Mega Man 8-Bit Deathmatch Forum
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June. 2, 2025, 11:21 AM
Old wiki info?
I understand if the old wiki's methodology was flawed, and ultimately hosted too much information to be maintainable, but as someone who really only plays MM8BDM for its base single-player experience the current wiki really doesn't have anything I'd want to use a wiki for. Unfortunately, the wayback machine link provided also doesn't help a whole lot, as it is missing several rather critical pages.
I mentioned a few critical things that I'd have wanted to see on the wiki:
1: Mega Man Killer requirements in Chapters 2, 4, and 6
2: Ra-Moon secret hunt
3: Other relevant Rush Search locations
The pages for Chapters 4, 6, 12, and 13 are all missing or broken in some way.
Chapter 2 works, so I can see the requirement for Enker, which in turn at least implies the requirement for Punk and Ballade in Chapters 4 and 6, but Chapter 13's absence creates a massive hole in the part of the game where a guide would be most helpful/required in order to find everything.
I understand if writing up a detailed guide on very map, weapon, boss, and story point is unreasonable, especially for a game that gets such major updates as this one. However, when it comes to secrets like these it would be nice to have something to look at as a game guide, and right now not even the wayback machine wiki is serving that purpose effectively.
I mentioned a few critical things that I'd have wanted to see on the wiki:
1: Mega Man Killer requirements in Chapters 2, 4, and 6
2: Ra-Moon secret hunt
3: Other relevant Rush Search locations
The pages for Chapters 4, 6, 12, and 13 are all missing or broken in some way.
Chapter 2 works, so I can see the requirement for Enker, which in turn at least implies the requirement for Punk and Ballade in Chapters 4 and 6, but Chapter 13's absence creates a massive hole in the part of the game where a guide would be most helpful/required in order to find everything.
I understand if writing up a detailed guide on very map, weapon, boss, and story point is unreasonable, especially for a game that gets such major updates as this one. However, when it comes to secrets like these it would be nice to have something to look at as a game guide, and right now not even the wayback machine wiki is serving that purpose effectively.
Trillster Administrator
what's a code
May. 31, 2025, 1:20 PM
Old wiki info?
To get the important bit out of the way, for the most part, the old wiki is still accessible via Wayback Machine at the following link:
https://web.archive.org/web/20220606221523/https://cutstuff.net/mm8bdm/wiki/index.php/Main_Page
As far as publicly noting some reasons for the wiki's change in direction, I feel it's important context to mention that the old one was very poorly maintained. The old wiki, especially towards the end of its lifetime, was largely maintained by folks outside of the development team, so many pages were never fully updated to match the latest major version of the game. They especially weren't updated to match all the different minor versions (such V5C -> V5D's balance and weapon redesigns). By the end of its lifetime, a large majority of the wiki wasn't up to date with V6A, the latest at the time.
The code highlighted for special weapons were the most notorious about this, with both Junk Shield's code and page description being for a far older, entirely different version of the weapon. For extra context, by the time that wiki had retired, there were two different iterations of Junk Shield that had been released, neither of which matched what the wiki detailed. With the game having a training mode built in, these pages were feeling more and more irrelevant.
While its single-player content did keep up fairly well, it still had pretty dubious content due to the aforementioned unofficial maintenance. Most all of the boss pages were an example of this with having unofficial attack names that are never mentioned elsewhere. In my opinion, it also just documented a lot of info that was generally not useful, such as internal boss HP numbers (which often had no relation to how much it actually took to defeat them), interactions with cheats, and callouts about older versions of the content, making them feel more like TCRF / TV tropes pages.
All this combined, it created a wiki that was so information dense that updating it became incredibly infeasible. To update it properly, every MM8BDM update would've entailed checking & updating 200+ pages every update, using quite old and slow wiki software. Meanwhile, despite all of the information denseness around single-player, weapons, and maps, it still wasn't at all useful for the subjects that I personally would've wanted / expected it to be useful for.
Historically, MM8BDM was a very difficult game to set up, play online with, and make mods for, but the wiki was the most out of date in those areas. The sections surrounding those areas still highlighted content from the V1-V2 era. With a lot of the play these days occurring online in modding communities, there was a very large disconnect there, which I hope that the new wiki better solves.
