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05-15-24 06:46 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Megaman Ultra Released!! Screenshots & IPS Included
  
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Hunter755
Posts: 9/9
I think this hack was very well done, i think it had the best mario stage i have seen in any other hack because not only did you change the sprites and tiles you changed the music! if you want to help me with my Snes hack of Megaman X you are more then welcome too.
infidelity
Posts: 58/66
http://board.acmlm.org/thread.php?id=5991
Ice Ranger
Posts: 62/85
Great hack man. Thanks for hooking me up with that music information, it helped me figure out the formats for a few other Capcom games as well. All the Mega Man games follow a very similar format.

Maybe an update to the original Mega Man music would be nice... heh...
infidelity
Posts: 54/66
For me, my ultimate favorite Megaman game from the nes, has always been 4. When I discovered rom hacking, it was the first megaman game i wanted to hack. But I'm extremely happy that wasn't the case, cause of all the knowledge I've learned, been taught, obtained, etc, etc.

This new hack is going to be amazing. Because of the huge capacity of this game, I'm now able to do things I thought were impossible. I'm giddy with some of the "out of this world" hacking I've been doing to this rom.

I will give 1 suprise to this hack. Every sprite "Except Megaman" will be completely changed, or severly altered!" I've already begun reconstruction Just think of what I wrote, and let your imagination run wild! Mine is!

Thank you to everybody who's been taking interest in this. It's really appreciated!
Hyperganon
Posts: 55/57
I'm interested in MMU2. I've considered Mega Man 4 to be kind of an upgraded version of Mega Man 2 for a while. Making a sequel to a RO hack with it sounds great.
infidelity
Posts: 53/66
Your Welcome
optomon
Posts: 39/84
Thanks a million for the lengthy reply, it's much more of a response than I anticipated. I will be anticipating the advanced changes that will take place in MMU2 as well as an updated version of the music doc.
infidelity
Posts: 52/66
optomon - Thank you very much for your reply! I'm very happy that you enjoyed my hack In response to some of your questions...

"Why not change the 8 robot masters?" - Believe it or not, that was my original idea. You see, I figured I could just copy/paste other bosses from other MM games, and slap their images over the ones in MM2, using TLP, but in my early stages of rom hacking, the images would not match up correctly. Their upper bodies would be shifted to either side, not connecting correctly to their bodies. This is due to the game using individual "x/y" positionings forthe tile images. If you've noticed the MM4 enemy I inserted in my hack, that is due to editing the "x/y" positioning of the tiles. I searched for a large enemy, around the same size as the Sniper Joe Mech, and I found that MM4 enemy, inserted it's graphics over Sniper Joe Mech's, and edited each tile piece's "x/y" positioning. Now, I know how to this for anything, so, I'm currently working on Megaman Ultra 2, and, lets just say, everyone will be in for a treat whenever this game is completed.

"Enemy AI" - I forget off the top of my head on how to explain it. Some of the AI I changed, was due to bbitmasters findings, he came out with an offset list which is pretty cool, but limited with the amount of boss AI's, others were ones I found, and others were ones found by kuja killer. If your good with fceuxd, it's not that difficult.

"I noticed in some songs such as the Zelda song the notes kind of wobble. How did you get that?" - This feature is not explained thoroughly in the Japaneese to English translated doc on music editing. One day, I will re-release my better understanding music doc on megaman 2. What I'm about to type, will be understood by those who have read the document, and have done editing to the music engine.

08,01,A8,08,00

"A8" is just a random music note I typed in for this example. It seems that "08,XX" is the code that tells the game to "vibrate" whatever music note is coming up. The reason why I put XX, is you can insert 01-04, to give different types of vibration sounds. The main one, "And only one I've seen used in Megaman 2" is 01. Now, "08,00" This tells the game to stop the vibration, and whatever notes come after, "08,00" will not vibrate. If you want your song to vibrate forever, you would place "08,01" at the end of whatver Song Channel your using. Here's an example for my Zelda 2 song. Go to address 32970. This is the beginning of everything for that song. Now, look at 3297B, you'll notice "00". This is the beginning of the 1st Square Channel. You should see this string of hex.....

"00,06,03,3C,02,00,05,22,02,A0,10,08,01,"

06=This is the speed of the Square 1 Channel *set it to 05 and listen*
03=I've never been sure about this, and I would always leave it default. *set it to either 01 or 05, and listen*
3C=This is the Volume Control, for the Square 1 Channel. Volume is set vetween 30-3F. 30=Lowest 3F=Loudest. *set it to 38 and listen*
02,00=I've never been sure about this, and I would always leave it default.
05,22=This is the Tone control for the Square 1 Channel. 05=Tone initiated, 22=Actual tone setting. *set it to 23, and listen*
02,A0,10=No Idea
08,01=Vibration *set 01 to 00, and listen to what happens*

Once again, thank you to everybody for playing, and thank you for your kind comments.

