| |||
Views: 88,748,998 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 06-08-24 03:38 PM |
|
Guest: Register | Login |
Search |
Results |
Search in progress... |
Results |
Korxroa |
| ||
Red Koopa Level: 25 Posts: 118/120 EXP: 79982 Next: 9638 Since: 04-20-14 Last post: 3305 days Last view: 3163 days |
Nice!
Multi-ROM like infidelity's Super Mario All-Stars for NES. Megaman Origins MMC5 works on BizHawk latest version. RetroRain's Megaman Origins not include Megaman 3? Megaman The Wily Wars for NES including MM1, MM2, MM3 etc. Megaman Anniversary Collection for NES port including MM1, MM2, MM3, MM4, MM5, MM6 etc. released Two Mega Man Collection version both WW and AC for NES, this author infidelity not RetroRain. Plans for NES version of MMWW (MMWW on Genesis/Mega Drive) -Game Select Menu Screen and Logo (Select Menu only) based on Rockman, MM9 & MM10 Style. No Zoom for Logo. -support SRAM with 3 games (multi-rom up to 4 games and limit size 32kb) and removed Password System. Plans for NES version of MMAC (MMAC on PS2 & GCN, Xbox) -Megaman Anniversary Collection Logo with Parallax Scrolling and walk on select game via door. -not support SRAM like up to 6 games, that limit size is 32kb. -Loading Screen wait 10 seconds. ____________________ i'm [Censored] Sorry my bad english, can't speak english :-( Mega Man & Shantae Fan Lovers!! |
za909 |
| ||
Cheep-cheep Level: 32 Posts: 188/196 EXP: 189931 Next: 16511 Since: 04-27-11 Last post: 3096 days Last view: 2807 days |
Wow, thanks I didn't expect that kind of response at all! Yes, it might sound "advanced" by comparison because the Capcom games, and many Japanese composers in general used the static noise by itself for drums, which are fine really, but very thin compared to what you can get when combinde with samples or the triangle (the bass channel) pitch bend technique
I could also do this technique by programming an effect in the engine which plays these blips as sound effects, but they would be missing from the music even when the game makes sound effects that don't use this sound channel. I actually have a cover of clock tower already, so I can take a little time to transform that one as well! (in fact I posted a midi of it to the VGMusic archive) I do have a hack going on at the moment, but I'm not sure where exactly I want to go with it. It just seems pointless because I'm not all that great when it comes to writing code and insertign it into an already working system, it's pretty complex to understand every little routine in such an extensive game. If this were SMB1 I'd be fine because it even has a complete reverse-engineered disassembly with comments, in fact once I really want to back out and go to some simpler games I might try to make an expanded hack of SMB1, maybe even one with a sound expansion mapper. The one thing I can do now (sort of) is writing custom code. I have a homebrew project in pretty early stages, it's almost entirely made from scratch, a custom sound engine, and whatever, but it only shows a half-assed logo and then fades out because I need graphics, and I'm shit at any kind of visual art. (And I can't steal stuff from other games like for a ROM hack in this case) I've done a few MM3 hack over the years, progressively getting better but I could never do the sort of things you see in Rockman 4 MI or Odyssey so I'm slowly losing interest in hacking. So nowadays I'd much rather be just a composer than anything. The part of the NES I'm the most experienced with is the sound system (first touched it back in mid-2011). So yeah, that's about it. And I really like the new Megaman image on the title screen, it's much better than the derp-faced original. |
Termingamer2-JD |
| ||
Ropa Banned: repeat sockpuppeting Level: 53 Posts: 188/739 EXP: 1141534 Next: 15585 Since: 08-06-15 From: England Last post: 2719 days Last view: 724 days |
441#161441>Posted by Mike-Tech Yeah, you have a point, that banner is somewhat outdated anyway so the games on it aren't hacked as much as Megaman etc., the ones designed by you lot should be used over this one. I think though some themes (or as Quick said about the past board2 times, on certain pages) could change the logo, like what you can do in ABXD. So we can submit more than one new banner. ____________________ Jamie Dignam |
Quick Curly |
| ||
Giant Red Paratroopa Level: 77 Posts: 1281/1443 EXP: 4187879 Next: 3250 Since: 06-15-08 From: Earth Last post: 64 days Last view: 64 days |
Thank you for your continuous interest and support, MegaEliteGamers. If you're referring to how I described this whole process of helping everyone gain hacking experience and familiarity with working with one another, then yes, I can understand that reasoning. I probably shouldn't be so willing to insert the levels into the ROM for everyone, because then people aren't developing the potential skills involved with working in the hex editor and better understanding how the games work, so then any work for potential future collaborative projects can prove to be as effective as possible; but I guess my desire to see this project through outweighs the general person's desire to learn more than they feel that they have to. Not that I'm trying to sound like I'm judging or anything. Some things come easier to some individuals more than others. Admittedly, I wish that I was able to program. Maybe then I could have managed to use all of the data that I documented of Balloon Fight to create an actual level editor. However, I really did find it quite easy to just manage everything through the hex editor and FCEUXD. Sometimes priorities might differ for each person, but to me, it made more sense to use the documented data to build the levels through the hex editor, rather than determine that a Balloon Fight level hack was impossible without a level editor. In a way, such thinking that a game specific utility is necessary when we have amazing special debuggers with so many unique, convenient built-in tools like FCEUX/FCEUXD is considerably lazy.
