Mega Man 8-Bit Deathmatch Forum
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July. 20, 2025, 9:10 PM (Edited by Gh)
[Obsolete] How to host Campaign Co-Op
Please go play this instead.
This is unfinished and has been outdone by Dr. Yellow's work.
The following thread will be kept up for archival purposes.
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This is unfinished and has been outdone by Dr. Yellow's work.
The following thread will be kept up for archival purposes.
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I'll start this post by making clear that at the moment of creating this thread, there is no intention of continuing this project. However, since its cancellation, newcomers have not stopped coming in and expressing interest in playing the story mode in multiplayer which is exactly what this mod set out to achieve. Thus, I am here to reprovide an official download and walk the curious through the configuration of this mod.



The above is the latest public build to have been released. Only the first seven chapters of the campaign were finished, the main stages of chapter 9 are included as a secret but you may only access these maps if sv_maxteams is set to 4; it will cause an error and kick all players out of the map otherwise. It works for V6B, and should be completely functional save for probably the second chapter's boss (Guts Dozer) and the seventh chapter's secret boss (Wily Capsule).
1. Using the remote console (optional, but recommended)
In the additional parameters tab of the hosting method of your choice, make sure to write: "sv_rconpassword <your password of choice>". This will be necessary for controlling your server while in-game should something go wrong (or also want to do something like change maps or the difficulty). Now after joining, you can either do "send_password <your rcon password>" to get access or you can also enter the "modify server settings" part in the mod's menu which will prompt you to enter said password.
2. Setting up the correct flags
If you've done the previous step, you can do it by accessing "Campaign Co-Op Configuration" in the admin menu and pressing "establish recommended DMFlags". Alternatively, you can do it by hand during server setup: Set DMFlags to 8536196, DMFlags2 to 2098192 and ZaDMFlags to 50304. If you're using TSPG it's even easier: you can import my configuration which already has this prepared + comes with a few weapon packs & some other QoL addons added which you can remove if you wish. (search for "Campaign Co-Op V6B (Official)" in TSPG's server list)
3. How do I edit the savefile/change the difficulty?
The easiest way to do this is using the mod's admin menu but that requires going through step 1. Alternatively, you can alter the variables using the server console:
cc_onlinesave - Keeps track of how far you are into the campaign. Valid values are 1000 to 1070.
cc_bossleveldelay - The standard amount of seconds the countdown before a boss fight takes. Default is 10.
cc_bosslives_max - The amount of lives you have on the special secret encounters at some points in the campaign. Default is 3.
cc_copydefeat1; cc_copydefeat2; cc_copydefeat3 - Keeps track of whether each of the Megaman? fights have been beaten or not.
cc_enkerdefeat; cc_punkdefeat; cc_balladedefeat - Keeps track of whether the secret Mega Man Killers battles have been beaten or not.
cc_capsuledefeat - Keeps track of whether the secret Wily Capsule battle has been beaten or not.
cc_changeskill - This is not a variable but rather a command. Switches from normal to easy mode and viceversa while resetting the map.
4. I want to change the map, how do I do that?
If you want to return to the hub, the mod's main menu has a button just for that - your buddies just need to press it too. However, if you want to jump to the current chapter's wily castle or test out chapter 9's team deathmatch bot stages (for example), you'll need to use the map or changemap commands from the server console.
That should cover everything. Credits to CutmanMike & co. for creating the original campaign - especially Trillster, Jax, Korby & Russel for help with certain ACS-related aspects. Huge thanks to MegaVile & Allanx for major development assistance.
July. 19, 2025, 10:15 AM (Edited by Ze Robotico)
Zandronum quirks thread
ZANDRONUM QUIRKS THREAD
Not quite a asset, but a list of undocumented Zandronum things which modders should be aware of
To start with a easy one...
Inherits:
Functions:
Weapons:
More things will be added to the list as I remember them, feel free to share your discoveries in the replies as well.
Not quite a asset, but a list of undocumented Zandronum things which modders should be aware of
To start with a easy one...
Inherits:
Functions:
Weapons:
More things will be added to the list as I remember them, feel free to share your discoveries in the replies as well.
July. 15, 2025, 12:12 PM
[GAME MODES] Score Frenzy - Gamemode Compilation
Yet another gamemode backport!!
Assault The Fort
This time I added a major change...

Now you have to capture a control point to be able to destroy the other team's battery.

Assault The Fort
This time I added a major change...

