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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 09-22-05 01:36 PM, in Question about Megaman 3 hacking (nes) Link
Hi, I've just got into hacking ROMs. I'm only a beginner at it but I'm starting to get the hang of things a little at a time. I personally love playing Megaman games and I've decided to try doing my very first hack on at least 1 stage being the Sparkman Stage. I've been focusing mainly on editing the maps and sprites so far. I'm not really experienced just yet on doing graphics and editing the colors of platletts(sp?). But I'll try that out soon.

Basically I'm planning on re-creating the stages from the Gameboy version of megaman 3 so that everything is in color, and NES format, etc.

I use MegaFLE X 0300 and MegaFLE (version 0.43).

My real question for now is, is it possible to extend the full length of a stage to be even a couple screens longer than it originally was without anything getting completely screwed up and glitched?

What i mean is, some stages may be a total of 20 screens long, if i wanted to make it total of 25 screens long, would that be possible? Would I just be able to freely edit the map all the way to the boss room and replace that with more of the level to play until i reach the boss ...and then of course making sure to edit a couple of screns for the boss door/room/sprite order and such?

Sorry if I'm not making sense. I'm kinda nervous.

Here's 2 screenshots of what I'm doing.
http://www.alienaa.com/members/108/screen1.PNG - comparing the Gameboy version to the NES version which i'm editing.
http://www.alienaa.com/members/108/blah.PNG - using the FLE 0300

Edit: oh, and just to note, I thought that redoing the sparkman stage from the GB MM3 would be a good start on my first project until I come up with more creative ideas and such. :-)


(edited by kuja killer on 09-22-05 04:39 AM)
(edited by kuja killer on 09-22-05 04:48 AM)
kuja killer

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Posted on 09-22-05 08:01 PM, in Question about Megaman 3 hacking (nes) Link
Originally posted by midget35
Sorry can't help- but I notice you're using the emulator: 'rew'.

I think the latest version of BGB is probably better suited to your hacking needs.

Oh, the reason I have REW is just to use as a Gameboy Color/Gameboy emulator to play roms. I'm not trying to hack the gameboy rom. I'm doing the NES MM3 rom to just make the sparkman stage look exactly like the gameboy version.

I've got just slightly more than half of it completely done. But I just went through the whole sparkman stage on the gameboy version, and found that it's probably 8-15 screens longer than the nintendo version. It's defintely more lengthy.

So that's why I wondered if it's possible to get it just as long hacking wise the NES way.
I'm worried that by the time I reach the boss door/room and I try to continue editing the maps to lengthen the whole stage, it's going to screw things up by the time i re-create the whole boss part. Like if I were to beat sparkman, nothing will happen and the game will glithc or something.

It'll probably take me another day or two (when i've got the time), to find out what'll happen.

An example is the hack called "Elemental Ressurection 3" ..which is a incomplete hack of Megaman 3 for NES. Only the SnakeMan stage is complete. And it's about 31 screens long.
While the original version is only like ...21 .. :-/
And googie, midget35, i do very much appreciate your generosity.


(edited by kuja killer on 09-22-05 11:02 AM)
(edited by kuja killer on 09-22-05 11:05 AM)
(edited by kuja killer on 09-22-05 11:16 AM)
kuja killer

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Since: 09-22-05
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Posted on 09-24-05 04:11 AM, in Need help from experienced Megaman hackers Link
Well some of you may of noticed my other post on this board of me mentioning how I\'ve just got into ROM hacking. specifically megaman 3 ..

i\'m getting closer to finishing at least 1 stage, namely the sparkman stage, and i\'ve run into a big problem which scares the heck out of me and I\'m not sure exactly how to fix it.
I\'ll explain

- this first problem is where the half way point of the stage is. That little platform is the mid-point.
Now normally when I tested it out and playing to make sure things are okay, when i reach the halfway point, i have to continue down about 4 or 5 screens or so. It\'s completely fine with no glitches or problems what so ever.

BUT if I die anytime past half way, and start there, that glitch happens (above) ..one of those sparker things appears from the left side of the screen, goes to the right through the wall ..then reappears and keeps doing it in a endless loop.
I never even put any sprites on that screen just yet either. I\'m confused.



