldn't be the case. That one may be a good one to map.

Or, which is the big MM topic? I mostly just want to check out some tilesets and see how it was possible to map the game better.

Offline Revned

  • Hero Member
  • *****
  • Posts: 1094
Re: Mega Man 9
« Reply #18 on: June 24, 2010, 12:18:10 am »
The most recent SVN versions should work for this and MM10. These games render their graphics by constructing a new texture for each frame, so the dumped textures are essentially snapshots. To get the tilesets you'll have to either manually collect tiles from the images or try to extract them with Tile Molester or similar.

There's some bug that keeps this game from going any faster than about 50%. I've tried all sorts of settings and it never seems to improve.
« Last Edit: June 24, 2010, 12:18:59 am by Revned »