I didn't really mean for this to be a scathing review of the old wiki, since I've come to agree that there is some whimsy that's missing in the new one, so I can appreciate the old wiki maintainers for keeping that alive. I just think it's important to highlight just how out of date that old wiki was in relation to the game at that point in time, and just how much effort it would've been to both update it and then continue maintaining it in the state that it was in.
https://web.archive.org/web/20220606221523/https://cutstuff.net/mm8bdm/wiki/index.php/Main_Page
As far as publicly noting some reasons for the wiki's change in direction, I feel it's important context to mention that the old one was very poorly maintained. The old wiki, especially towards the end of its lifetime, was largely maintained by folks outside of the development team, so many pages were never fully updated to match the latest major version of the game. They especially weren't updated to match all the different minor versions (such V5C -> V5D's balance and weapon redesigns). By the end of its lifetime, a large majority of the wiki wasn't up to date with V6A, the latest at the time.
The code highlighted for special weapons were the most notorious about this, with both Junk Shield's code and page description being for a far older, entirely different version of the weapon. For extra context, by the time that wiki had retired, there were two different iterations of Junk Shield that had been released, neither of which matched what the wiki detailed. With the game having a training mode built in, these pages were feeling more and more irrelevant.
While its single-player content did keep up fairly well, it still had pretty dubious content due to the aforementioned unofficial maintenance. Most all of the boss pages were an example of this with having unofficial attack names that are never mentioned elsewhere. In my opinion, it also just documented a lot of info that was generally not useful, such as internal boss HP numbers (which often had no relation to how much it actually took to defeat them), interactions with cheats, and callouts about older versions of the content, making them feel more like TCRF / TV tropes pages.
All this combined, it created a wiki that was so information dense that updating it became incredibly infeasible. To update it properly, every MM8BDM update would've entailed checking & updating 200+ pages every update, using quite old and slow wiki software. Meanwhile, despite all of the information denseness around single-player, weapons, and maps, it still wasn't at all useful for the subjects that I personally would've wanted / expected it to be useful for.
Historically, MM8BDM was a very difficult game to set up, play online with, and make mods for, but the wiki was the most out of date in those areas. The sections surrounding those areas still highlighted content from the V1-V2 era. With a lot of the play these days occurring online in modding communities, there was a very large disconnect there, which I hope that the new wiki better solves.
I didn't really mean for this to be a scathing review of the old wiki, since I've come to agree that there is some whimsy that's missing in the new one, so I can appreciate the old wiki maintainers for keeping that alive. I just think it's important to highlight just how out of date that old wiki was in relation to the game at that point in time, and just how much effort it would've been to both update it and then continue maintaining it in the state that it was in.
May. 30, 2025, 6:40 PM
Cobra's MM8BDM mod updates
Weekly mod news 31/5/2025 "Autumn comes to an end, as we prepare for the cold winter. + YT Channel anniversary!"
Bloons mod: "Well I guess some optimizations before Winter?"
1. Fixed names for a bunch of sounds
2. Optimized dart super & plasma fanclub ability code.
3. Some minor bug fixes that are not really worth mentioning
Other:
1. Made video: Skullsnake's 4 year anniversary! (Mod news showcase May)
Plans for next week? I was originally planning to have a new beta for June as a yearly tradition, but some of the reworked code & new kit additions needs more time before that could be released. Instead I'll save the new features for the full release of the mod that should be done by the end of the year if things go well! Now I'm either going to make some visual effects to ease some stress & relax in the upcoming week.
Bloons mod: "Well I guess some optimizations before Winter?"
1. Fixed names for a bunch of sounds
2. Optimized dart super & plasma fanclub ability code.
3. Some minor bug fixes that are not really worth mentioning
Other:
1. Made video: Skullsnake's 4 year anniversary! (Mod news showcase May)
Plans for next week? I was originally planning to have a new beta for June as a yearly tradition, but some of the reworked code & new kit additions needs more time before that could be released. Instead I'll save the new features for the full release of the mod that should be done by the end of the year if things go well! Now I'm either going to make some visual effects to ease some stress & relax in the upcoming week.