- this one is more serious. I don\'t use the megafle 0300 to set the screen position numbers/screen presets and all the scroll data. I use MegaFLE 0.42 to do that. I swear I setted all the right scroll data for the next 3-5 screens at least starting from the half-way point of the stage. on that particular screen (above) ...instead of going down like your supposed to ....you die instead ....i don\'t really understand why??? ..i made sure to set the right scroll data for that screen and the next one or two.

Help?
I\'ve included a link to a IPS patch for someone to try it out for yourself.
NOTE: the sparkman stage isn\'t even complete yet, i\'m still working on it as it\'s my very first ever hacking project.

Oh and I feel so bad thinking these problems are because of the Snakeman stage...i realize i SHOULD HAVE used a clean megaman 3 rom to test stuff out and NOT the rom i was editing ...but i tried to make the snakeman stage at least 2 screens longer than it originally was ...and i seemed to have succedded..but it screwed up the rest of the whole stage .

I\'m really afraid that because of it ...it messed up the sparkman stage but dear god i hope not.
I use MegaFLE 0300 as my screen editor and sprites ..
And megaFLE 0.42 for all the scroll data if that helps any.
http://www.alienaa.com/members/108/MEGAMAN3.IPS
Edit: if I happened to really mess it all up to the point where I\'ll have to redo the whole stage all over again from the very beginning on a new clean megaman 3 rom, i\'m going to be upset and may just give up for good.

Edit 2: Okay I\'ve updated the IPS file...i got even more problems now :\'( ...i\'ve edited the maps all the way to the boss room ..i haven\'t put really hardly any sprites on any of the screens yet starting from the mid point of the spark man stage all the way to sparkman ...except just 1 little bolt enemy on the mid-point which i thought would fix that glitch above with the screwed up looking enemey (only happens after dieing in that area) ...

Well ..now when i go in the boss room ...the 2nd door doesn\'t even work at all ...im getting fustrated.


(edited by kuja killer on 09-23-05 07:33 PM)
(edited by kuja killer on 09-24-05 08:37 AM)
kuja killer

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Posted on 09-28-05 03:13 AM, in Ahh screw it Link
I can't finish a simple little hack for mm3 ...I started all over again from scratch on a clean megaman 3 rom, re-did the maps completely first...didn't ever touch "anything" in any of the other stages in the whole game using megafle 0300 and 0.42 ..didn't touch any sprites either yet ...

Wasted like 3 more hours trying to get the darn random dieing thing after the mid-way point fixed by changing the scroll positions/directions ..never seems to help.
I even matched up the numbers exactly as the original for the sparkman stage on a unchanged rom ...so that in my hack i start mid-point at screen position 9 ..and then boss fight on screen postion 12 or 1C whatever it was...still no luck.

Grr...i quit with this hacking stuff. I'm guessing i'd have to REALLY learn ASM and actually change numbers directly in the coding to get it to work which i'm not quite willing to spend hours figuring out what is what.

I was so excited in doing this stuff too .....oh well.
bye, and sorry



(edited by kuja killer on 09-28-05 03:21 AM)
kuja killer

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Posted on 09-28-05 08:52 AM, in Ahh screw it Link
Alright I just first want to apoligize if I sounded like I was being lazy. I don't mean to or intend to at all. I do admit that I have been getting kinda fustrated with this though and considering I just started. I did take that one guy's advice how I should start over again on a fresh copy of the megaman 3 rom which I have obviously.

The first time I did this, it took me half a week to do maps or even figure out completely how to use and understand placing sprites on the screen, modifying the Bank0 and Bank1 to make them function properly and such, learned about how sprites need to be ordered correctly, etc. So from my other post I showed a couple screenshots of the couple problems I was experiencing.

I did re-do this all over again. Haven't got everything sorted out though yet. :-/ But it didn't take me very long to re-do the maps and since I copied it over from the corrupted rom image.

I'm going to just list each problem I'm having right now which hopefully I could get more info on.

And Rockman - i'd be more than happy if you were able to help me just a bit. I'll post a few more screenshots soon too.

1) www.alienaa.com/members/108/glitch1.PNG .... Fixed
2) When I'd get all the way to the boss room and go through those doors, ..i'd get stuck in the middle of the two so I couldn't advanced to sparkman - ...fixed ...but now if i die fighting sparkman, and start between the doors...i can't go through at all ...ughhh ...
3) Dieing anytime after the half-way point...starting from there ....eventually as i continue the stage, i'll die when the screen is SUPPOSE to scroll down ...

