Post by betasword on Aug 1, 2008 4:31:54 GMT -5
Yay, my very own thread. The joy I feel knows no bounds.
Anyways. So. For the PSP, there's this nifty homebrew program by the name of PSP Dungeons 2. It's still a work in progress by it's creator, but you can already use the included level editor to create maps of your own.
I was bored one day, and decided to make use of it to create, what else, but Megaman Legends stuff. Just because. Mainly out of boredom, but also out of a desire to see something come of the little bit of ruins I had already designed in the Zdoom engine. And so far, this little engine has been serving me well. Have a looksee.
uk.youtube.com/watch?v=1YpWbbtW520
That's what I've got done so far of it. Like I say in the description, I have actually decided to have my ruins break into the actual original MML ruins at some point, in some place, though I'm also probably going to make things a little bit different as well, considering I've actually got a bit of a story line brewing for if/when narrative possibilities are added to the engine.
As it is now, though, with what the engine is currently capable of, it's basically going to be just ruins exploration. No reaverbots to kill, no treasure to find, nothing like that. Just plain old walking around, looking at the ruins. Hopefully eventually I'll be able to add in stuff to actually do once the engine allows for it. But until then, just walking. Joy!
Oh, and as for the second part of the title of this wonderful post, there's also the little bit about the textures in that level. And if anyone noticed my post in the Zdoom thread, the textures in those screenshots. Yes, those are indeed the actual Megaman Legends textures ripped straight from the game. Well, the PC version to be exact, but still. They're exactly the same as the PS1 version. Anyways. I figure they'd possibly also be useful in the hands of other people here as well. As such, I have uploaded them to the wonderful interwebs in convenient, easy to use .zip format.
As a matter of fact, this is the link to them. Fancy that.
Inside that wondrous little zip file, you will find folder filled with textures, and other folders. It contains the beginnings of my attempted "sorting" of the textures, but as you can see, that was never finished beyond a couple of different categories. I wish I was more patient.
You'll also notice the excessive number of repeat textures. Yeah, that's how they are in the game, too. Kinda weird. Also, how they're all formatted is just as they are in the game, as well. The only thing I've really done to them is to convert them from .bmp into .png. Otherwise, that nice 11mb zip file would've decompressed into about 115mb of textures. And we don't want that.
But everything that's in the game is in there, except for a few texture palette swaps, such as most of the palette swaps used in the different areas of the subruins. Unfortunately, I have no clue where those alternate palettes are stored, so if you want to use them, you can always use screenshots from the game to recolor them. It doesn't actually take that long.
ANYWAYS. I think that's enough of a ramble for a single post. So I think I'll just leave this here and kinda just walk away... See how things go from the sidelines, you know. Feel free to ask questions, though. If I know the answer, I'll answer 'em.
UPDATE 8-4-08: Just for the heck of it, here's a couple maps, showing the ruins I've built so far in relation to how they will connect with the normal MML ruins. My additions are outlined in red.
One with ALL the ruins layered together
One with only the subruins along with my additions
Interesting thing to note that has nothing to do with my additions is the fact that the ruins were not built realistically at all. Their exits don't even match up at all. Clozer's entrance is SOUTH of Cardon's. Insanity! Or portals. Either way.
Oy... Back to work.
Anyways. So. For the PSP, there's this nifty homebrew program by the name of PSP Dungeons 2. It's still a work in progress by it's creator, but you can already use the included level editor to create maps of your own.
I was bored one day, and decided to make use of it to create, what else, but Megaman Legends stuff. Just because. Mainly out of boredom, but also out of a desire to see something come of the little bit of ruins I had already designed in the Zdoom engine. And so far, this little engine has been serving me well. Have a looksee.
uk.youtube.com/watch?v=1YpWbbtW520
That's what I've got done so far of it. Like I say in the description, I have actually decided to have my ruins break into the actual original MML ruins at some point, in some place, though I'm also probably going to make things a little bit different as well, considering I've actually got a bit of a story line brewing for if/when narrative possibilities are added to the engine.
As it is now, though, with what the engine is currently capable of, it's basically going to be just ruins exploration. No reaverbots to kill, no treasure to find, nothing like that. Just plain old walking around, looking at the ruins. Hopefully eventually I'll be able to add in stuff to actually do once the engine allows for it. But until then, just walking. Joy!
Oh, and as for the second part of the title of this wonderful post, there's also the little bit about the textures in that level. And if anyone noticed my post in the Zdoom thread, the textures in those screenshots. Yes, those are indeed the actual Megaman Legends textures ripped straight from the game. Well, the PC version to be exact, but still. They're exactly the same as the PS1 version. Anyways. I figure they'd possibly also be useful in the hands of other people here as well. As such, I have uploaded them to the wonderful interwebs in convenient, easy to use .zip format.
As a matter of fact, this is the link to them. Fancy that.
Inside that wondrous little zip file, you will find folder filled with textures, and other folders. It contains the beginnings of my attempted "sorting" of the textures, but as you can see, that was never finished beyond a couple of different categories. I wish I was more patient.
You'll also notice the excessive number of repeat textures. Yeah, that's how they are in the game, too. Kinda weird. Also, how they're all formatted is just as they are in the game, as well. The only thing I've really done to them is to convert them from .bmp into .png. Otherwise, that nice 11mb zip file would've decompressed into about 115mb of textures. And we don't want that.
But everything that's in the game is in there, except for a few texture palette swaps, such as most of the palette swaps used in the different areas of the subruins. Unfortunately, I have no clue where those alternate palettes are stored, so if you want to use them, you can always use screenshots from the game to recolor them. It doesn't actually take that long.
ANYWAYS. I think that's enough of a ramble for a single post. So I think I'll just leave this here and kinda just walk away... See how things go from the sidelines, you know. Feel free to ask questions, though. If I know the answer, I'll answer 'em.
UPDATE 8-4-08: Just for the heck of it, here's a couple maps, showing the ruins I've built so far in relation to how they will connect with the normal MML ruins. My additions are outlined in red.
One with ALL the ruins layered together
One with only the subruins along with my additions
Interesting thing to note that has nothing to do with my additions is the fact that the ruins were not built realistically at all. Their exits don't even match up at all. Clozer's entrance is SOUTH of Cardon's. Insanity! Or portals. Either way.
Oy... Back to work.