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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: 6339 days
Last view: 6295 days
Posted on 11-17-05 10:24 PM, in Favorite RPG? Link
Final Fantasy 7 has always been my favorite.
Although I love any Final Fantasy game.
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 11-18-05 09:09 PM, in Mega Man 2: Revenge Of The Eight Robot Masters Link
Yup, I liked it. Played about a week or so ago.
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 11-20-05 02:03 PM, in FECUXD is gone ;-; Link
That's problem happens to me occasionally. I don't get why though.
But it always fixes itself if I bring it up to Full Screen pressing the F4 key...then pressing it again to get out of full screen ...and now fixed.
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 11-20-05 08:34 PM, in Where can i find the Archive acmlm rom hacking board? Link
Heh, yea. I had a few important PM's myself from when talking to Matrixz. Bummer that they're gone, oh well.
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 11-23-05 11:54 AM, in Your favorite ROM hack Link
Rockman Exile (mm2) is personally my favorite ROM hack i've ever played. I usually only play megaman hacks. But sometimes I'll try something else out once in awhile like a mario game.
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 11-24-05 03:06 PM, in General Project Screenshot Thread Link
Hey there, just thought I'd show a couple more new screenshots to show that I haven't been quitting on my megaman 3 remix hack of recreating the gameboy mm3 game.

I've been finding so much more data for the game, but haven't been doing many changes with what I've found yet because I really am focusing the most on my creating the stages most importantly. I spent the last month on the top man stage although I could of gotten it done within about 2 weeks. That's just because I've been spending time finding out more and more I can do on the game later.

I STILL need help with only a very very few things I've been unsuccessful at doing. I don't have any glitches or bugs..just need to know how in the heck to move the boss doors to "work" on different screens. I haven't found the data for it yet. (i don't mean TSA either)

Here's 2 screenshots of my top man stage just about 99% done. I know it has a skull man theme to it. .but that's what I'm doing. Also I have a special surprise about half way through I don't want to show you guys yet. ..that wasn't in the gb version ...




And for the 3rd time...!!..i redid some things with the sparkman stage ...I hand drew these new instant killing spikes myself ..but now i tried to make it more electrical-like.


Hope at least someone will still look forward to playing my hack when I have it finished sometime early next year


(edited by kuja killer on 11-24-05 02:08 PM)
(edited by kuja killer on 11-24-05 02:08 PM)
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-02-05 10:57 PM, in Mario Adventure gets TAS'd Link
I just watched that movie yesterday. And I must say I was pretty impressed. It was very interesting to see how complex alot of levels were that I never could make it to on my own.
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-05-05 01:03 AM, in Unused Sprites and betas? Link
Originally posted by PSlugworth


...what?

Anyway! I also found this,, which is probably only especially interesting to me since Mega Man 3 is my favorite game... you know... ever. But anyway, just check out the original graphics for Top Man's stage! So much better than the weird-assed football stadium lighting scheme it ended up with.

And the full Dr. Wily Castle theme is really bizarre, after having heard only the first two seconds my whole life. Good schtuff, good schtuff...


http://geocities.com/garnet86404/test.PNG
My attempt at trying to implement some of the unused graphics for the dr wily intro. ...but a few people told me I'd have to do more than that to get it to be permanate


(edited by kuja killer on 12-05-05 12:08 AM)
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-07-05 09:56 PM, in Unused Sprites and betas? Link

In the spirit of seeing that rather cool screenshot and being inspired also by this, I have started work on reimplementing as many of the Mega Man 3 betas/different versions/etc., back into the original game.

So far, I have finished Top Man's level (and improvised a lot of it; but I think it looks pretty decent):



That's cool man! I know that'd not be very hard to do for top man's stage since it's level specific and you could easily edit the graphics in tile layer pro, then use a level editor to straighten out the tiles in the TSA and structure data.

But hey, I like it. I was trying to edit the PPU myself which is much more complicated...but I'm not too well on figuring that all out yet.
Oh, and I've managed to already control how to get the song on the dr wily preview screen to play for longer than just a couple of seconds.