I'll just get another ips patch up in a little while if someone could test it for me who knows what there doing.

Do I need to actually start doing raw 6502 ASM to correct these problems ? :| ...i used the debugger with the FCE Ultra emulator to see all that stuff, but ...i'm not sure if that's the right thing to use for modifying this ... sorry..
kuja killer

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Posted on 09-29-05 09:07 PM, in Ahh screw it Link
Bleh, I'm still trying to figure it out. So now I've used the FCEuxd emulator instead of the regular FCE Ultra.
Opened the rom, then the hex editor, switched to the ROM File viewing mode, learned that the Sparkman offset data starts at 0x00C000 (0xC000) and ends at 0x00DFFF (0xDFFF) ....yea...i knew none of this but I spent a long time to find it out yesterday. And according to this website, http://elazulspad.net/matrixz/romstuff/mmlevfrm.txt ...the screen/scrolling/midpoint/bosspoint stuff is between A00 to probably about AF9 or AFF ... so that would be 0x00CA00 - 0x00CAF9 right ?? ...hmm ...im still not positive though if my problems presist between those a00-af9 ...between the whole entire c000 to dfff ...or somewhere completely different.
http://www.alienaa.com/members/108/MEGAMAN3.zip is what i got so far anyhow.... :-|


(edited by kuja killer on 09-29-05 12:09 PM)
kuja killer

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Posted on 10-01-05 12:34 AM, in I'm finally making some progress Link
Since I wasn't really able to get much help from anyone, and I don't blame you guys at all. I know that I seemed really down and nearly just quit on my 1st hack for megaman 3, i do regret that. I continued. Finally was able to fix those dieing problems I was having on my own. Feels like it took me forever to find how to fix it without those editors I was using. They don't support mid-point/boss data. So I attempted to figure it out by using the Hex Editor for the fceuxd.

According to that one website http://elazulspad.net/matrixz/romstuff/mmlevfrm.txt, I took note of the following:

$AF0 ($1): Mid-Point Scroll Position to start at
$AF1 ($1): Boss Screen Path Scroll Position to start at
$AF8 ($1): Mid-Point Screen Position to start at
$AF9 ($1): Boss Screen Path Screen Position to start at

So then I knew that to change that data for the sparkman stage i'd navigate to $0xCAF(0/1/8/9) ..i changed the data for those values countless times trying to get it to work, saving, reloading the rom, etc. And never would help. ..but then I noticed some of the other stages boss/mid data starting on $B00 - $B09 ..i thought i'd try that instead for the sparkman ones ...by setting them $0xCB01 to $0D and $0xCB09 to $16 ...and now my problems are no more.

Yea, i knew none of this stuff but I did actually stay calm this time and spend a LONG time in the past 2 - 3 days figuring out how to manually edit the ASM.

I don't understand why it said it was on the $AF line on the website....when i found out myself it's really on $B0 ..

Well anyway, sorry to babble on and on :-p ...i'm going to continue my hack of re-creating the gameboy mm3 stages ...for the NES mm3 :-p
Here's at least 2 more screenshots I'm trying to spice things up a bit more compared to the GB version ..make things a little more interesting or tricky ..

http://www.alienaa.com/members/108/screenshot.PNG - i won't give off what this screen looks like...but you'll have to time your jumps carefully if you want to make it to the next screen
http://www.alienaa.com/members/108/screenshot2.PNG - im not letting the boss door go unguarded :-p

I'm hoping now that I can somehow be able to extend this stage a bit longer since that's what I need to do.

kuja killer

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Posted on 10-01-05 12:40 AM, in Best of the Best NES Heroes Link
Tough choice for me between megaman and link.
Honestly, I'd choose link.
kuja killer

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Posted on 10-01-05 01:33 AM, in I'm finally making some progress Link
Originally posted by PSlugworth

And:



There's something I really like about this screen shot. I can't pinpoint quite what, but I like it.

I always wondered why those enemies -- who were pretty cool, I thought -- only showed up in one level of the original game. They seem to fit in really well with Spark Man's level.


