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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 3 Remix 0.10 Beta (unoffical name) | |
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kuja killer

Rat
Level: 11

Posts: 15/80
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Since: 09-22-05
From: Lake Havasu City, Arizona

Since last post: 10 hours
Last activity: 1 hour
Posted on 10-03-05 07:28 PM Link | Quote
I'm not sure what to really call that yet. But I spent over 2 weeks on this and the last few days I've been working on that one single stage almost completely nonstop without much sleep and I've just about got it finished. Had to teach myself how to do some ASM since I knew none at first but now i know some so far. Mainly to fix the dieing problems which I thought I'd never figure out but after alot of patience of figuring out where the midpoint/boss data was stored in the ROM in the fceuxd emu with it's built-in hex editor and all that, finally figured that all out.

Also modified the palette colors around just a little bit, made some extra twists compared to the GB version of the game. See first screenshot below:
http://www.alienaa.com/members/108/pits.PNG

The only thing that I haven't gotten to yet is the boss doors. Course it'll work, just they don't open so I had to set the TSA for them to act as background for now until later.

http://www.alienaa.com/members/108/etank.PNG - i promise the E Tank will come in handy.

So, I know it's not much, and I'm not a expert or anything at rom hacking since i've gotten started and into it a few weeks ago, but I'm determined to keep going and get better. And i know that really people are only interested in playing hacks that are COMPLETELY 100% finished, ...but could some of you guys try out my sparkman stage hack of the nes mm3 to tell me how I've done with it so far? A revamp of the GB one. It's not entirly perfect so don't go too hard on me.

http://www.alienaa.com/members/108/MegaMan3RemixV0.10.IPS
The stage is longer than the original nes version obviously...took me FOREVER to figure out on understanding how the whole screen presets system works and it's limits. I had problems, but now I've conquered them.

I'm planning on starting the other stages next.



(edited by kuja killer on 10-03-05 10:31 AM)
(edited by kuja killer on 10-03-05 10:33 AM)
(edited by kuja killer on 10-03-05 10:39 AM)
(edited by kuja killer on 10-03-05 10:51 AM)
(edited by kuja killer on 10-03-05 06:14 PM)
infidelity

Red Paratroopa
Level: 21

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Since: 09-13-04
From: U.S.A.

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Posted on 10-04-05 03:33 AM Link | Quote
Well, it's been awhile since I've played the GB games. I remember those being harder than the nes versions. You've succeeded in keeping the "hard" aspect of the level. I only came across 2 timed jumps, and some difficult parts, with the falling blocks, that you have to shot in order to pass,unlike the nes version, where you can just hop over the first one to fall to the floor. Like I said, it's been awhile. My only gripes over this, is the backround design. I can understand your going from a tiny GB screen, and briging the action to a full screen version. The only thing is the blue fence backround. Sometimes it looks like you just put it here and there. Some of the shadows are too much, or not needed at all. Other than that, it's tough, just like the GB version, I like tough Megaman games, good translation, good enemy placements. Nice job.


(edited by infidelity on 10-03-05 06:34 PM)
kuja killer

Rat
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Since: 09-22-05
From: Lake Havasu City, Arizona

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Posted on 10-04-05 04:06 AM Link | Quote
Thanks for the feedback, I appreciate it very much. I'm not too well when it comes to backgrounds hate to admit. Or even graphics for the matter. Some areas that have the fence right next to a tile seem to be designed that way in the structure table so I kinda had a hard time finding any without the fence next to/above/below/etc. But ahh well. I'll see if I can eventually fix up the background a bit better for the whole stage. And what do you mean by shadows specifically? ..sorry to sound like a noob.
( If I were good with doing graphics, I'd make some better changes for the background, but i suck at that stuff. Like...the gb snakeman stage has like a jungle theme background most of the stage...so i'd do something like that for the NES ..but i don't have really have any graphic design skills. )

In the gb version, that's basically the only thing there is, just fences. So i wanted to keep some elements of those green machines too in some places. ..place a couple enemies that were only found in other stages such as those grey rock monsters that throw pieces of trash at you.. (only found in dr wily stage 4) ...the big purple eye thing, etc.

I was going to try replacing the big eye robot with the giant brown cat from the TopMan Stage so that it'd act as a mini-boss ....but i couldn't...not sure yet how to get the structures and tilesets from other stages into the sparkman one.

But thanks again for testing it out.


(edited by kuja killer on 10-03-05 07:07 PM)
(edited by kuja killer on 10-03-05 07:58 PM)
Googie

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Since: 03-15-04
From: Corona Queens New York

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Posted on 10-04-05 08:42 AM Link | Quote
I just played through the level, I enjoyed it alot! I really like how you've managed to bring the gb verison alive on the Nes through the pics you showed , I never got around to play the gb version of the MM series but I will now, this level kept me on my toes, and that's a good thing. Keep up the good work.


(edited by Googie on 10-03-05 11:45 PM)
kuja killer

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Posted on 10-04-05 08:48 AM Link | Quote
Thanks Googie. I'm trying real hard on this ...and more importantly trying to learn ASM better.

I just recently earlier got a graphic this time from megaman 5 into megaman 3 ...took me almost 2 hours to do 64 tiles. But this is a idea of what I want to do with the background of the Snakeman stage next ...because the gameboy version has a whole entire jungle-like theme with trees.
The NES version doesn't...so i found a similiar thing in megaman 5 i'm trying to extend the branch of the tree though...
right now it's pretty small, so here's the result...how's it look?
It may be on the topman stage but i'm not using it there...just using that stage as a Tester.
(it's the little palm tree that i circled in red)





(edited by kuja killer on 10-03-05 11:51 PM)
Googie

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From: Corona Queens New York

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Posted on 10-04-05 09:00 AM Link | Quote
That's tight, it makes more sense of Snake Man being in a jungle, I'm gonna like this hack more & more as it progresses.
Heian-794

Red Super Koopa
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Since: 06-01-04
From: Kyoto, Japan

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Posted on 10-10-05 02:18 PM Link | Quote
Hey Kuja, what's that font you're using for "The Machine" and "69 to..." in the bottom left? I like that.
kuja killer

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Posted on 10-10-05 07:51 PM Link | Quote
Originally posted by Heian-794
Hey Kuja, what's that font you're using for "The Machine" and "69 to..." in the bottom left? I like that.


Oh, noo..that has nothing to do with megaman or anything I'm doing what so ever. It's just a Internet Explorer window behind all the windows because I was logged into my account on the website, http://www.alienaa.com. I'm an Administrator on there. And I upload all my screenshots or IPS patches or whatever else to my own personal webspace which is located at www.alienaa.com/members/108/

Oh and if anyone knows about this...i was messing arond trying to find out the offsets for how the boss doors on megaman 3 open and close....it seems that the debugger goes off snapping all the time ANYWHERE setting a write breakpoint to $0600 - $0729 ...i'm not sure which one is the right one. .... ?? I've just begin to learn how to use it ..and i've only found out how to hack the amount of damage caused by the P cannon to enemies and bosses, and the lives counter. Both for Megaman 4


(edited by kuja killer on 10-10-05 10:56 AM)
(edited by kuja killer on 10-10-05 10:57 AM)
(edited by kuja killer on 10-10-05 11:01 AM)
Don Killmi

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Posted on 10-10-05 10:14 PM Link | Quote
Not to hijack the thread, but that font looks like "Viner Hand ITC".
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