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Acmlm's Board - I3 Archive - ROM Hacking - MegaMan in the Mushroom Kingdom New poll | |
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Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6472 days
Last view: 6472 days
Posted on 03-18-06 06:31 PM Link | Quote
NetSplit, I was having problems with G blocks in my hack, which I'm not currently working on, can you post the offsets of the tiles that replace them? It looks odd when you pick up a G block on a starry sky and it's a blank square behind it.
Ailure

Mr. Shine
I just want peace...








Since: 11-17-05
From: Sweden

Last post: 6285 days
Last view: 6285 days
Posted on 03-18-06 07:41 PM Link | Quote
Hehe, I played through it and while it does have the "Pirate hack" feeling, it's at least is a good one.

Apart from the dreaded midway bug, (I actually forgot to use savestates and had to start from the beginning on one stage grr) I only have two suggestions.

1. Diffrent graphics on bosses would be nice. Something like mouser, even with home-made graphics should be possible.
2. Diffrent music (this is kind of hard to do, I know)

It's little funny hack, seeing the goombas bounce around for the first time made me to laugh out loud.

Edit: On certain places you can gain infinite 1-ups by just making the powerup reappear. :o


(edited by Ailure on 03-18-06 06:42 PM)
(edited by Ailure on 03-18-06 07:03 PM)
NetSplit

Paratroopa


 





Since: 11-18-05

Last post: 6447 days
Last view: 6447 days
Posted on 03-18-06 09:24 PM Link | Quote
Dragonsbrethren: Guts Block updates work pretty simply. You have a main block that replaces every G block in the stage, and then you have a special-case screen (commonly boss rooms) in every stage on which a different block is used. The data is in tables, where the blocks used are the ID numbers of the blocks from the stage's block table (this value should be easy to get using visine; I don't think Rock 'n Roll shows it anywhere) and the screen ID is self-explanatory. Here are the offsets:

Guts-Block background update data:
$1CE41 - Table of values for all 12 stages for the special-case Guts block background
$1CE4D - Table of values for all 12 stages for the Guts block background
$1CE59 - Table of values for all *10* used stages for which pages to use special-case
Guts block backgrounds on

Note that the first two tables are each #12 bytes long and the last is #10 bytes long. MM1 has 12 level slots and only 10 true levels, so a lot of tables (but not all!) are 2 bytes too long.

I hope that helps.

kuja killer: Well, those controller things wouldn't even really make any sense as glitches. There is no reason that various different inputs on the second controller would randomly affect things like jump velocity and sprite animation so perfectly, especially since those are all completely unrelated and the second controller is used for nothing else.

As for the MM1 pit problem, I don't know if I've ever triggered that bug, but it's not surprising. If you're high enough off the top of the screen, those helicopter enemies will actually go to the bottom of the screen instead of the top when they try to hit you. So, if you use the magnet beam to go as high off the top as you can, it kind of makes sense that it might be confused into thinking you're at the bottom of the screen falling into a pit. *shrugs*

Now, for the MM2 stuff you posted. The huge batch of Wood Man screens are not that impressive. Basically, the game is displaying one screen and you're interacting with another. Usually, these screens are one screen apart. When you scroll, the screen that you're interacting with is visible until scrolling is over, at which point it changes over to the screen you see. You can make this happen by scrolling yourself one screen too far by doing something like wrapping around the screen through a wall. I'm not sure how it was done in Wood Man's stage, but I recall it being doable in Crash Man's stage.

As for Flash Man, I don't know how he's doing that stuff, either, but the 2 extra screens that are point out appear to be prototype screens for the boss corridor and boss room. They're using the wrong blocks, though, since these screens appear to be pretty early by their very design.

The Wily 4 stuff he points out is actually Mega Man 1 Wily 1 level data that is in this ROM for some reason. I'm surprised he didn't made the connection. This is something that was found in the ROM years ago (though it's more a Bubble Man thing than a Wily 4 thing, since Bubble Man is the main part of that set of data).

