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06-10-24 04:58 AM
Acmlm's Board - I3 Archive - - Posts by kuja killer
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kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 05-06-06 10:12 PM, in General Project Screenshot Thread Link
Oh matrixz sorry to be a bother, but i have one tiny little request if it's not too much ...think you might be able to add a simple little option on the screen editor to allow for switching of a levels CHR bank numbers on the fly like you did with the DOS version? I don't use the DOS megafle btw since I'm not a fan of dos.

It's a hassle sometimes when I have to keep going back and forth hex editing the numbers in the rom file ...close megafle (windows) ...open it back up ...do my stuff...close it ...put the CHR numbers back to normal by hex editing ...open megafle back up ...and continue my stuff.

It's just since a few of my stages I literally have 3 or more CHR swaps happening during the levels for more graphic space.


(edited by kuja killer on 05-06-06 09:14 PM)
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 05-19-06 03:44 PM, in General Project Screenshot Thread Link
I'm not an artist or anything...i wish
but im proud of this...
last night i spent 3 or 4 hours drawing some new windows graphics for my stage select screen for my game.
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 05-23-06 09:29 AM, in Megaman Ultra Released!! Screenshots & IPS Included Link
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
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 07-18-06 05:46 AM, in Tile Layer Pro 1.1 Bug Fix Link
Anyway i can control where tlp starts reading CHR ROM graphics from in NES games? ..since i expanded my mm3 hack quite some time ago, i have the game's graphics stored at $80010 - $B0000 ....but when i open it in tlp ...it starts from 40010 ... it's kinda annoying that i have to always scroll down to the bottom every time i open it because sometimes i accidently might be editing the wrong area before noticing im in the old region when i meant to be in the new location


(edited by kuja killer on 07-18-06 04:49 AM)
(edited by kuja killer on 07-18-06 04:50 AM)
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 09-11-06 09:40 PM, in Help in MegaMan (Mappings and other things) Link
Originally posted by never-obsolete
first figure out which page sprite dma is stored in. it'll most likely be somewhere in the $0000-$07FF range. place a break point where $4014 (sprite dma register) is written to and the value written is the page number.



200-2FF for MM1.
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 09-26-06 10:14 PM, in Megaman 4 palette test menu - found Link
Woa mm4 had a hidden debug feature? ..I never knew that. :O
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 09-27-06 08:10 AM, in Megaman 4 palette test menu - found Link
Originally posted by MasterTenor
Any chance of making the pallette menu trigger with the Select button instead of the Start button? That would keep the game playable...


Select button? Absolutely, I wrote this lil patch to grant your wish. Just adding a little extra code to Matrixz. I'm NOT trying to take credit here because he found it. I personally never knew about this myself, it's interesting.

WARNING: The location of where I placed this at, I am not positive if it's unused by the game. So if there's any place in the game that screws up because of this ..then this routine needs to be placed somewhere else simply.

by the way, when the debug menu thingy opens..the colors may be wrong for a second then go back to normal ..that's easily fixable too if people dont want that lil issue to happen. Otherwise if it doesn't bother people that much, then that's fine

Here it is:
$7C71D - 2050E8EA
$7E860 - A514482920D00468291060A93985F52037FFA93020BEF62009804C57E8

Or in easier to read disassembly form:
Part 1:
$C70D:20 50 E8 JSR $E850
$C710:EA NOP

Part 2: (See warning label above)
$E850:A5 14 LDA $14 = #$00
$E852:48 PHA
$E853:29 20 AND #$20
$E855: D0 04 BNE $E85B
$E857:68 PLA
$E858:29 10 AND #$10
$E85A:60 RTS
$E85B:A9 39 LDA #$39
$E85D:85 F5 STA $F5 = #$0C
$E85F:20 37 FF JSR $FF37
$E862:A9 30 LDA #$30
$E864:20 BE F6 JSR $F6BE
$E867:20 09 80 JSR $8009
$E86A:4C 57 E8 JMP $E857


(edited by kuja killer on 09-27-06 07:15 AM)
(edited by kuja killer on 09-27-06 07:15 AM)
(edited by kuja killer on 09-27-06 07:19 AM)
(edited by kuja killer on 09-27-06 07:19 AM)
(edited by kuja killer on 09-27-06 07:25 AM)
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 09-27-06 05:00 PM, in Megaman 4 palette test menu - found Link
Originally posted by MasterTenor

By the way, you've got a typo in your short vs. long form -- the short form Part 2 starts
at $7E85 (five) 0, _not_ $7E860. Or at least that's the assumption I'm making based on the discrepancy between your short and long forms.