Yea, that was with using MegaFLE 0300 ..it has the ability to let you use just about any of the gfx sets to input almost any type of sprite from anything. Well not everything but most things. That type of enemy is only found in the 3rd Dr. Wily stage by the way.

I'm going to try to put something in the stage from another one somewhere, but it's really going to take a lot of time for me to figure it out. ....another case of needing to just do actual ASM. ...i want to get those graphics for the giant brown cat from the top man stage into the sparkman stage.


(edited by kuja killer on 09-30-05 04:35 PM)
kuja killer

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Posted on 10-01-05 09:57 AM, in I'm finally making some progress Link
Hehe, thanks disch, googie. I've been working on this thing almost completely nonstop since I woke up this morning and even right now still am. So now I am able to actually extend stages to be longer. :p ..but darn it...i can't set the screen preset to go past 1F, so I can't make it as long as the gameboy version. Had to cut it off by exactly 2 screens ....darn ....oh well.

Those stages on the gameboy games are freaking long as hell. Almost twice as long as any NES megaman stage.

And due to some issues I had to redo the extended maps all over again 2 times (after the boss room) ...got fustrated but I'm keeping at it. ...seems if I open in one of the editors, the umm ..i forget what it's called ...CHR something gets set to $00, $56 ...so i gotta keep manually putting it back to $54, $56 ..ugh. :p

I'm just hoping now that sprites won't get messed up when I start putting them in on the extended screens, ..if i can get that taken care of...then i'll have the sparkman stage finished. ...except with just a couple tiny discrepancies that shouldn't be too big of a deal.

Will anyone here be willing to give it a try if i get this 1 stage done completely?? I may plan on wanting to start on the others too.
kuja killer

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Posted on 10-01-05 05:20 PM, in Editing music Link
Hmm, that gives me a interesting thought in my head I'd really like to know . ...seriously.

Is it possible to take music from a gameboy game ...whatever format that songs are in for the gameboy....and convert it into NSF to implement into a NES rom? Would that be like...."extremely" difficult ?
(the music of say...a level/stage) ... NOT sound effects


(edited by kuja killer on 10-01-05 08:21 AM)
kuja killer

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Posted on 10-01-05 06:31 PM, in Editing music Link
Ohhh I see. Bummer.
It's just that like ... on this website http://www.geocities.co.jp/Playtown-Bingo/2392/kuwata/
the rockman exile hack of megaman2 ..i've played that fully...and the music for each stage is completely different entirly. ..it doesn't use any of the actual game's music for any of the stages what so ever.
Some are even remixes from other games such as the SNES Megaman X ...and the dr. wily stage of the gameboy megaman1 ...
those japanese guys who did those hacks must be geniouses(sp?)


(edited by kuja killer on 10-01-05 09:32 AM)
kuja killer

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Posted on 10-02-05 12:25 AM, in Excuse me for making all these seperate threads Link
But since it won't let me reply to my own thread because i last replied ...heh ...

well...

Ughh...so I've ran into even more problems now. they are NOT the same as the couple others I had this week with the dieing issues. This time it's different.
I've been trying to extend the sparkman stage a bit longer than it originally was. And everything was going fine...editing the maps turned out okay...putting in the sprites turned out okay ...but now I'm stumped again.



The bg colors shouldn't be all dark grey like that in the 1st picture....and then the boos room for fighting sparkman goes completely haywire on me.

I wanted to leave all the preset bg stuff the way it was ... Bg Pal, Pal Page - those set to 0 ....and then the Cpoint0 and Cpoint1 located at 0xCA90/91 is suppose to be 54 and 56 ....but all this stuff keeps changing itself or something. ...like when the numbers get changed...it sets the sprite gfx set for the sparkman boss room to 54 or 56 ...so i change it back to $28 ..since that's the data for the sparkman sprite....it messes up the Bg info too setting those 2 other numbers back to 28 or 0 ..or whatever...it's making me really fustrated again. it's annoying.

I'm not trying to make people do stuff for me...i'm just only trying to ask real nicely for a bit of help on more complicated stuff....again these problems of mine now, are different than the last...and seems to be even more hard for me to figure out.
Anyone? ...