Also, the Metal Man stuff he found is interesting, because he stops right before it gets interesting. The next 4 screens are from Cut Man's stage in MM1. Funny.
insectduel

Lantern Ghost
Not welcome here anymore.








Since: 11-18-05
From: Bronx, New York

Last post: 6528 days
Last view: 6323 days
Posted on 03-20-06 03:18 PM Link | Quote
I played this hack entirely. I do not care about the bugs but It's great. I hope you make this one with a Megaman 2 hack.

Also for all Megaman 1 hackers. Isnt that obivious that this ROM needs a SRAM so you don't have to savestate each time you beat the bosses. I want to see that since my idea came from Megaman Anniversery Collection.
NetSplit

Paratroopa


 





Since: 11-18-05

Last post: 6447 days
Last view: 6447 days
Posted on 03-20-06 03:36 PM Link | Quote
Is it obvious? Sure. Is it practical? Eh...

I've already tried adding SRAM to MM1, and the game really does not like it. The problem is that the game's mapper (Mapper 2) does not support SRAM, so the game needs to be converted to Mapper 1. This is all fine and dandy; just swap the game's mapper, right? Wrong. The mapper 2 bankswap routine is shorter than the mapper 1 bankswap routine, and the bankswap routine pops up a ton in the ROM. You have to stick the new routine into freespace somewhere and then find every bankswap routine and point them to the new routine. I did indeed get the game running on the new mapper, and the saving and continuing were all working fine, but the game had a tendancy to crash. It turns out that the game will commonly do NMI interrupts in the middle of the bankswap routine, causing the game to swap to the wrong bank and (commonly) crash in some spectacular way. I tried disabling NMI interrupts during the bankswap routine and was still having problems, and after a lot of fiddling I was indeed able to get the game to stop crashing (though it SHOULDN'T have stopped crashing; it was still interrupting during the routine), but because it was causing some extra slowdown and because it was still unstable with the potential for crashing, I reverted the ROM back to its state before this whole mess. It was a lot of wasted work.

Beside the really technical aspect of saving (swapping the mapper), there's also getting the game to save every time a stage is beaten and having the option to continue the game or start a new game. This wasn't all that bad. I added some code to save every time the boss select screen was accessed, and on the title screen I added a sprite cursor and two options. Adding in the two options is a bit of a pain because you have to figure out and deal with the title screen format, which isn't totally straightforward. Depending on which option is selected, a load routine to load from SRAM is either executed or not executed. If executed, the saved game is loaded, and if not, the current game's status (in other words, zero progress through the game) will be saved to SRAM the moment you get to the boss select screen. Simple stuff, though a little bit of a hassle to add in. The game saved bosses killed/weapons gotten (these are the same thing, though the byte also holds whether you have the M beam or not), lives, and a few other things specific to my version of the game at that time.

So yes, adding SRAM to MM1 is possible, but you have to jump through hoops to get the mapper change working properly, and it might still produce more slowdown because the bankswap routine is much longer than the original. It's really not worth it; just use saved states if you must save.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6472 days
Last view: 6472 days
Posted on 03-20-06 03:56 PM Link | Quote
Yeah, when I play Mega Man games I play all the way through, I don't bother with passwords, haven't in years, so saving isn't very important to me.
NetSplit

Paratroopa


 





Since: 11-18-05

Last post: 6447 days
Last view: 6447 days
Posted on 04-07-06 07:24 PM Link | Quote
Well, AlexAR, I finally got around to downloading this hack and playing it. I'm fairly impressed with how the Mario graphics turned out, but there are a ton of problems with this hack. Things like doors, palettes, and even just beam-down coordinates for checkpoints seem to have issues. All of these are easily editable in visine, and thus all of these problems can be corrected using that program (and yes, it does indeed run on Windows XP without problems, so far as I can tell). I'm not all that motivated to go through and fix all of this stuff; I did fix the majority of the problems in Cut Man's stage, but it's tedious and I'm not very into it because this isn't my hack and these are things that you could take care of if you were bothered to. Everything but the checkpoint stuff should be fixable (assuming there are no crazy bugs later in the game that I haven't yet gotten to).
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