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Mega Man the Wily Wars SRAM+

Hack of Mega Man: The Wily Wars


Fixes the movement delay and increases fire rate by 67%.

Included is an optional version of the patch that on top of doing the above, also gives you 2x as much magnet beam ammo, allows 5 bullets to be on screen at once instead of 3, and allows you to slide in all games.

Should be applied to an UNMODIFIED 2.00 MB (2,097,152 bytes) european Mega Man the Wily Wars rom. Do not use the JP rom or patch this over Motzilla’s SRAM hack (which is included in the patch).

ROM / ISO Information:

  • No-Intro Name: Mega Man - The Wily Wars (Europe)
  • (No-Intro version 20130710-102701)
  • ROM/File SHA-1: EA9AE2043C97DB716A8D31EE90E581C3D75F4E3E
  • Patched ROM/File SHA-1: CF8C4CB323C7B167EBD52C3F0486E4261F0DA2D5




ContributorType of contributionListed credit
Ar8temis008HackingMain coding/modification
MottZillaHacking"SRAM Save Hack" modifications

User Review Information

Doesn't Deliver on Promises, But Still Very Helpful

Reviewed By: Josephine Lithius on 21 Jan 2020

This is a fine hack.  However, it does not do what is claims it does. The wording on the description is very misleading and, unfortunately… one of the stated claims seems to be a complete lie. I’ll explain.

Ar8temis008 claims that the hack “fixes the movement delay.”  As far as I can tell, absolutely none of the “movement delay” has been fixed, whatsoever as there is still a 10-frame delay when the player to moves from a standstill.  Even if they’re trying to sidle (half-step) again, they have to wait 10 frames.  In the NES games, the player can sidle every 2 frames, but actual movement happens after 8 frames.

Update: Ar8temis has informed me that “whatever she did” to fix the movement delay “isn’t working, anymore.” It could be an emulator-specific thing, but I’m not sure.

I also thought that Ar8temis might have meant she fixed the notorious slowdown the game suffers when too many sprites are bouncing around.  A simple test in Shadowman’s stage tells me that nothing was fixed in that department, either.  The game still slows down worse than the NES version when there are a number of active sprites on-screen. While this is easily fixed in emulators which can overclock the Motorola 68000 CPU – such as Regen – it would be nice if the game, itself, was patched to run more fluidly.

My last thought was that Ar8temis simply meant that she converted the 50 hertz/frames-per-second game to its proper 60 hertz speed.  On that front, yes, the game plays at the correct speed when compared to the Japanese version.  However, the “SRAM fix” hack by MottZilla also did this – and is, in fact, a part of this hack – so…

Ar8temis also claims that this hack “increases firing rate by 67%.”  I, like other reviewers, assumed that this meant the nasty 9-frame delay between shots had been reduced to a much-more-accurate 3 frames.  Not such luck, I’m afraid.  What Ar8temis seems to mean is that the default Buster shots move 67% faster as, instead of taking 39 frames to go from the middle of the screen to the edge, they now take 25 frames.  This is good – very good, in fact – as it takes 26 frames in the NES games for that to happen.  Still, it would be nice to reduce that 9-frame “cooldown” on the Buster to match the NES games’ 2 frames.

Regarding the “flow” patch, it delivers on exactly what it promises without compromise.  The player can slide around in Mega Man 1/2, certain weapons/utilities have had their usage cost reduced, and the “on-screen shot limit” has been raised from 3 to 5.

It would be nice if Ar8temis could add “slide-under” block event triggers to the first two games to allow players to slide under/between certain one-block-high paths, such as in Quickman’s stage in the second game, but the added mobility, alone, is a great boon.

The decreased weapon cost is also very beneficial for newer players, though it’s completely superseded by ElwinBran’s “Refill Weapons After Death” hack… which is an addendum to this very hack, to begin with.  Still, I suppose having double the amount of Magnet Beam could be pretty fun.

Lastly, increasing the amount of on-screen shots, in my opinion, isn’t particularly beneficial with this particular game.  Yes, it’s possible to use all five “bullets” at one time by using a turbo controller or using frame-perfect inputs, but unless the player is shooting from clear across the screen – say, in a boss room – the standard 3-shot limit with the increased speed should be effective enough.

Honestly, I’m a little disappointed that Ar8temis008 didn’t deliver on what she promised.  The Wily Wars could easily be a magnificent compilation, were it not for little annoyances, inconsistencies, and other seemingly-minor-but-severely-baffling problems that came from completely remaking the game in C+ from the ground up.  That said, the groundwork for this improvement is right here; this is a very promising “proof-of-concept” hack.  If the movement delay and the shot cooldown was fixed, this would be perfection.

All that said… I would still recommend this hack.  The increased bullet movement speed, SRAM fix, and 50-to-60-hz modification, alone, make the game much better, and the optional patch that enables sliding throughout all the games is just plain fun!  I just wish this hack actually did all of what was promised…

Version 0.5 Recommended - Yes

User Reviews
Doesn't Deliver on Promises, But Still Very HelpfulJosephine Lithius21 Jan 20200.5Yes
Almost PerfectPethronos25 Nov 20190.5Yes
Game-Breaking But Feels Oh So GoodEldrethor14 Mar 20190.5Yes
Still not quite accurate to the NES versionmushroomblue14 Feb 20180.5No
Nice addonsleepy11 Feb 20180.5Yes