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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Megaman 4, with a bit o' Schwa
  
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Schwa
Posts: 406/2214
Well, enemy offsets shouldn't have been the wording. It works like this. In the editor, each Scroll Map position has something called Effect Data. The number of the Effect Data tells the game what enemy graphics to load. So in Skull Man, for instance, in that screen with worms and skull cannons, if you try to place something besides those enemies without changing the Effect Data first, you get glitched-up graphics. The sprite still acts like a sprite, but the graphics look big time nasty.

Okay, so you all want a demo version, eh? Well, I guess I can abide. The link below goes to my GeoCities website, which has the link to the IPS file for my unfinished hack. All the 8 origonal levels (the Man levels) are finished, but none of the Cossack or Wily levels are changed. If you want to play all the levels at once, wait until the full version comes out. Here ya go!
http://www.geocities.com/schwawarrior/

Note: There is one big glitch in Pharoah Man's level I still need to fix. If you fight Pharoah Man and lose, and come back at the checkpoint (right before the boss room) and fight him again, he'll be extremely glitched-up looking (but it's only a graphics error). Ring Man's level may have some noticable glitches, too.

Want a sneak peak at what the changed Cossack levels will look like? Check this out.

Redone graphics! Yeah, I drew the city background all by myself. The level itself is incredibly hard!!! You'll most likely use up every Balloon you have while getting past the pits.

Give me a little more time and I'll have the Cossack levels all finished.
PowerBub
Posts: 7/18
Omg!!! I can tell by looking at those screenies that this is gonna be a sweet Mega Man 4 hack. Good luck with this Schwa.
Jigglysaint
Posts: 47/215
What do you mean by enemy offsets? Also, why can't you change the starting point and midpoint in relation to this?
ExKay
Posts: 221/1114
I really like your screenshots, they're very good and this will be the best hack of Mega Man 4 IMO, I hope a demo soon.
Keep up the good work.
Ran-chan
Posts: 2291/12781
I
Schwa
Posts: 396/2214
Hey guys! SorryI haven't posted in a while... I've been working like crazy on the hack... and I have every one of the first 8 levels except Dive Man completed! I wasn't planning on posting more screenshots, to prevent giving too much of it away... but since Sharingan User said he couldn't wait to see more work, I guess I have no choice, eh? Unfortunately I haven't any screenshots with me right now, but I'll try and get 'em as soon as possible.

I'll tell you this: Pharoah Man is an overhaul!!! And Ring Man is my hardest level of all. Make sure to have Pharoah Shot while playing Ring Man's level.

Ever since I figured out how to change enemy offsets in the Scroll Map, I've been having a wild time. I've figured out that enemy offset data in the first Posit. of the Scroll Map and at the checkpoint, cannot be changed. I almost screwed up Skull Man for good, but recovered my wind and created an awesome level out of a mistake. That's the greatest part about Rom hacking; triumph is well deserved.
KATW
Posts: 1484/3959
Very nice The scrolling changing looks good, and hopefully plays the same as well. The difficulty sounds very upped... hopefully not TOO difficult. We dont want to be bordering impossible here
Sharingan_User
Posts: 20/25
this hack looks awesome Schwa. I can't wait to see more work.
Captain moneybags
Posts: 29/447


go into a empty room cool music starts walk forward weird noise and then water!
if you made it like that it would be cool and you could make a demo with only one level changed to show what you can make.
Jigglysaint
Posts: 46/215
Well if I remember, there are those switches that turn on the blocks. With some good hacking, you could make it so turning on the switch would open a gate and water could flow in(sort of). It shouldn't be too hard, even though you most likely would be altering some ASM, but it's just values and not code, so it shouldn't be hard.
Schwa
Posts: 390/2214
Wait, should I release this once it's completely done, or before then? I think it would be cooler to wait until it's all finished, but I want others' opinions.

Flooding mine? That would take some tricky script editing, which I'm really not capable of. But yeah, I agree with the uniqueness aspect, so I'll probably go with water in Drill Man. I'm thinking there's a long drop after you reach the top of the climb, and you land in the water... Well, no use talking about it, better get to work. Don't worry, I'll have Drill Man finished in no time!
Dylan
Posts: 435/1407
Wow, looks like your making some major progress, Schwa, and its looking great.

Having a flooded mine would be a very cool idea, as uniqueness is a vital trait in rom hacks. What would be really cool would be if it was actually in the process of flooding, so at some points you would be faced with a "beat-the-clock" type scenario, with the water pushing under you. I'm not sure how to do that, though.

I'm still holding a strong interest in this hack, I'll be anticipating its release.
Schwa
Posts: 387/2214
Great news!!! I finally have the Megaman Full Level Editor running on my computer at home, and I've been working hard on my hack. I've got more screenshots. I took Jigglysaint's advice on changing scroll paths, as you'll see later on...

Here's Toad Man's level after the rainy part is over...


See the blob in the top right corner? It takes 7 hits to beat now, making this part of the level quite taxing.