The more that I think about and consider it while typing this out, the more I realize that I probably shouldn't have offered to insert the levels into the ROM for everyone. That just means that one of the main intentions of this collaborative project won't be fulfilled at all, and should the hopes of working on another collaborative project still be somewhat felt once something comes from a Balloon Fight hacking attempt, we'll all still be at the same point when it comes to individual capabilities and familiarity with working with each other. Of course, there's probably no point in going back on it now. I just hope that maybe a completed product will encourage and motivate people enough to give more of a sincere, committed try for a potential next project (when considering the initial interest that people seemed to express when this topic was started, only to have quickly tapered down). If no one else has any other possible suggestions, I do like Zieldak's idea of a Super Mario Bros. and/or Super Mario Bros. 3 collaborative hacking project. Heck, if a hack of one of the Mega Man games like what everyone was initially talking about was to work out, I figure that that would still be better than nothing. While I'm not familiar with the games, let alone the game specific level editors and utilities, I did mention earlier on that I would still be willing to try to help with what I possibly could for the sake of seeing a collaborative project through. I guess I just like ROM hacking that much. I do still plan to continue working on my own Kickle Cubicle level hack, and hopefully complete it one day. I also definitely plan to complete this Balloon Fight level hack as well, whether or not it'll turn out to be a true followup to and at the same level as Cosmic Balloon Assault, but the thought of more Balloon Fight level hacks has always been a nice thought to me. Though the following factors definitely need to still be determined: Hack name? Title screen? Graphic ideas? I can easily take out the troll face so that it's no longer a theme or reference, and adjust the current state of the title screen accordingly. While the name "Board 2 Fight" does seem overly simple, it's close to "Balloon Fight" with the B, and reflects that it's intended to be a Board 2 collaborative hack. So unless there are other name suggestions, that's the best option that I can come up with, so I might start designing a "placeholder" logo for the name. Concerning "Board 2 Productions Presents", I considered "Board 2 Productions" as a single entity representing all of our individual identities, which is why I have the "s" at the end of "Presents". However, "Board 2 Productions Present" would be grammatically correct in the sense that "Productions" is plural, but ironically, "Board 2 Productions Presents" sounds better to me for whatever strange reason. Is there a better name that could be used? I remember that Termingamer2-JD suggested "Team 2", which could be more specifically put as "Team Board 2". My idea to use "Productions" came from other collaborative group names such as Gaijin Productions and FPI Productions. Whatever name is used can have its own Romhacking.net community page created so that all of our collaborative productions can be easily accessible from there. Also, thank you in advance for anyone who does commit the time and effort to drawing out at least one level to help bring the Balloon Fight level hack to completion sooner. Just to mention a couple more things that I thought of to add since my last post as well, for enemy placements, they should take up a 2x2 area. Also, platforms close to either side are kind of weird with detection. Similar to the land sections at the bottom near the water, you pretty much have to have a piece of land touching one side of the screen connect through to the other side. Similarly, from my experience with this game, I found that the side detections for platforms only work if the player is in the air. So, if you have a vertical platform connecting to a horizontal platform from above, or two horizontal platforms that are on different but close horizontal levels, you'll actually run through what should be solid objects at some point. So, some adjustments might be necessary, depending on the level designs that come about. |
Synthetekh |
| ||
Ninji Level: 35 Posts: 141/239 EXP: 262470 Next: 17466 Since: 08-15-10 From: New Mexico, USA Last post: 137 days Last view: 1 day |
The Sound Data in this game is something I really don't know much about yet. I'm still learning about how that stuff is structured with older games and programmed (I also need to learn some more music terminology, though I understand how music works fundamentally).