EDIT: Ahh ..i swear just 2 more things and I'll finally have my 1st stage complete....well now I got all that weirdness and the big square glitched sparkman back to normal ...but when i die fighting sparkman ...the whole stage's PAL and CHR things i guess reset themselves causing the whole stage to look like this:

i don't understand this ... $A90 and $A91 HAVE to be set to 54 and 56 for the graphics of the whole stage layout to look alright ...but if i have it left alone like that...then the whole boss room gets F**'ed up. ..so then I set the 56 to 28 ...which fixes sparkman ..i set the 54 to 0 which is a BG Pal value...but the whole room is still messed up if i die and restart . i'm so confused. The numbers seem to get reversed or something...it's really weird

Anyone still willing to help? Sorry...i'm not trying to beg....i still really am trying to figure this out even on my own without anyone.


(edited by kuja killer on 10-01-05 03:26 PM)
(edited by kuja killer on 10-01-05 07:02 PM)
(edited by kuja killer on 10-01-05 07:07 PM)
(edited by kuja killer on 10-01-05 07:09 PM)
(edited by kuja killer on 10-01-05 07:11 PM)
kuja killer

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Posted on 10-02-05 06:17 PM, in Editing music Link
Maybe someday I'll try to learn how to do music hacking.
All I know how to do so far is changing the order of the tracks in the MM3 rom. like.. ..instead of the stage select screen music playing...i can make it play the music from the gameover screen ...or one of the stages.

I was trying to find custom made NSF's that people have made themselves on google for like a half hour yesterday but couldn't find any. Blehhh
kuja killer

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Posted on 10-03-05 07:28 PM, in Megaman 3 Remix 0.10 Beta (unoffical name) Link
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)
kuja killer

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Posted on 10-04-05 01:40 AM, in MegaFLE X Question Link
This is what I've been doing with my sparkman stage hack in parts where none of the current structures could help me lay the right tile on the screen.

What i'd do is first open the TSA table, Structure Table, and the Screen Editor.

Now on the TSA table, select a block, then in the Structure table, if the stage has any of it's own black, unused 4x4 tiles usually near the very bottom, then right click in that unused blank/black (whatever) box, and right click in the structure to copy a area of it, which you can then use to place on the screen.

Just do not try pasting a TSA block on an actual structure that has data in it...or else it'll apply that change you made to every single block in the whole stage currently.

I made that mistake by accidently taking one of them spikes that can instantly kill you...and placing it on a structure that was already full, and it made spikes appear all over the stage completely.

All of the stages have either about one half of a whole row of unsed structures you can create yourself ..or a ton of unused space.

The ringman stage looks like there's not any I think.

Hope that helps.
kuja killer

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Posted on 10-04-05 03:07 AM, in MegaFLE X Question Link
You're welcome.

Yea I really like this editor too. I'm using it in conjunction with MegaFLE 0.42 (DOS) ..but i use both of them for different reasons.
Sorry to bug you about it ..but do you think you could try my first project (so far) from my other post since you seem to be a big megaman fan too? I'm not trying to act like i want people to play something unfinshed...i just wanted feedback from even at the very least 1 person, to tell me if i'm doing good or bad so far... :-/ ...my goal is to re-create the stages from the gameboy game...since the stage layout and stuff is mostly different from the NES.
kuja killer

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Posted on 10-04-05 04:06 AM, in Megaman 3 Remix 0.10 Beta (unoffical name) Link
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)
kuja killer

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

Since last post: 10 hours
Last activity: 1 hour
Posted on 10-04-05 08:35 AM, in Need refresher in using FCEUXD Tracer. My html's no longer work Link
I know this is going to sound really cheap and not the real way to do it, but megafle 0.42 can allow you to modify the hex value of the amount of life a sprite has. It's what I did with the large hardhat enemy driving the bulldozer, on my hack. Normally it takes 3 hits to kill, but I modified it to $08 so that it takes 8 hits instead, because those things deserve to have more strength. 3 hits to kill it is just not enough. O_o


(edited by kuja killer on 10-03-05 11:37 PM)
(edited by kuja killer on 10-03-05 11:38 PM)
(edited by kuja killer on 10-03-05 11:41 PM)
(edited by kuja killer on 10-03-05 11:42 PM)
kuja killer

Rat
Level: 11

Posts: 20/80
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 10-04-05 08:48 AM, in Megaman 3 Remix 0.10 Beta (unoffical name) Link
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)
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