The current here pushes against you as two blobs fall in your path... The Flash Stopper attack, the one you get from Bright Man, must be used to get past unscratched.


Look very closely at the waterfall in front of Megaman, and you'll see a Mouse enemy inside. The waterfall behind it has the same secret. Again, Flash Stopper is the only safe way past.


Megaman fights the first snail miniboss. The pit in front of you and the waterfall make it slightly tougher to fight. I tried to give this boss more HP, but I don't think it worked. There were complications in placing this enemy because, ya know, it falls from the top when it appears...


Second snail battle. Yeah, the graphics for the waterfall hitting the water is a little glitchy, but I can always go into the Tile Editor and create tiles for waterfall splash later on. For now, I'm just focused on completing the levels.


The final stretch before you fight Toad Man. Bottomless pits replace the spikes, so it's vital you don't let the fish knock you off the platforms.

I've started a bit on Drill Man as well... this is the part where I took Jigglysaint's advice on scrollpath changing.


You start in the bottom of a short climb to the top, rather than a horizontal tunnel.


One screen up from start is a world of enemies. The flying bugs only take 1 hit now ('cause there'll be a whole lot more of them), but still it's gonna be hard to get past here without taking a hit. Use Rain Flush, the skill you got from Toad Man, to fell every enemy on the screen at once.


One more screen up you'll fight the Crusher like before... but notice he can actually jump across those pits perfectly.

Whew! Well, that's all I've got done so far... Actually, I should be doing Dive Man next, since you also get Rush Marine Adaptor from Toad Man, and the Dive Missles do extra damage to Drill Man anyway... A great idea of mine is to add water to Drill Man's level by going in the Tile Editor, instantly making the level a flooded mine. What do you think of that idea?
Matrixz
Posts: 3/20
Dude, you can grab it here: http://www.geocities.com/matrixz15/mfle042.zip
Just copy the adress to the adress bar becouse of geocities.

Your hack looks promising and i like how youre taking advantage of the different waopens to change the gameplay
Keep up the good work.
Schwa
Posts: 382/2214
Sorry Jigglysaint, you lost me.

Uh, listen guys... I'm very sorry, but I won't get to work on my hack again until next weekend, it looks like. Before I left my dad's house I emailed the IPS patch of my hack to myself so I could pick it up at a different computer. I'm only with my dad every other weekend, but I'm going back next weekend. I have the IPS patch, but need the full level editor, and Dragoneye Studios (the site I got the latest version of the editor from) is down. I could use an older version of the editor, but last time I used the old version it ate the rom.

I'm stuck. Sorry. If I had another source where I could download the latest version I'd work on it... but I checked through pages and pages of internet search and no luck. Zophar's Domain said it had it, but I unzipped the file and all I found was a readme with no editor.

Even though this Rom hack is temporarily stalled, I won't give up. When I get back to my dad's I'll find a way to transfer the Full Level Editor to another computer. I'll take Gb boy's advice about the rain, but Jigglysaint... I think you'rer being a little advanced. I could always try to monkey with scroll paths by trial and error, but I didn't understand the way you said how to do it. Sorry.
Jigglysaint
Posts: 39/215
I suggest you take advantage of being able to edit multipaths, and create some extra rooms in many levels where you can get secrets.

One suggestion is to have the balloon and wire in a couple different stages, and make them harder to reach.

Multipaths are simple to understand, and take 4 bytes each path. You have have 4 one way paths, or 2 scroll/scrollback paths(like for verticle paths). If memory serves, the first byte is what position on the map to begin the path, the second is the scroll type to do, the third is which scroll index to use for the area, and the last is, I think, the room number itself.
Xkeeper
Posts: -3466/-863
If you don't want to use the tools given to you -- er, created for use -- then don't whine. Sorry, they're in DOS, get over it.

So is this "Full Level Editor", which only edits 3, 4, and 5.

What's the big fucking deal about having them all in one editor? One game, one utility. Just use them that way, jesus...
Keikonium
Posts: 303/-2459
This is sweet. Is there an editor that will edit NES megaman 1-6 all in one editor. I have checked zophars but only 1-2, 3, 3-5, and 6. All are dos except the one that edits only 3. So what is this mega man full level editor?
Dylan
Posts: 299/1407
Great job on the rainy area there Schwa, it looks awesome. The only thing I would suggest is making the rain part of the background layer instead of the foreground layer. That way it would be behind Megaman and it wouldn't interfere with the gameplay.
Schwa
Posts: 380/2214
Hey, guess what? Did a little work on Toad Man and finished the rainy area. Here's 2 screenshots.


Jumping up the bridge with wind pushing against you is tough.


Rush is needed again. This is near the end of the rain...

I've tried it, and Flash Stopper really helps get past the rain. Bird Bombers and parasol robots constantly attack you, so freezing them allows you to focus more on the tricky jumps.

So... whaddya think?
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Acmlm's Board - I2 Archive - Rom Hacking - Megaman 4, with a bit o' Schwa


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