And yes, the music part took a very long time to do. Took me over 7 months to complete. Glad everyone loves the music. I wont dissapoint with Megaman Ultra 2.
optomon
Posts: 35/84
I am very impressed with this game.

Good job on altering the enemy AI. I'm very interested on finding out how you did it, and I hope its not too complicated.

Considering that you were able to alter the AI of the bosses to a good degree, did it ever cross your mind to make new bosses in place of the original 8 robot masters? It came into my mind when I was playing on Woodman's stage and kept imagining the boss as a fat Donkey Kong with bananas twirling around him.

I am very happy to find another person who hacked music for their game. It must have taken a really long time to do. The X3 songs were totally forgotten by me for years until I played this game, and you did a very good bringing them into this game. I noticed in some songs such as the Zelda song the notes kind of wobble. How did you get that? (I'm taking a peek at Mega Man 2's music coding. I'm taking a guess that it has more advanced sound features than the older nes games which I've hacked).

Again, remarkable job.
Guardian
Posts: 23/28
How in the world do you hack nes game music? I must know.
infidelity
Posts: 51/66
Just wanted to let everybody know, I've begun working on Megaman Ultra 2.
kuja killer
Posts: 89/104
Originally posted by infidelity
But of course, as time goes along, and you do something consistantly, you eventualy get better & better with what you try to accomplish.



absolutely true!
i was the same way before when i first started..i knew not a damn thing...always had problems i had absolutely no idea how to fix ...but over all the months i have so much more knowledge than in the past ..megaman 3 wise
infidelity
Posts: 50/66
I was never happy with my original Megaman Ultra Release! I was still very new to hacking, and just wanted to get something out wicked fast. But at the very moment I was releasing it back then, Matrixz was able to help me understand, and be able to accomplish my original goal, "find, edit, create, your own music. This is when I decided to redo the entire hack.

Another reason, pallets were not friendly to me, period. If any of you remember my original release, you all remember the awful pallet choices I had. *ugh* But of course, as time goes along, and you do something consistantly, you eventualy get better & better with what you try to accomplish.

Now with Megaman 4, I'm excited to get my hands dirty, in learning the music engine for this game. I have interesting choices for soundtracks, to accommodate
the games theme. Also, as you know with the latest release of Megaman Ultra, everyone knows I replaced the Sniper Joe Mech, with the Big Red Jumping Guy "I have no idea what it's real name is" from Megaman 4. With that accomlishment, it has opened the biggest door for me, when it comes time to work on Megaman 4. Let me just say, for the first time, there will be a complete overhaul of Megaman 4.

I'm excited to take on this challange, and I'm just thrilled at how much praise I've received, over this release. All that time and effort, has really paid off!
Tatrion
Posts: 1523/2467
Oh my gosh, I remember this way back from like August or Semptember of last year, and I loved it then. If you've put 8 more months worth of work on it, then it's even more spectacular that it was back then, and it was damn spectacular then.
infidelity
Posts: 49/66
I totally agree! I'm more of a fan of Megaman 4, than Megaman 3. I can't wait!
GeckoYamori
Posts: 65/114
It'll be very refreshing to have a hack that's not based on the first 3 for once.
infidelity
Posts: 48/66
Acrelvl & Skie the Kitsune - Thank You very much for your kind comments!

SimMarine - The 2nd installment to Megaman Ultra, will be a hack of Megaman 4
SimMarine
Posts: 3/3
Originally posted by infidelity
Kuja Killer - Thank You for bringing this to my attention. This is so cool, that this hack has made it here.

Hope everyone has enjoyed this hack! I'm already beginning work on the 2nd installment to the Ultra series :-)

Thank You everyone


May I ask which MM game you're basing it off of?
Skie the Kitsune
Posts: 34/38
infidelity, you have truly outdone yourself this time. I am loving everything about this game! I'm glad to see you put new things in it from before. The only level that stayed almost exactly the same from the first version was BubbleMan's satge. Nonetheless, it's awesome. Good job. Top-notch.
Deleted User
Posts: 128/-7750
Good job, I like the Mario level, look's awsome!
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Acmlm's Board - I3 Archive - ROM Hacking - Megaman Ultra Released!! Screenshots & IPS Included


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