Now you have to capture a control point to be able to destroy the other team's battery.

Magnet Dood Administrator
Good to have you on the bad side, Mega Man.
July. 14, 2025, 10:11 PM (Edited by Magnet Dood)
Freezer Bowl Fridays!
Greetings all—it's the July edition of Freezer Bowl Fridays! Thankfully, no events were missed this time with the holiday last weekend. I hope to get these out on a more timely manner going forward! (We'll see how that goes...)
This month, we'll be taking a look at Mighty Deathmatch Burst, a new classes mod which has seen some play in recent months—and on the other end of the spectrum is Screw Scramble, a mod of the past making its grand return! We polish off the month with some rootin', tootin', Texan-Style shootin' in Gunslingers. Hope to see you all there!

This month, we'll be taking a look at Mighty Deathmatch Burst, a new classes mod which has seen some play in recent months—and on the other end of the spectrum is Screw Scramble, a mod of the past making its grand return! We polish off the month with some rootin', tootin', Texan-Style shootin' in Gunslingers. Hope to see you all there!

July. 14, 2025, 9:09 PM
[Help] Save transfer issues
It pities me to delete files with some old dates but I think I should try reinstalling the game. I will try it and I will tell if it goes wrong
July. 13, 2025, 9:40 PM (Edited by Stardust Motion)
[Help] Save transfer issues
The .ini files contains your settings like video/keybinds as well as your save progress, I'd advise just reinstalling MM8BDM, and replace the content of that reinstalled version's .ini by the content of your previous one
July. 13, 2025, 7:22 PM
[Help] Save transfer issues
I don't know if this is the best place to post this, but do to the lack of motivation and time, I'm kinda lazy information do to the old forum's death and me not searching general Zandronum help , I can't find many info on this and don't see any support sub-forum so I will post this here.
Now to the point, I have changed computers some days a go, the previous was Windows 10 and now this one is Windows 11... no troubles passing most programs so far thankfully.
Now I did the mistake of passing almost all my files directly since I was in a bit of a rush. Meaning I didn't reinstall MM8BDM. I had the .ini file still when passing it like that. However when I opened MM8BDM I got all my data deleted.
However I named my user differently in this new computer than the old one, so I tried pasting the original .ini file (I passed the .ini file individually to another folder just in case something goes wrong along other profile/save files) and renaming it to the new Username my computer has, however now it shows up that 'Zandronum.exe not found'.
What should I do about this? Should I just reinstall MM8BDM (thought it would feel a bit bad considering some files have them saved with 2022 as a date and I have them like from a long time a go)? Should I do something more complex to solve this? Keep in mind I still have the original .ini file.
Now to the point, I have changed computers some days a go, the previous was Windows 10 and now this one is Windows 11... no troubles passing most programs so far thankfully.
Now I did the mistake of passing almost all my files directly since I was in a bit of a rush. Meaning I didn't reinstall MM8BDM. I had the .ini file still when passing it like that. However when I opened MM8BDM I got all my data deleted.
However I named my user differently in this new computer than the old one, so I tried pasting the original .ini file (I passed the .ini file individually to another folder just in case something goes wrong along other profile/save files) and renaming it to the new Username my computer has, however now it shows up that 'Zandronum.exe not found'.
What should I do about this? Should I just reinstall MM8BDM (thought it would feel a bit bad considering some files have them saved with 2022 as a date and I have them like from a long time a go)? Should I do something more complex to solve this? Keep in mind I still have the original .ini file.
July. 13, 2025, 2:46 PM (Edited by Allanx)
[Allanx Inc] Coop Mania Plus (v3.1.1)
ExploxionMach said:
The mod´s musics doesn´t work :(
did you download the music file and load it in the command line parameters
edit: nevermind LOL i just realized that the download for the music file redirected to a 404 page, try downloading it again it should work now
July. 13, 2025, 1:15 PM (Edited by ExploxionMach)
[Allanx Inc] Coop Mania Plus (v3.1.1)
The mod´s musics doesn´t work :(
Trillster Administrator
what's a code
July. 13, 2025, 12:57 PM (Edited by Trillster)
Team Cooperative
Updating a file without giving it a new file name is still heavily discouraged regardless of the context. Sites such as DogSoft automatically mirror files from TSPG, but will not mirror updated versions if the file name has not changed. This can cause Wadseeker to download the outdated, incorrect file, preventing people from joining servers that use the new file.
Past that though, very cool mod.
Past that though, very cool mod.