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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by kuja killer
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kuja killer

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

Since last post: 10 hours
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Posted on 10-23-05 06:34 AM, in Kirby's Adventure (NES) Hack Link
Originally posted by NetSplit
kuja killer: Firstly, since you're looking for something that sets the initial value of the lives, you're looking for a write, NOT a read, because it's writing the initial value to $0599. Next, if the lives aren't initialized anytime after you select the save file (and you can even check address $0599 to see that there is already an #$04 there), you have to look earlier. Start at the beginning of the game and see what happens (reset the game with the write breakpoint enabled). Maybe you'll find it then.


I understand. Maybe I'll mess with it later. I'm not really interested in the kirby game, just thought I'd try to help out the guy a little.
But I'm just focusing on my own hack obviously right now.

Just recently within the past few hours gathered every single known piece of text in megaman 3 (well, most of it) Game Credits, Ending, in-game text, etc.
Just for the hell of it.
All between $13000 - $1E100 or something.


(edited by kuja killer on 10-22-05 09:35 PM)
(edited by kuja killer on 10-22-05 09:36 PM)
(edited by kuja killer on 10-23-05 03:18 AM)
kuja killer

Rat
Level: 11

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

Since last post: 10 hours
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Posted on 10-23-05 12:31 PM, in Anyone been keeping track of Hurricane Wilma? Link
Originally posted by Anya
Sweet.

The newest depression is out there, and hopefully, it'll be Alpha! I want to see the Greek alpha used in my lifetime! yea, I'm nuts.



Yup, tropical Storm alpha now with 50 MPH winds.
kuja killer

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Level: 11

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

Since last post: 10 hours
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Posted on 10-24-05 12:56 AM, in Hmm, is there a way i can find the code.. Link
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.
kuja killer

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Level: 11

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

Since last post: 10 hours
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Posted on 10-25-05 11:53 PM, in Hmm, is there a way i can find the code.. Link
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)
kuja killer

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

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Posted on 10-28-05 02:35 AM, in Hmm, is there a way i can find the code.. Link
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)
kuja killer

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

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Posted on 10-28-05 02:47 AM, in Mario in : Some Usual Day (SMB3 hack released) Link
Looks pretty good. I might give it a try if I have the time. But most likely won't. I'm just too busy.
But keep it up.
kuja killer

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Posted on 10-28-05 07:34 AM, in Hello, newbie with a question.. Link
What exactly are you attempting to search for specifically to edit? Just in-game text? Or anything you can find ?

Most of the time you'll just see lots of garbled nonsense on the text string side in a hex editor. It's common.

And I take it you're working with just Super Nintendo roms ?
BTW - you're not doing anything wrong 99% sure. I've not used that hex editor before, but I have used XVI32 though which is a pretty good one.


(edited by kuja killer on 10-27-05 10:43 PM)
kuja killer

Rat
Level: 11

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

Since last post: 10 hours
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Posted on 10-28-05 08:08 AM, in Super game boy Link
I'd like to suggest that "rew.exe" ..a Gameboy Color emulator, should work well emulating in Super Gameboy mode.
But visualboy advance is still better.
kuja killer

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

Since last post: 10 hours
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Posted on 10-29-05 06:23 AM, in General Project Screenshot Thread Link
Well, here's a list of screenshots from my 4 completed stages done so far for my Megaman 3 hack of recreating the gameboy version for the NES.
There's just a few minor bugs though currently which I haven't figured out how to fix on my own.

http://www.alienaa.com/members/108/MegamanRemix3/
_______________________________________________________________
I spent the most time working on the Gemini Man stage...the last 2 weeks pratically nonstop.

Gemini 1 star update - Attempted to update the stars ...should i leave it blue or turn it back to white ?
Gemini 2 - The E tank this time will be guarded by a little bubble fish enemy.
Gemini 3 - Should you take the high ground ..or venture the final stretch of the stage underwater ? ..the choice is yours depending on if you currently have Rush Marine or not. But I made sure to edit this area so that no matter which path you take...you'll have to avoid those spikes, and flying misquitos/submarine torpedos
_________________________________________________________________
Shadow 1 - The jumps are going to be harder this time then in the GB version.
Shadow 2 - I attempted to add some of those cool looking pipes into the boss room from the Doc Robot Shadowman Stage. They're not 100% perfect looking yet. :|
_______________________________________________________________
Snakeman 1 - Eddie is in the Gameboy version ...but not the NES version. ...so i tried to redo that part for my NES hack. ...oh and that palm tree is my version of the trees from the GB version. ..i wish I could make them animate. ...say ...making them sway back and forth rather than changing colors.
Snakeman 2 - You know how near the end of the stage that the sky is light blue with clouds? ...well I've got that for a few screens...but when you reach the very top as you see in the screenshot...i wanted to see if I could give it more of a ...going into a night-time like theme with grey storm clouds.
_____________________________________________________________
Misc:

Sparkman Spike Update - The game had unused spikes ..so i wanted to put them in for half of the stage.
Menu Update - Instead of the word "next" and a arrow pointing down in the weapon menu ...i turned it into my own folder icon which I drew MYSELF from scatch. ..It has a little "W" on it which is meant to repersent the word ...weapons. Might not look perfect yet.
_____________________________________________________________
That's about it for now...going to be starting the next 4 stages....but it's going to be alot more harder...right now i'm taking a break really trying to come up with ideas on how to set things up. ...still things I need help with to figure out.