(edited by kuja killer on 12-07-05 08:58 PM)
(edited by kuja killer on 12-07-05 08:59 PM)
(edited by kuja killer on 12-07-05 09:00 PM)
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-07-05 10:30 PM, in Unused Sprites and betas? Link

Now, if you're up for a REAL challenge, try totally reprogramming Breakman's AI to utilize those unused shooting sprites!


Gosh I should try sometime. But I just know that won't be easy really even though both the normal and unused breakman/protoman sprites are in the same bank.
Plus, I have no idea how to edit the breakman mini area after beating the 4 doc robot stages, since it's coded into the hardman stage data. :|
I'm a little afraid about that since I don't want to start doing the hardman stage on my hack yet until I know how to deal with the breakman extension because I will be editing my stage to be longer than the original.

I found a mm3 hack just recently on a japanese site that the person actually to put those unused sprites to use. I'd sure be interested in knowing how eventually.

http://pikopikokun.hp.infoseek.co.jp/siryou/kasouken.html i believe it was this site.
I'm still having trouble trying to know how to work with the darn boss doors too on MM3.


(edited by kuja killer on 12-07-05 09:34 PM)
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-10-05 11:10 AM, in Question Link
Since I only seem to see nothing but mostly mario related posts on here, I hope I may post on here rather than the normal ROM Hacking board if this qualifies. It's not about mario stuff.

So for my megaman 3 (NES) hack I'm working on, I've managed to finally code my own countdown routine after quite awhile that will automatically reset the game after 4 incorrect password attempts for the password system:

Setting up an RAM address with the number of tries left:
LDA #$03
STA $0431 = #$03

In the password code, I've replaced a JSR with my own to jump to some free space where there's plenty of 00's for me to mess around with which I know what I'm doing, then insert my actual code right ?

$A777: 20 71 BB JSR $BB71

Setting up the code:
First place the code from the area I've replaced from the JSR so that the game goes through that all first, that way the game won't glitch or crash suddenly, then putting in my own code:
DEC $0431 = #$02
BPL ;if 0431 is "00" then branch to a JMP $00FE to reset the game otherwise skip this
RTS ;return back to where where everything left off from.

So on a incorrect password attempt, it'll decrement that address by one each time until it's 0 to reset.

What I'm asking is ..i want it to actually display the number on the screen on each try so that the player knows how many tries are left. Someone nicely tried to help me by writing to the PPU registers, $2006 and $2007. Basically how it'd work is ..after 1 wrong attempt, it'll say on the screen "02" based off $0431 currently with the value "02" ..if 0431 is currently "01" ..then it'll print the number 01 onto the screen. ..and so on but I just know I'm doing this completely wrong?? :

LDA #$31
STA $2006
LDA #$04
STA $2006
LDA $0431
STA $2007

This is the result......


Shows up in the nametables on the left, but not on the right? What would I change my code to, to get it on the right nametables?
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-10-05 02:22 PM, in Question Link
Originally posted by MathOnNapkins


However, in the above code I would caution you that a zero count results in a positive. This is b/c the most significant bit is still unset. Thus, you are giving the player an unintended extra try. The easy way to fix this is to use BNE instead. (Branches if not zero) Though, given you obviously have not given all your code, that's all the help I can give.


Ah, well it's not so much that I'm worried anymore about getting it to even work period since I've accomplished my goal now of getting it to reset after a couple attempts. I could just change the LDA #$03 to an 02. And it'll be 3 attempts rather than 4.

I know people tell me that the reset vectors are FFFA or something, and I should change my JMP to that rather than $00FE ...but according to what I've read from a NES memory map document ...

"$FFFC-$FFFD Reset Vector
This contains the address to jump to when the 6502 hardware is initialized. This occurs when you first turn on the power, or when you press the Reset button. In other words, this contains the address of the "start" of the program."


That's why I just use what I found stored there in the MM3 ROM, and it works perfectly the way I want it to.

