v1.0.3 + self-fix instructions for v1.0.2

My fault. My bad. Seems when I was fixing things up for v1.0.2, I introduced a major flaw as well. For those that have been playing the main game in v1.0.2 and were gonna tackle Wily’s Castle will suddenly find themselves having skipped the first 4 Wily Stages and went straight onto the 8 Robot Master chamber. This is the result of me trying to fix the teleport system, so I needed to jump straight to that stage for testing purposes. My apologies.

So, I’m posting v1.0.3. If you’ve rescanned v1.0.2 prior to this, you only need to rescan the program QR codes, not the GRP QR codes. However, some may think that 80+ codes is still a lot for one simple fix (I know I do), so I’m providing instructions on how to fix it yourself. If you had not scanned in v1.0.2 prior to this, then you must rescan all codes for v1.0.3 (because changes were made to the asset files in v1.0.2).

  • Select Write Program from the Petit Computer menu to launch the console
  • type in LOAD “MM2PTC” (wait for it to finish loading)
  • type in LIST 1169
  • Go to the end of the line and find the section that says MGWLVL=4. Change the 4 to a 0 to make it MGWLVL=0.
  • Return to the console (by selecting RUN on the touch screen).
  • type in SAVE “MM2PTC”,”1000″ (make sure you do this, as this also saves the current font and energy/weapon graphic bars).

Was made aware of something I forgot to mention

While 1.0.2 fixes pretty much all the bugs that were discovered since the v1.0.0 release, it also has an unfortunate side effect. Prior to 1.0.2, the save file had a bug which cause the overlapping of the main game saves with the custom level list, resulting in corruption and possible crashing of the program with an error. The problem is fixed in v1.0.2, but it also caused saves from pre-1.0.2 to not be compatible (in the sense that the program may crash). You will have to delete the MM2PTCSV file from the MEM section so that it may create a new save upon launching. Some may feel confident enough to alter the save to try and preserve the data, but as was said, it’s likely that the main game save or level list is corrupt, so some data is already lost.

Sorry for the inconvenience.

v1.0.2 available now

Sorry for the wait in getting this out. I’ve been busy with other things, not including Christmas. But, here it is, v1.0.2. I believe I got all the reported bugs handled. Unfortunately, because some of the bugs were within the asset files, updating just the program file will not be enough. All 243 QR codes will have to be re-scanned in to take effect, else the program will report an error and close. While this was mainly bug fixes, I did add a few minor things, such as not requiring the L/R triggers for the editor (jumping between sublevels can be done with the button row on the touch screen).

Please report any other bugs that you may experience. Thank you.

Megaman 2 PTC v1.0.1 now available

Version 1.0.1 is now available under the FILES category. It contains various bug fixes which have been reported, and now uses the Megaman 2 font. Note – I’m sure some bugs which have been reported still remain, so be sure to report them here as well as any others that have cropped up.

One other thing. Re-scanning the GRP codes is not mandatory. Only one bugfix was done involving them, and it doesn’t seem to affect anything other than naming something incorrectly in the Audio Player. So it is your choice to rescan all those GRP QR codes, but it is not required. If you rescan even one of the GRPs, then you must rescan them all because they are all linked.

Super Fighting Robot!



 Yes, it is finally here! Megaman 2 PTC v1.0 is complete. Be warned. This is a big project, so it is going to have A LOT of QR codes. How many? 243 QR codes total, spanned across 6 files. Extensive testing was done to insure that this product is free from as many glitches, bugs, and errors as possible. Even with all our testing, it is still possible that a problem may be found. I will get a “README” file prepared as soon as possible for those that download the program, but do not know how to do things on it (such as the editor, or even certain in-game operations).

Grab the QR codes from the FILES section


I’m calling it right now. My plan is to release v1.0 in time for Thanksgiving, so that should be a few days short of 3 weeks. This is just a plan, not a solid date, as it may end up that I have to work on it some more, delaying it, or, it may turn out that everything went ahead of schedule, and the release date will be earlier. Too soon to tell, but I’m feeling a bit confident.

So, as far as progress? Main game is completely done, and I mean completely. Both normal and hard modes are activated. The editor is just about done. I mainly have to check around for bugs. I have included a boss rush mode, which is simply fighting each boss from one room to the next. Unlike the main game, this has 3 modes. Normal, Hard, and Insane. Depending on the mode, you’ll be given a certain number of E-tanks, but all have 0 lives, and no bosses drop a health capsule (like they would in Wily’s Stage #5). Unlike normal and hard, insane gives you NO SUB WEAPONS, and it is set to hard mode’s difficulty. So, every boss has to be fought with the Mega Buster and in sequence, including the Boobeam Trap room (don’t worry, I set it so you can get through it). Because of this, I had thought about doing a similar thing with the main game, but we’ll see.

Right now, I’m working on a level compiler built right into the game. As it stands, you can make your own levels, but they are individually stored in GRPs, and if 50 people made 10 levels each and sent them out to be share-able, a person would have around 500 GRPs to sift through. I wanted to make it so that people who made multiple levels could put them all together into one GRP, so in a case with these 50 people making 10 levels, they could compile their 10 levels into 1 GRP, and share it that way. So, 50 GRPs instead of 500. However, individual levels can be quite big in size, so not even 10 could fit into one GRP as-is. So, I’m adding a feature to compressing/compiling multiple levels together, which will reduce their size but not affect the content of the levels. For the moment, I’m going to set the limit to 20 levels, but that may be too much because, as said, levels can be quite big, and because they are being compressed, it will also mean it’ll take quite a bit to process them.

Web host having problems

The server that hosts this site (and others) has been having trouble lately. Those that oversee its maintenance have acknowledge that there is a problem and will get back to us ASAP.

Progress on the project. Teleports have been implemented for the most part, and included in the editor. Work on the 5th Wily boss (the Wily Machine) is in the works. I’m going to have to do another clean up of the code soon to reduce the number of lines it uses, as I’m getting too close to the 9999 line limit and still have numerous things to implement. Basically, I’ll try and combine lines of code onto the same line if they are short enough.

Progress Report – Oct 5

So people are wondering where I am in terms of the project, since I continue to repeat myself, that I plan to get this done by the end of the year. That is still my goal, and that’ll only change if I run into a major snag from here to the end. Various parts of the development have ran into snags along its overall development, which I’ve ended up having to spend a lot more time reworking compared to others. As of right now, I’ve got the first 4 Wily bosses done. I’ll likely need to tweak them at some point, but they are working. The Mecha Dragon and Guts Tank had some snags, like needing auto scrolling and working with a platform like the tank has, but they’ve been dealt with. So what else do I have to do? Well, the last 2 remaining bosses, a teleport mechanic, the progress of working through Wily’s Castle (the stuff in between each level), and the little cutscene with Wily surrendering . I am hoping that I can design teleports to be used for custom levels, but we shall see. I’m still planning out how to get that implemented. Unfortunately, while the robot masters are available for use with custom levels, I have no plans for the Wily bosses to be available. Their mechanics are just too restrictive to allow it.

When testing the Wily bosses after getting the first 4 done, there was a screwup with the first Wily stage. The portion of the level where the Mecha Dragon would appear got cut off, so I had to extend that sublevel again. Currently the editor doesn’t clear the sublevel data from previous level in the main array I use, so when extending that last sublevel, it threw in the long stretch of the first sublevel that you start at. Seeing this, I wanted to see how the battle would be like, so I recorded it before I got to fixing it.