You're welcome. And no I did not do it wrong. the 50 is how it's read with the 6502 Debugger with FCEUXD .

60 is where you put the code at with the hex editor.

It's because of the INES Header.


(edited by kuja killer on 09-27-06 04:01 PM)
(edited by kuja killer on 09-27-06 04:02 PM)
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 10-02-06 10:33 PM, in Romhacking.net is down. Why is Romhacking.net down? O_O; Link
Well it's not the first time it's happened. Don't worry, it'll come back up soon I'm sure.
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 10-07-06 09:58 AM, in MegaFLE X version 0.4 release! Link
I doubt it considering there's already 2 major level editors for megaman 1 & 2 ...
Visine and Rock & Roll.
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 10-19-06 03:15 PM, in MegaFLE X version 0.4 release! Link
Originally posted by Matrixz

Now im wondering.. do people want a new version sooner, with fewer features, or later, but with more features? :/


Fewer as in removing stuff from your editor ? I hope not


(edited by kuja killer on 10-19-06 02:16 PM)
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 10-20-06 02:31 AM, in MegaFLE X version 0.4 release! Link
Ah alright, figured I misunderstood. Thanks.
I'd rather wait longer for something. That's my opinion
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 10-21-06 02:05 PM, in I'll ask for approval too Link
I do not post very often really. But when I do on the Rom hacking board, it's usually going to be in response to something megaman related.

I'm quite experienced with NES Rom hacking. Been into it since August 2005 which is when I begun to start on my own Megaman 3 hack.

If I need to show you any of my work from it, I'll do so. Even though my hack won't be done until sometime in the year 2008.


(edited by kuja killer on 10-21-06 01:06 PM)
(edited by kuja killer on 10-21-06 01:08 PM)
(edited by kuja killer on 10-21-06 05:04 PM)
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 10-25-06 11:37 AM, in Is this possible and how hard would this be? (A Pokemon Fire Red idea) Link
Originally posted by Skreename
Were the Kanto badges ever shown in G/S/C?


Yes, they were. Those games have 16 badges, 2 endings.

The true final battle is against "Red" ..who is actually ash from red/blue/yellow

And his pokemon are about 20-30 levels higher than the elite 4's

edit: oh, you mean if they're ever shown on the trainer card thing with the other 8 badges?
Then no, there not.


(edited by kuja killer on 10-25-06 10:39 AM)
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 11-14-06 07:35 PM, in Yoshi's Island: Kamek's Revenge - final progress thread. Link
Lots of difficult puzzles you really need to think hard about on how to solve right ???

I haven't played the SNES yoshi's island in soo many years...i loved that game though when i was a kid and I beat it a few times.....it's way better than the Yoshi's Story game for N64 at least in my opinion ....but yoshi's story was pretty good game too.


(edited by kuja killer on 11-14-06 06:48 PM)
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 01-02-07 02:26 AM, in Zelda: Parallel Worlds *Released!* Link
So should i continue playing this anymore or not in your guy's opinions? ...i'm totally up for this whole new experience and the awsome graphics and new dungeons and stuff....

but it took me about 2 - 2 1/2 half hours to get through that garden house place.
i admit all the backtracking so much was ridiculous and a little uncalled for, sorry.
and yea i had to resort to savestating too much because of the restarting from the beginnign of the game heh

so then i've just been reading ALL these replies to this post so far and lots of mixed opinions of people saying it's worth it to keep playing after getting through garden house.......and some people saying it's not worth it....

think i should continue or no ? ....
No offense to elucid or orichamu or anyone that worked on this.....you guys have my complete respect..


(edited by kuja killer on 01-01-07 08:27 PM)
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 01-05-07 08:38 AM, in Zelda: Parallel Worlds *Released!* Link
How am i suppose to get this key?
At first I've come across 2 locked doors, so i could only pick 1 for the time being since i only had 1 key, ...i get the feeling i chose the wrong door cause the one i picked led to the big Chest key....while the other door is still locked, so i see this key, but i'm just sadly getting fustrated trying for a couple hours how to get to that spot and can't figure it out

http://www.a3share.com/members/108/key.PNG
kuja killer

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Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6365 days
Last view: 6321 days
Posted on 01-05-07 09:13 AM, in Zelda: Parallel Worlds *Released!* Link
Umm, no, emulator as you could see already by the screenshot....and i've already gotten a few game overs and picked "save and continue" .....so i can't go back really.
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Acmlm's Board - I3 Archive - - Posts by kuja killer


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