Hope you guys like the screenshots....since this is my first project and things are going good so far.
kuja killer

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Level: 11

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

Since last post: 10 hours
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Posted on 10-29-05 08:24 PM, in Genesis/Megadrive Rom Hacking Link
Maybe try this?

http://64.233.167.104/search?q=cache:8jn4hv-g2ksJ:emureview.ztnet.com/sega/gentech.htm+sega-asm.zip&hl=en

Or see if one of these 2 programs will help from Zophar's Domain ?

http://www.zophar.net/utilities/genesisdev.html


(edited by kuja killer on 10-29-05 11:24 AM)
kuja killer

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

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Posted on 10-30-05 10:01 AM, in Another SMW Hacker Link
Hehe I'm hoping to be a good or decent NES MegaMan hacker.
MegaMan 3 for NES is my first project that I'm currently working on.
kuja killer

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

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Posted on 10-30-05 10:14 AM, in ASM Link
Originally posted by Acillatem98
Is there any documents or a site that would be best or that you would recommend most overall? I've went through a couple documents that say they teach you about 6502 NES ASM but when you open the document, it says that you need to know basic 6502 NES ASM.


This is what I read to learn the basics of 6502 in the past month. It helped me a miracle!
http://dahrkdaiz.panicus.org/asmlog.txt

It's a VERY long chat log of a guy wanting to learn ASM ..and people like TFG, Dahrk Diaz, and a couple others helped out the guy step by step. This will teach you how to understand the basics of the opcodes, addressing modes, and just in general how to work with them.

It took me well over a week to read this whole log through, but the idea is to take it slow...read things over...don't just rush reading it and think you'll understand it all..and be sure to jot down notes on a wordpad text file so that you can remember and read it over.
kuja killer

Rat
Level: 11

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

Since last post: 10 hours
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Posted on 10-30-05 11:01 PM, in Megaman Ultra RELEASED! Screenshots, IPS included! Link
Originally posted by infidelity


ALSO, for all you "Megaman 2" fans, & hackers of this game, get ready for something else from me soon. I feel it will be quite helpful to you all.


Ohhh, I'll be looking forward to it.

I know this is a little late to say, but did my findings for you help a bit? When you needed to find a damage variable for Megaman 4, and I was able to find it on my own, ...to help you out which I'm glad I did?
kuja killer

Rat
Level: 11

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EXP: 4582
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Since: 09-22-05
From: Lake Havasu City, Arizona

Since last post: 10 hours
Last activity: 1 hour
Posted on 10-30-05 11:06 PM, in Who can help out with what languages? Link
Well, Im moderate/intermediate with HTML. (besides that though...)
I know very little Javascript, I've started learning awhile ago (about 2 months ago) :-S
And know the basics at least, of 6502 Assembley.

I've attempted to learn Perl, Python, and a few others in the past years but just can't grasp it.



(edited by kuja killer on 10-30-05 02:12 PM)
kuja killer

Rat
Level: 11

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

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Posted on 10-31-05 02:03 AM, in How To Create Your Own Music For Megaman 2 Link
Danng..
I'm going to put this on a notepad file for myself to keep just in case.

I haven't read this post entirly you just made. but it looks very helpful.

I really want to hack the music of Megaman 3.

I found some sound effects this weekend though by using a little sound tool.

Like the shooting sound is generated by the Pulse 2 or Noise channel i think..i forget which.
http://www.alienaa.com/members/108/music.PNG





(edited by kuja killer on 10-30-05 05:03 PM)
kuja killer

Rat
Level: 11

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

Since last post: 10 hours
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Posted on 10-31-05 02:59 AM, in How To Create Your Own Music For Megaman 2 Link
Ahh, that's crazy. I just followed along with the guide to try it out on a clean megaman 2 ROM.

Awsome.
kuja killer

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

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Posted on 11-01-05 02:03 AM, in Muwahahahaha. Link
Haa.....scaaary. ..
Some halloween joke ?
kuja killer

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

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Posted on 11-01-05 01:32 PM, in How To Create Your Own Music For Megaman 2 Link
I'm having a pretty difficult time trying to figure out on my own how to do this for MM3.
http://elazulspad.net/matrixz/romstuff/capmusfrm.txt
I can find the song ID's at least using the same method described for setting a Execute breakpoint to 8003 easily..

