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Talk:Mega Man 7

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This would really be a great page to do a prototype examination on, in preparation for some ... other major ones. --Xkeeper 05:39, 22 May 2010 (EDT)

Is there a specific format you want for this? I did find some interesting stuff in the prototype ROM that I lost when my other computer's hard drive died. I can try digging that up again. --GoldS 08:20, 22 May 2010 (EDT)
I can't think of any. I'd just say that, depending on just how much is different and how much unused stuff there is in the final that isn't in the prototype, it should just be on Mega Man 7/Prototype, then just basically running through everything that's different.
Given that we haven't exactly had any of them get documented it's hard to work out a format, so just throw up all the details you can and we'll see what sticks. --Xkeeper 17:58, 24 May 2010 (EDT)

Ms. Wily

Wha? After seeing this hilarious thing, I went here to check if they got their info from us, only to be surprised we don't have it here! Anyone care adding? {EspyoT} 19:30, 30 November 2012 (EST)

See I think that it's actually more likely that they made up a base where he was super skinny and then when they realized he was going to be covered and wanted to beef him up, they just drew the area that would be visible. --Sonicandtails 12:38, 1 December 2012 (EST)
I'm not buying the whole "tits" thing easily either, but I think it's noteworthy and funny. And technically, that bit of his graphics go unused. {EspyoT} 17:02, 1 December 2012 (EST)
I'm all for adding this as a funny bit of trivia. I never thought we'd be crediting them though! XD // Foxhack 19:09, 1 December 2012 (EST)

Unknown Weapon Data and Damage Tables

So, I've been kind of chatting with someone who's been tinkering with the guts of Mega Man 7, lately. They've been nice enough to share some of their findings with me, since I'm fiddling with a minor ROM hack of my own, and we've been kind of tossing back-and-forth some ideas on some of the unknown data we've found.

Firstly, at FCD2 (in an unheadered, US ROM), there appears to be a duplicate of the weapon damage data located at FCBE. The latter is actually used for shielded enemies (like Sniper Joe-01 and Spiral Gabyoll) to render them invincible (or selectively so). We have no idea what this chart is for.

The second unknown damage data chart we've stumbled upon is at FCFA. Comparing it to the one directly before it (FCE6) -- which is the damage chart for normal enemies (and Bass in the intro stage) -- shows that every single value is practically halved:

         P  P2 P3 FC TB JS SW ?? NC DW WC RB FX TX JX NX DX DY WX SC
$FCE6 = [02 02 04 03 06 02 08 08 04 04 04 08 03 02 04 08 06 08 06 02] (Enemies/Intro Bass)
$FCFA = [01 01 02 02 03 01 04 04 02 02 02 04 01 01 02 04 03 04 03 01] (Unknown purpose)

This chart, as far as we're aware, is never actually used in the game... but I theorize that at some point, it might have been used for sub-bosses and large enemies (like Shirokumachine GTV in Freezeman's stage or Kanigance in Burstman's stage) at one time, or was planned to be used as such and never implemented, since large enemies and sub-bosses have double the health of your average normal enemy.

I thought it may have also been a sort of placeholder damage chart for bosses which was leftover and updated from the early days, since I've found similar data in the Sample ROM:

         P  P2 P3 FC TS JS BW SC CN DW WC RB FX ?? ?? ?? ?? ?? ??
$B5E9 = [02 02 04 03 06 02 04 08 04 06 02 08 03 06 01 08 06 02 04] (All enemies/bosses)
$B5FC = [01 01 02 02 03 01 02 04 02 03 01 04 01 03 01 04 06 01 02] (Unknown purpose)

However, this table doesn't seem to be used even in that version! The large enemies or even the functional Robot Masters use the normal enemy damage table with grossly-inflated Life Energy counts (56 for Turboman, 80 for Junkman).

And lastly, we've been able to identify every single weapon in the damage chart for the final game... except for one: The one that's sits at value 07 on the damage data charts. (It's the one I labeled as "??" in that first chart.) We speculate that this particular value may have been used for a functional Beat weapon at one time, There's no way to verify this is the case, since Beat was mostly non-functional in the Sample version (it still used weapon energy) and became completely non-functional in the final. The reason we think it may have been meant for Beat, however, is due to the fact it does a whopping 8 damage to enemies (the same as a Danger Wrap with an enemy inside) and does 4 damage to Springman, Gutsman G, and the Wily Machine and Capsule (a'la Mega Man 5).

Of course, all of this is just speculation... mostly on my part, I might add. Still, though, I felt it was interesting enough to share. Who knows... maybe someone will find a use for it.

~ Doc Lithius (Info|Chat|Edits) 11:24, 28 January 2017 (EST)

Mega Man Legacy Collection 2

The Famicoms in the background of Junk Man's stage, along with the hidden Game Boy item apparently, were removed from MMLC2. Probably worth noting as a revisional difference. --Rabidabid (talk) 22:15, 3 January 2018 (EST)

Developer Commentary

Linking this here for posterity's sake. Game Informer spoke with Kazuhiro Tsuchiya, a programmer on this game and now producer of Mega Man 11, about his time working on this. Video here. Some notable tidbits:

  • Development time was only three months.
  • The battle mode was implemented in the last two weeks.
  • It "was a collaboration between internal Capcom and an external team". It's unstated who that outside team was. (Minakuchi Engineering maybe?)

--Rabidabid (talk) 22:15, 3 January 2018 (EST)