Author Topic: Mega Man Maps  (Read 825010 times)

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Offline marioman

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Re: Mega Man Maps
« Reply #570 on: October 17, 2011, 04:11:11 pm »
Excellent.  Nice to see this one started...even if it is only one map.  I am a little surprised that you are doing Zerker x Saurian though.  IIRC, you typically map the blue/green versions so I sort of expected you go with Zerker x Ninja since the ninja is green.

Thanks for testing all of the WTW codes.  I've updated the first post accordingly.  If you need more AR codes, I would suggest that you try requesting them on GSCentral, Kodewerx, or a similar AR code forum.  I am sure that the people there will be able to help you out with both the SF2 animation freeze code and the SF3 WTW code.  Even though you may not need the SF3 WTW code yet, you may want to start requesting the code now so it's ready by the time you get around to SF3.  Just be sure to explain why you need the code when you make the request.  Giving a reason for why you need the code may expedite the code creation process since you won't be viewed as just another gamer who is too lazy to beat the game legitimately.  Good luck.

Offline Will

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Re: Mega Man Maps
« Reply #571 on: February 27, 2012, 06:26:36 am »
I have found a Mega Man game that has not been listed but it exists as an arcade game released only in Japan titled "Rockman EXE The Medal Operation". It acts as a monopoly dice rolling game with the elements of the battle network series. Unfortunately the game is unmappable because this particular arcade game is played in a casino-styled arcade machine which has not been emulated, but the layout could be ripped if an emulated program existed. See it on http://www.youtube.com/watch?v=OKMiA2GI9-8

Offline marioman

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Re: Mega Man Maps
« Reply #572 on: February 27, 2012, 07:13:10 pm »
Yes, I am aware of this game, but I also believe that it is not currently mappable.  Though now that you bring it up, the game is missing from the "unmappable" list.  For the record, there is another arcade game called Rockman EXE Battle Chip Stadium which seems to be similar to Battle Chip Challenge.  I have also added it to the list too.  Thanks for pointing this out.

Offline Will

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Re: Mega Man Maps
« Reply #573 on: November 11, 2012, 08:22:44 am »
Check this link: http://tcrf.net/Mega_Man_3

Mega Man 3 (NES) has one minor yet noticeable difference from the US and Japanese versions. Browse around the site if you'd like to check out the unused artworks and audio. At http://tcrf.net/Mega_Man:_Dr._Wily%27s_Revenge , Fireman's stage is certainly different as a prototype.

Online JonLeung

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Re: Mega Man Maps
« Reply #574 on: December 11, 2012, 07:54:20 am »
I never understood some of the really minor changes between regions.  I could understand things like fixing a difficult area, like Area 4 of Blaster Master, or finding some reason to replace a whole area, like Area C of Shatterhand, or perhaps a whole game, like all of Maniac Mansion.  I don't get the latter two but I expect there's probably some reasoning behind it.

However, something as that really minor difference in Mega Man 3...that's just silly.  I wouldn't mind if we had a map for the Japanese version for the sake of completionism, but I'm not going to lose sleep over it either.  Though if so, I should probably leave that to Revned if it's a mere single-screen (and title screen) replacement on his existing map.

Revned considered mapping Street Fighter X Mega Man (the surprise PC game recently announced that is a free download in six days), in case anyone is wondering.

Online JonLeung

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Re: Mega Man Maps
« Reply #575 on: December 24, 2012, 10:29:37 am »
TenguMan has started on Street Fighter X Mega Man maps...

Offline snesmaster

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Re: Mega Man Maps
« Reply #576 on: December 24, 2012, 01:26:31 pm »
Is there a reason you put the Street Fighter X Mega Man maps as being original?  They look like screen shots and not something drawn.

Offline marioman

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Re: Mega Man Maps
« Reply #577 on: March 03, 2013, 02:30:41 pm »
Nothing like an awesome update to bring me out of the shadows.  Mega Man X6 is now almost completely mapped.  I noticed that X GOD from RMMH started uploading X6 maps to the Extra Hall again, but I didn't expect him to get all of the remaining maps up so quickly.  Happy to see this game finished.

So now I'm sure you're wondering why I stated that X6 is *almost* completely mapped.  The three maps for Metal Shark Player are available at RMMH but missing from VGMaps.  As soon as the last three maps go up, then that will complete the MMX maps for the Playstation.  (If anyone around here knows Chinese and can ask X GOD about the missing maps, that would be great.  Bonus points goes to anyone who can also talk him into submitting his in-game maps for Mega Man Legends and Mega Man Legends 2: Episode 1 and thus complete the PSX portion of this list.)