But on that site, not sure how to properly use the sound engine bank +A43...with a song ID.
Say I find Sparkman music, it's "07" ..would i just do .. sound engine bank +A43 +07?
It doesn't say if I'm suppose to use 2C010, 2E010, or 30010..but i've tried them all ...i've tried like endless different combinations and can't find what I'm looking for. I do KNOW that the start of the entire sound engine thing starts at 2C010 obviously.

Also I noticed that the byte on 2C017 is "00" ...and anything after that I edit affects the beginning MM3 intro music. But I think I'm doing it wrong or something. :|

Basically just like infidelity was trying to find the song pointers for Megaman 1 ..yea..i'm trying to do the same...but for mm3 ...
Specficially I want to edit stage music, not the intro. I can find the sond id's and stuff...i've got a whole list of them all already


(edited by kuja killer on 11-01-05 04:34 AM)
(edited by kuja killer on 11-01-05 04:35 AM)
(edited by kuja killer on 11-01-05 04:40 AM)
(edited by kuja killer on 11-01-05 04:41 AM)
kuja killer

Rat
Level: 11

Posts: 79/80
EXP: 4582
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Since: 09-22-05
From: Lake Havasu City, Arizona

Since last post: 10 hours
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Posted on 11-01-05 09:59 PM, in How To Create Your Own Music For Megaman 2 Link
Originally posted by Matrixz

Its 2C010. But do ($2CA53 + ($7 * 2)) and look there. You have to multiply it by two since each song uses a 2-byte pointer in the song adress table.
My document could be more precise at that point, yeah..
Looking in the adress table and calculating pointers goes fast once you have done it a few times.


Blehh Let's see..so that's 2CA61 when doing the adding.
First 2 bytes are A7, C1 ...now i'd take C1A7 + 2C010 - 8000 right ?
Now i'm at 301B7

Now (since im following along with your site, which you did great on, and i respect that since you're smarter knowing this stuff) ...it says if a bye starts with "0" ..song otherwise sound effect.
Do you mean 00 ? ...or something else ? ..i see a 0D at 301B7 ..then ... 28 03 28 48 01 68 0D 00
Hmm I'd change the values just for the hell of it after the 0D to random numbers as a test, don't notice any change.

So in other words...i take the first 2 bytes after 0D .... 0328 + 2C010 - 8000 to find the start of at least 1 channel ?? that comes up as 24338 which is completely off and way out of the range of the entire sound engine area.
Sorry to be hassle. Just wanting to learn properly.


(edited by kuja killer on 11-01-05 01:01 PM)
(edited by kuja killer on 11-01-05 01:07 PM)
kuja killer

Rat
Level: 11

Posts: 80/80
EXP: 4582
For next: 1403

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

Since last post: 10 hours
Last activity: 1 hour
Posted on 11-02-05 02:05 AM, in How To Create Your Own Music For Megaman 2 Link
Originally posted by Matrixz


The bytes are ordered the other way around actually: A7C1. That should clear everything up.
But then yeah.. you'd do A7C1 + 2C010 - 8000 (or just A7C1 + 24010 blah).
You'll get 2E7D1. There is the Sparkman music.
Thats the weird difference from MM2 to MM3.. the music pointer bytes are order High first the Low.. very unusual.

Nah its always 00 if its a song. But now the problem is solved anyway.



Ahh I see now. Gosh ...this whole time i kept ordering the bytes backwards switching them around and I didn't even think to try keeping them the same way when doing my calculations. Darn, sorry. Thank you SO much for your help and genoristy Maxtrixz. I seriously do appreciate it and have respect for you. Not just because I wanted to brag or think you're better than everyone else, I just mean it because your being helpful and nice and so on. Honestly!

One more question for now ..now is each sound data channel exactly 14 bytes in length always ? ..or is it longer or shorter depending on different music and sound effects ?
I'm saying...does a 00 indicate the end of the data for a specific channel or is it "AA"

For example, I wanted to go to the Noise channel for sparkman music which is 2EA7A ...has the following:
06 C8 07 0C 08 0C 04 00 63 60 6F 6F 0E 1B
Is the end of this noice channel the "AA" located after the 1B ? ..or does it end at the "00" which is next to the 04 ?

Hope that makes sense
Edit: ohhhh ..a channel ends when a byte is "17" huh ? ...so the end of this noise channel for sparkman music actually starts from 2EA7A, and ends at 2EAD1 since that particular byte on the 2ead1 reads 17 ??

I may have just a few more questions if that's okay later. So that I'm understanding more about how it all works.


(edited by kuja killer on 11-01-05 05:06 PM)
(edited by kuja killer on 11-01-05 05:10 PM)
(edited by kuja killer on 11-01-05 06:11 PM)
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