Now I'm just wanting to see if I could get the PPU to print those numbers in the proper nametables, at least I'm pretty close to it judging by the results.
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-10-05 03:38 PM, in Question Link
I figured I was doing it wrong, but I get it now. I sort of got confused about how you write to $2006, the upper and low byte of the address, so I just assumed I'd do that RAM address I was using of 0431. My mistake.

But I understand this scenario now. I just forgot ..(my own fault) that when writing to 2006, it's VRAM wise, not what I was originally thinking.

Well, now it works.
I modified the text up again and took out the word part, but it's all good, changed the color of the balls, redisgned the boxes in Tile Layer Pro to make this screen look a little bit more interesting than just plain white squares.



(edited by kuja killer on 12-10-05 03:03 PM)
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-10-05 04:43 PM, in nes pallet hacking (question) Link
http://tfg.panicus.org/files/docs/nes_pal_fast.html
here you go



(edited by kuja killer on 12-10-05 03:44 PM)
(edited by kuja killer on 12-10-05 03:45 PM)
(edited by kuja killer on 12-10-05 03:45 PM)
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-10-05 06:48 PM, in 2 Teaser, Megaman Ultra 2 screenies Link
Woa, that's cool looking. I like those screenshots. I don't really have any ideas yet for how I'm going to design the dr wily stages on my hack yet. ><
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-13-05 01:56 AM, in How do you create a demo? Link
Originally posted by Andrew
How do you create the IPS patch so that you are not actually sending the rom?



First get a program called SNES Tool which you can find somewhere on Zophar.net
I can't think right off the top of my head what section it's listed under for downloading.
But when you have that program. (it's dos based), open it.
All you have to do is use the up/down/left/right arrow keys on your keyboard to select the options so ...

Select "create IPS" ...and press enter
it'll then ask you to select an unchanged ROM file..
so make sure to select a unchanged/clean/backup ROM and press enter.
then it asks you to select a "changed" rom ...so find your ROM that you've made changes to ..and press enter and it'll make a little IPS file based off the changes you've made to the ROM.
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-13-05 02:18 AM, in How do you create a demo? Link
Originally posted by Xenesis
Screw SNEStool, Lunar IPS is much better, from experience. ;

Grab it from the same place, and follow the same steps.


You know, I have a question actually about this.
Sometimes when I use SNES Tool to apply IPS patches to ROM's ...it'll give some error saying "file IPS not cut/split" or some weird crap like that..

What does that mean. :-\ ...and also i'm wondering...
Is it true that it can't handle applying or creating IPS patches over 100 KB in size? ...because my hack i'm working on ..my IPS file is getting up to about almost 50 kb now ...and i'm not even half way done with it yet ..still got months of work left to do ..and i don't want to experience any serious problems if it won't allow me to create any more backups over 100 kb.
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-13-05 07:23 PM, in General Project Screenshot Thread Link
Originally posted by Dr. Mario

This is what Cutman's stage is turning into... I swear the next one won't be a city theme.


Oh don't worry, I'm sure you'll do good. Just keep at it.

I've got 6 stages on my MM3 fully done, working on the 7th now, ...not planning on showing any recent screenshots just this yet.
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-16-05 01:14 PM, in Mega Man X: Rise of the Robot Masters Link
Heyyy, I'll look forward to playing it when you have it done, goodluck.
I usually only play megaman hacks anyways.
kuja killer

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

Last post: 6339 days
Last view: 6295 days
Posted on 12-17-05 11:04 AM, in Mega Man X: Rise of the Robot Masters Link
Originally posted by PSlugworth

Good work, and let me know if you ever need a beta tester -- I'm always in the mood to play anything remotely Mega Man related...!


I might be looking for only 1 or 2 private testers for my MM hack in about a month or less.
Basically just to see if anything's wrong, or needs to be touched up in some areas in particular, suggestions welcome ...etc.


(edited by kuja killer on 12-17-05 10:05 AM)
(edited by kuja killer on 12-17-05 10:05 AM)
(edited by kuja killer on 12-17-05 10:07 AM)
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Acmlm's Board - I3 Archive - - Posts by kuja killer


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