Also, I have added Street Fighter X Mega Man as completed to the map list.  This game is a nice gesture, and I'm glad to see it mapped so quickly.  Nice work Revned.
« Last Edit: March 03, 2013, 08:45:03 pm by marioman »

Online JonLeung

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Re: Mega Man Maps
« Reply #578 on: April 23, 2013, 08:06:16 am »
I emailed X GOD just now; I'm sure I noticed the missing Mega Man X 6 maps of Metal Shark Player's stages but forgot to follow up on them.

On that note, why is his/its name "Metal Shark Player"?  I can see that Capcom decided to be a bit more varied with the Maverick naming conventions from X 5 and onwards, but what's with the addition of "Player"?

Offline marioman

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Re: Mega Man Maps
« Reply #579 on: April 23, 2013, 08:40:05 pm »
Thanks for contacting X GOD Jon.  Hopefully he will get the rest of the maps up soon.

As for Metal Shark Player, I don't know why they decided to add the word Player to the end of the name.  Beginning with X6, Capcom decided to have the same names for all localizations so that's why the names sound particularly strange beginning in X6 and extending throughout the rest of the series.  (For the record, the translated Japanese names for the X1 through X4 are also a bit strange compared to the English localizations.)  Now, X5's English maverick names are a totally different story...  It's a bizarre little piece of trivia but definitely worth a read.

Offline Will

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Re: Mega Man Maps
« Reply #580 on: June 17, 2013, 07:08:15 am »
I am now taking the time to revise the Battle Network Series maps, to improve their quality and make some addition. Do you think that it is a good idea to bridge certain Hardware World (Real World / Lan's World) maps? For example "Lan's Bedroom" and "Kitchen & Lounge" can go together in the same map titled "Lan's Residence". That way, referencing rooms in certain areas is easier. Some of those maps will be difficult to bridge due to the some wide walls and close tight fitting layouts, but I'll sort it out (probably the DenTown blocks are an exception).

Online JonLeung

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Re: Mega Man Maps
« Reply #581 on: June 18, 2013, 03:25:55 pm »
Will, is there perhaps a way to combine maps from the "real world" and the corresponding or connected maps from the cyberspace/network/software/whatever world?

Despite trying to start it more than once, I didn't really get into the Battle Network series (other than the GameCube game, Network Transmission, which was a platformer and not an RPG like the others).  So I don't know if my suggestion has any merit, especially if I'm not remembering it correctly.  Just an idea.

Offline Will

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Re: Mega Man Maps
« Reply #582 on: June 18, 2013, 11:19:02 pm »
The best I can do to connect the Real World maps to the Cyber World maps is to label where each jack port goes. I have now touched up all the Cyber World Maps and I am busily connecting the Real World Maps and adding some details. I do however have a couple of real world connection samples. With the newly bridged Real World maps I shall also provide a new Map List, once again in quasi Chronological order.

EDIT: I have made a bridged map of DenTown, I'm pretty sure that is my best effort in the bridging task. When you see the map, you'll noticed some parts of the streets obscured by the tall buildings, but it doesn't matter very much because these covered corners are not that important in the gameplay. Overall the result is fantastic.

I also have a treat for those of you who want to play Mega Man Battle Network 4.5 in English. Everything you need is at http://forums.therockmanexezone.com/topic/8810534/1/ and be sure to get Lunar IPS.

UP TO DATE: The entire mapset of Battle Network 1 has been revised and sent. The differences you will notice are that all the cyber world maps have their data crystal labels centralised, the zenny labels have been shorted with a z symbol to reveal more map area and there are also several clues and hints added to some of the maps, such as code numbers in the School Network System and recoloured programs to represent the corrupted ones in the Power Plant Network System. Added to the Real World maps are icons to show where to find the hidden chips. Let me know what you think when the maps arrive and I shall continue to revise the other battle network mapsets.
« Last Edit: June 27, 2013, 09:00:14 am by Will »

ChesterCheatah1

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Re: Mega Man Maps
« Reply #583 on: January 23, 2014, 05:10:49 pm »
Hey what about that animated game, Super Adventure Rockman (J)?  Can that be mapped like a flow chart?  With key snapshots of each scene?

Online JonLeung

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Re: Mega Man Maps
« Reply #584 on: January 25, 2014, 01:08:27 pm »
I suggested that too.  Still a good idea...there are clips of it on YouTube, if the game is really that hard to track down...

Speaking of YouTube, have you guys seen Andy Dick's latest Atlas Vid for Mega Man (or Rockman (J), if you want to be precise)?  It came out just yesterday.  It uses Revned's maps, of course.