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In the process of pulling together assets for OH JOES!, I discovered a distinct lack of freely available tilesets from Mega Man 9 and 10. Unless anyone knows of a website I've overlooked, I'd like to organize a community effort to fill in the gaps.

To my knowledge, the Robot Master stages from MM9 (included in the MaGMML2 devkit) are the only tilesets out there from these two games. I've already started creating tilesets for stages whose graphics might look good in OH JOES!, but (a) I'm new to this process, so I guarantee my tilesets are less polished and complete than they could be; and (b) filling in ALL the gaps is a larger task than I'd care to handle on my own.

That being said, if anyone would like to participate in this endeavor, I've set up a public spreadsheet to keep track of who's working on which tileset. Go ahead and claim any tileset you want to work on, and post a reply with a download link or embedded image when you're done!

https://docs.google.com/spreadsheets/d/1...sp=sharing

I welcome the input of anyone with actual tileset experience, and I encourage everyone to (constructively) point out any mistakes, omissions, or user-unfriendly tile layouts. If you're feeling particularly ambitious, animated tilesets for use with Mega Engine are certainly welcome. Hopefully this turns into a fun and productive community project, but if not, I'll keep working on my own and will share whatever I come up with.
(28-03-2017 06:34 PM)Flashman85 Wrote: [ -> ]In the process of pulling together assets for OH JOES!, I discovered a distinct lack of freely available tilesets from Mega Man 9 and 10. Unless anyone knows of a website I've overlooked, I'd like to organize a community effort to fill in the gaps.

To my knowledge, the Robot Master stages from MM9 (included in the MaGMML2 devkit) are the only tilesets out there from these two games. I've already started creating tilesets for stages whose graphics might look good in OH JOES!, but (a) I'm new to this process, so I guarantee my tilesets are less polished and complete than they could be; and (b) filling in ALL the gaps is a larger task than I'd care to handle on my own.

That being said, if anyone would like to participate in this endeavor, I've set up a public spreadsheet to keep track of who's working on which tileset. Go ahead and claim any tileset you want to work on, and post a reply with a download link or embedded image when you're done!

https://docs.google.com/spreadsheets/d/1...sp=sharing

I welcome the input of anyone with actual tileset experience, and I encourage everyone to (constructively) point out any mistakes, omissions, or user-unfriendly tile layouts. If you're feeling particularly ambitious, animated tilesets for use with Mega Engine are certainly welcome. Hopefully this turns into a fun and productive community project, but if not, I'll keep working on my own and will share whatever I come up with.

While not a 'tileset' outright, there's always VGMaps [9] [10]. If nothing else, it'll give you a good source for the tilesets instead of having to recreate them on your own.
(28-03-2017 07:07 PM)Alienoid Wrote: [ -> ]While not a 'tileset' outright, there's always VGMaps [9] [10]. If nothing else, it'll give you a good source for the tilesets instead of having to recreate them on your own.

Yep, I've been pulling tiles from the maps on that site. Great resource, and one of the few places I've found that has crisp images of any kind from these games.
I thought I had done Hornet Man's tiles for someone a while back. Guess I never put them on the site heh
OK, here's my first batch of tilesets. The first set includes a few things that are actually objects, plus a right-facing Telly tube that doesn't technically appear in the level, but I figure there may be some tile applications for them. The second is missing the rest of the star and water animations, and a couple tiles were recreated from slightly smudgy screenshots, but it's otherwise pretty complete. I'm very pleased with how the third one turned out, and it should have all the tiles with no extra frills.

MM9 Wily 1:
[Image: mm9wily1_zpsqlpizdzc.png]

MM10 Wily 3:
[Image: mm10wily3_zpst7nhjgye.png]

MM10 Ballade (Special Stage 3):
[Image: mm10special3_zpskf392jot.png]
I noticed there are MM9 robot master stage tilesets in MAGMML2's engine under 'other'. I hope that helps.
If it helps, I made a dump of the stage tiles awhile back, just with incorrect palettes: http://www.mediafire.com/file/c3z0cy39yd...+Tiles.zip

Here's the palette I used (it's just the default Tile Molester palette) and the MM9/10 palette dumped by DWN-060 Clownman:
[Image: c3oXFvo.png]
I should probably ask him exactly where the palette is located and what format it is stored in, because I have never been able to find it in any of the files.
The palette is in the stage files themselves. Towards the end of it. As far as I got, I never could get the palette to work in Tile Molester, only in TiledGGD. It also depends on what file your are viewing. I'll have to find the stuff I used.

Palette Data
Format: 2 Bytes/colour
Colour Order: RGB
Endianness: Little Endian
Alpha Location: End, but ignored

Palette locations vary, some are towards the end of a file, some are after a group of graphics.
(29-03-2017 04:39 PM)DWN-060 Clownman Wrote: [ -> ]The palette is in the stage files themselves. Towards the end of it. As far as I got, I never could get the palette to work in Tile Molester, only in TiledGGD. It also depends on what file your are viewing. I'll have to find the stuff I used.