May. 29, 2025, 7:22 PM (Edited by nestingP)
i was hacked
fixed
May. 29, 2025, 7:16 PM
i was hacked
so i was un banned thanks
May. 29, 2025, 5:35 AM
Old wiki info?
I decided to start up a new playthrough of the story mode a bit ago, and forgot the details on how to ensure you fight Enker in Chapter 2, as well as the other Mega Man Killers. When I went to look at the wiki, I found that essentially all game guide information was gone. Mega Man Killer requirements, the Ra Moon secret hunt, the various secret weapons and giant bolts in the final chapter, in particular I recall being able to see the actual coding for each special weapon which I found really cool! I last played this game a few years ago so I vaguely recall some of the details, but at this point, I can't seem to find this information anywhere. All of the guides available are about modding or setting up multiplayer, nothing about the single player content as far as I can tell. Is there a place I can still find all, or at least most, of this information, or is it just gone at this point?
Trillster Administrator
what's a code
May. 28, 2025, 9:45 PM
【SUGGESTION】Sync defined server data to client
My personal plan was to punt the net-game check to a core script, so modders would only be responsible for doing something like below:
It might be worth adding a function to DTADD that does that script call still just for compiler hinting, but I would rather keep the meat of the logic internal just in case it's ever updated.
Either way, I personally wouldn't think it necessary to allow arguments to be passed down, since it'll most often be getting used to call an OPEN script, which wouldn't be able to accept them.
script "mymod_open" OPEN
{
DefineWeapon([...]);
DefineBusterAndTake([...]);
}
script "mymod_open_clientside" OPEN CLIENTSIDE
{
ACS_NamedExecuteWithResult("core_init_client_data", "mymod_open");
}It might be worth adding a function to DTADD that does that script call still just for compiler hinting, but I would rather keep the meat of the logic internal just in case it's ever updated.
Either way, I personally wouldn't think it necessary to allow arguments to be passed down, since it'll most often be getting used to call an OPEN script, which wouldn't be able to accept them.
May. 28, 2025, 9:45 PM (Edited by Hansungkee)
Mega Man 8-Bit Deathmatch V6C Newsletter
I Wonder Met Daddy Boss Fight intro Story with Updated Dr. Cossack's Citadel Like?
Hopeful Wily Cutscene Before Genesis Unit Boss Fight Intro was Updated too.
Hopeful Wily Cutscene Before Genesis Unit Boss Fight Intro was Updated too.
May. 28, 2025, 7:01 PM
【SUGGESTION】Sync defined server data to client
This is something I'd like as well.
Gut reaction, since this does involve a change of standard, is to introduce a function to one of the mod libraries
that handles the logic of checking whether it's a netgame or not.
DTADD seems like a good home for it, but I'm willing to hear out other options.
Something like "CallIfMultiplayer" or something.
Thinking something like:
This prevents the need for the modder to have to really care about whether it's a network game, since otherwise these definitions would end up getting duplicated when playing offline.
The resulting use would look like:
Pretty sure we actually just have a tracker ticket for this internally. Since it involves modding standards and potentially a code change, I saw no real reason to avoid discussing it.
Gut reaction, since this does involve a change of standard, is to introduce a function to one of the mod libraries
that handles the logic of checking whether it's a netgame or not.
DTADD seems like a good home for it, but I'm willing to hear out other options.
Something like "CallIfMultiplayer" or something.
Thinking something like:
function bool CallIfMultiplayer(str name, int arg1, int arg2, int arg3, int arg4)
{
if(!IsMultiplayer())
return false;
ACS_NamedExecuteWithResult(name, arg1, arg2, arg3, arg4);
}This prevents the need for the modder to have to really care about whether it's a network game, since otherwise these definitions would end up getting duplicated when playing offline.
The resulting use would look like:
script "mymod_open" OPEN
{
DefineWeapon([...]);
DefineBusterAndTake([...]);
}
script "mymod_open_clientside" OPEN CLIENTSIDE
{
CallIfMultiplayer("mymod_open", 0, 0, 0, 0);
}Pretty sure we actually just have a tracker ticket for this internally. Since it involves modding standards and potentially a code change, I saw no real reason to avoid discussing it.
May. 28, 2025, 2:32 PM
Ring man submission
