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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Hmm, is there a way i can find the code.. | | | |
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kuja killer Rat Level: 11 Posts: 63/80 EXP: 4582 For next: 1403 Since: 09-22-05 From: Lake Havasu City, Arizona Since last post: 10 hours Last activity: 1 hour |
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For whatever is controlling this planet image for the Geministage of MM3 ? http://www.alienaa.com/members/108/saturn.PNG Seems that the programmers left it out of the game, or disabled it somewhere in the data or code. Although it shows up in editors, and Tile Layer Pro. I'm more than certain that it's not within the stages data from $004A10 - $00600F (geminiman)..pretty sure it's somewhere else. If not possible, than that's okay too, and I'll just replace the whole entire thing in TLP with different minor graphics to use for other parts of the stage. Still also looking for data too that controls how the disappearing/appearing blocks work that are found in magnetman stage and dr wily 1. (they're just about in every single megaman game) I found one RAM Address that I thought was what i was looking for ...but it wasn't ..it just made all objects AND sprites completely vanish off the screen. |
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Jigglysaint Red Cheep-cheep Level: 24 Posts: 214/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
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I think it might be from another tileset. I know that some of Snakeman's level graphics are in Gemini man's stage. Actualy I would like to know how that works. What I do know is that since whatever is under protoman is from snakeman, it fills up the same space as the penguine generators, which is why if you use the jump code and fall through without protoman appearing, you see a glitched penguine generator. | |||
kuja killer Rat Level: 11 Posts: 64/80 EXP: 4582 For next: 1403 Since: 09-22-05 From: Lake Havasu City, Arizona Since last post: 10 hours Last activity: 1 hour |
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Hmm, oh well...forget the planet thing. I've already replaced it completely with something else. I'm not sure if people will like this or not but take a look guys: This is the background for the gemini stage on the Gameboy Megaman 3 ... BEFORE getting to the area where those little flying bubble fish are and the sea weed like stuff ... and AFTER the outter space like theme.. Now here's how I'm trying to do it for MY hack ..this is a screenshot of what I spent HOURS working on ..and i'm not done yet because I'm taking my time to try making it look right (NES version) And I'm going to have it animate between a few different colors What do you guys think ? I may consider even trying to just use a different background, I'm not 100% sure. Really thinking. (edited by kuja killer on 10-25-05 02:54 PM) |
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infidelity Red Paratroopa Level: 21 Posts: 159/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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I like it! My only suggestion, is to the main blue pillars coming from the sky, downward. Give those some sort of bottom ridge to them. See what Megaman is standing on? copy that piece, and paste it in reverse. If you take a look at Megaman Ultra, I have them doing that. I especially like the backround crystal pieces you've got goin on as well. Hope you can make that switch colors as well. Looking good though! |
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kuja killer Rat Level: 11 Posts: 65/80 EXP: 4582 For next: 1403 Since: 09-22-05 From: Lake Havasu City, Arizona Since last post: 10 hours Last activity: 1 hour |
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Alright, well I got that settled now. Thanks for the suggestion infidelity, i appreciate it. I attempted to just use some unused tiles to replace the top part of the blue pillars with the grey types that are used in the Doc Robot Geminiman Stage where you fight the MM2 bosses. It's still not quite perfect yet though. I've just about got the 4 primary stages done now as they are on the gameboy version.. Snakeman, Gemini, Shadow, and Spark Still doing some touchups..seeing what else I can do to match up tiles and make sure things are in place ..doing a couple other changes here and there . But there's still a couple more things I can't seem to figure out though such as the boss door thing (yea ...i know i said a million times). Recently yesterday I discovered on my own locating the data for Megamans X and Y position when a stage begins...and the X and Y position when starting from Mid-Point and Boss Point ..they all appear to be shared values though it seems. Like if I modify the X and Y for one stage ..it'll apply to every single stage in the game. Not sure if there's seperate stage specific values though ..if so ...i haven't disovered it yet. Anyways...I'll be starting the remaining 4 stages here pretty soon ... Top, Magnet, Needle, and Hardman. But I'm just wondering for ideas again from people. Now on the GB MM3 ..the 2nd set of stages consists of stages/bosses from the Megaman 4 (NES) game. While on the GB MM2 ...the top, mag, needle, hardman stages are on the 2nd half of the game but quality isn't as good. Should I just continue and recreate these Megaman 4 stages from GB MM3 which is my whole plan anyway?? ...or do them off the GB MM2 ? By the way...on the gameboy version ...sprites are used from the NES MM4 ......how difficult would it be to have sprites function on the NES MM3 ..as they would on 4 ? ...and ...there's a limited amount of sprites that the ROM can hold right? I'll admit that first, ..I haven't quite found any sprite property data yet. I'm talking about the way a sprite moves, jumps, shoots, etc. I already figured out stuff like HP and how fast something moves though. Sorry if this is all confusing. Tried to explain best I can. (edited by kuja killer on 10-27-05 05:56 PM) |
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Acmlm's Board - I2 Archive - Rom Hacking - Hmm, is there a way i can find the code.. | | | |