Palette Data
Format: 2 Bytes/colour
Colour Order: RGB
Endianness: Little Endian
Alpha Location: End, but ignored

Palette locations vary, some are towards the end of a file, some are after a group of graphics.

Okay, I see it now. It still doesn't do much good unless someone goes through and recolors all the tiles appropriately and then arranges the 16x16 blocks.

Another option is to write a utility to decode the block data (16x16 tile definitions) and assign the correct colors from the palette(s). You'd probably need a debugger to figure everything out how to load everything.
Decode the block data from what?
(29-03-2017 10:29 PM)DWN-060 Clownman Wrote: [ -> ]Decode the block data from what?
Decode it from the files themselves, that data has to be stored somewhere. These type of games usually function like so:

1) Tilesets contain all the unique 8x8 tiles.
- Each tile is assigned an ID according to it's location in VRAM.

2) Block data contains the 16x16 tile definitions.
- Each block is assembled using four tile IDs.
- The block is then assigned an ID of its own.

3) Map data contains the assembly data for the stages.
- The stage is then built using the block IDs.
I'll leave it to the experts to make sense of the tile rips DarkSamus993 linked to; I'm going to press on with the method I've been using for now. Here are two more tilesets—both are missing some animations, but they're a decent start.

MM9 Wily 3:
[Image: mm9wily3_zps9bpsusma.png]

MM10 Wily 4:
[Image: mm10wily4_zpsh4krgyom.png]
(29-03-2017 03:22 PM)BBLIR Wrote: [ -> ]I noticed there are MM9 robot master stage tilesets in MAGMML2's engine under 'other'. I hope that helps.
Unfortunately, those are incomplete, which this thread is hoping to rectify. Although it is a good idea to make a note of what we already have there and what we still need (and if there are any errors that need correcting).

Very minor spoiler for my MaGMML2 level:
I just finished another MM10 tileset, which should be complete except for the water animation. I threw in a couple extras to help fill the blank space. Also, for posterity and convenience, I'm including the MM9 tilesets from the MaGMML2 devkit.

MM10 Wily 1:
[Image: mm10wily1_zpsbevkovvf.png]

MM9 Concrete Man:
[Image: mm9concrete_zpssopslfix.png]

MM9 Galaxy Man:
[Image: mm9galaxy_zpsziepfeqi.png]

MM9 Hornet Man:
[Image: mm9hornet_zpsp6jvmobx.png]

MM9 Jewel Man:
[Image: mm9jewel_zpsn7dupugo.png]

MM9 Magma Man:
[Image: mm9magma_zpstetrn4ea.png]

MM9 Plug Man:
[Image: mm9plug_zps48dgdglz.png]

MM9 Splash Woman:
[Image: mm9splash_zpsh53abwmm.png]

MM9 Tornado Man:
[Image: mm9tornado_zpsk4qiaqoc.png]
WHEW! MM9's Endless Attack is now finished! I'm extremely proud of how this one turned out, and I THINK it's 100% complete (plus a couple extras as usual). If there are any omissions or errors, they'll likely be one of these:

- I manually recreated the lava animation, so that may be inaccurate, but I'm fairly certain it's just three frames of color cycling.

- Some of the backgrounds are very similarly colored (to my color-blind eyes, at least), so I may have overlooked an alternate color scheme somewhere.

- The slanted pipes that make up the backgrounds for the boss levels are especially wacky, so it's very possible that I missed a tile there.

- The starfield backgrounds use tiles that are pure black except for one or two pixels of color, so there's plenty of room for error and omission there.

This is probably the last tileset I'll post for a while, unless I need anything else for OH JOES!. In the meantime, please feel free to fill in the gaps on the tracker or make corrections to the tilesets that have been posted.

MM9 Endless Attack:
[Image: mm9endless_zpsybqsuvej.png]
I caved and worked on another tileset, this time with more extras than are probably necessary:

MM10 Blade Man:
[Image: mm10blade_zpspjlseipz.png]
Can I do Sheep Man? I like Sheep Man.
In all seriousness though, I've never done anything like this, but I'll do it anyway because I'm bored and why not.
*proceeds to open up gimp*
EDIT: Do you also want me to sprite the mid-boss? There seems to be a lack of the lightbulb boss in the sprites section.

EDIT 2: Sprites are hard. Still in progress... It will come, I promise
(17-04-2017 10:06 PM)Science Muffin Wrote: [ -> ]Can I do Sheep Man? I like Sheep Man.

That'd be swell, thanks!
MM9 Wily 4:
[Image: BmGGcv0.png]

I haven't done the animation, though. (I used vgmaps and this online tileset extractor)
MM10 Wily 2:

Frame 1:
[Image: rTmWIoa.png]

Frame 2:
[Image: 9YRWcTI.png]

I'm not certain about the accuracy of the blue in the second frame.
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