I don't know if there's a limitation in the Sound Engine, but I'm thinking it's probably that they used the same instruments from one song to another to more easily give all of the songs in Megaman a more distinct recognizable style (besides the ways they're otherwise Formulated), and it's less work. They seem to do this with any Megaman game (Megaman 7 often makes use the same instruments too, and I hear it in the other games). Either way though, here's some info that may be useful : Maybe you could effectively use this to trace your way to a specific Song or Effect (when it reads data from here), and then to the Sound Engine. 65774 - 657C5: Music list for Sound Test 657C6 - 65813: Sound Effect list for Sound Test or also : 1E4000 - 1E4C0B? : Sound effect data 1E4C0C : Involves Sound effects (volume and shit?) 1E5FCC : Music Data (Cutman) 1FEDE4 : Last Music Data ------------------------------------------------------ 1FF100-1FFFFF: Sega & Capcom Logo Graphics Those are from Matrixz's notes. I don't know if any of those include the samples and instruments themselves though, so you can add more. |
Zieldak |
| ||
Crow Level: 42 Posts: 349/387 EXP: 514832 Next: 6530 Since: 12-01-11 From: Hungary Last post: 1354 days Last view: 1245 days |
For those who might want to change the Mega Man (U) title screen layout:
The (U) and (E) versions basically work the same way as the Japanese version. It reads the graphics from left to right too, but the drawn lines are seperated differently. 10ED7-10EDA: The palettes for the bottom half of the screen. The first byte seems to be used for the top 16x16 line of a 32x32 block, and the second byte is for the bottom line. The last value at 10EDA is used for the PRESS START text. 0: LEFT: BG PAL #1 | RIGHT: BG PAL #1 1: LEFT: BG PAL #2 | RIGHT: BG PAL #1 2: LEFT: BG PAL #3 | RIGHT: BG PAL #1 3: LEFT: BG PAL #4 | RIGHT: BG PAL #1 4: LEFT: BG PAL #1 | RIGHT: BG PAL #2 5: LEFT: BG PAL #2 | RIGHT: BG PAL #2 6: LEFT: BG PAL #3 | RIGHT: BG PAL #2 7: LEFT: BG PAL #4 | RIGHT: BG PAL #2 8: LEFT: BG PAL #1 | RIGHT: BG PAL #3 9: LEFT: BG PAL #2 | RIGHT: BG PAL #3 A: LEFT: BG PAL #3 | RIGHT: BG PAL #3 B: LEFT: BG PAL #4 | RIGHT: BG PAL #3 C: LEFT: BG PAL #1 | RIGHT: BG PAL #4 D: LEFT: BG PAL #2 | RIGHT: BG PAL #4 E: LEFT: BG PAL #3 | RIGHT: BG PAL #4 F: LEFT: BG PAL #4 | RIGHT: BG PAL #4 10EDB-10EDE: The palettes for the logo. 10EDB is the bottom 2 lines, 10EDC is the middle 2 lines, 10EDD is the top 2 lines. 10EDE seems to be either unused or is used for the remaining tiles of the logo. At least it didn't affect anything in my ROM. Maybe it's for the black background? 10EDF-10EE5: These values are used for the logo. Some sort of Y thing. The first value is for the last line of the logo. 20 means it starts drawing that line from the top. 21 places that line 8 lines lower. 22: 16 lines lower. 23: 24 lines lower. There's no point in using 22 and 23 actually. 10EE6-10EEC: Some X coordination thing for the logo. 00 places the graphics to the first line of the previously chosen height stuff. 10 starts drawing from the middle half of the screen. 20 is the second line and stuff. It's easy to figure it out. The first value... is... the last one again. 10EED-10EF3: How many tiles are drawn in a line. And 1st is last again. 1F9CF is the same thing as 10EDF-10EE5 for the TM logo. 1F9D5 is the same thing as 10EE6-10EEC. 1F9D9 is the tile ID for T. 1F9DE is the tile ID for M. I should have uploaded this as a file, but meh. |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 983/994 EXP: 2446873 Next: 14978 Since: 09-30-07 Last post: 1978 days Last view: 1000 days |
Celebrating the 30th Anniversary of the Mega Man series with a remaster of the first game that started it all!
Mega Man Remastered (formerly known as the Upgrade Patch) is a patch for the first Mega Man game, which enhances it in so many ways, without modifying the levels or graphics (minor graphics and palette changes, which are listed below). To those that are familiar with the Upgrade Patch, you could consider this Version 1.7 of it. Here is a list of all of the new changes made since Upgrade Patch Version 1.6: · Mega Man's face on the titlescreen has been fixed. It was missing two pieces on the right side of his face. · Continue is now New Game, and Erase Data is now Continue, and they function as such. Data is no longer erased. If you want to start a fresh game, select New Game. If you want to load a previously saved game, select Continue. Remember, the game is saved after the completion of a stage, and when you obtain the special weapon in Elec Man's stage. The Wily stages are the only stages that are not saved. This allows you the ability to play through all of the stages in the game. · The gameover screen now looks more like Mega Man 2's. It was too bland before. · The cursors for the titlescreen and gameover screens have been updated. · My credits: 2014 RetroRain is now 2017 RetroRain. · Dr. Wily has been fixed on the stage select screen. His face was all black. This has now been remedied. · Besides the select button, the up and down keys can also move the cursor on the titlescreen and gameover screen. · The Ready text at the beginning of a stage now flashes. · If you fall down a pit or on spikes, your health meter will now show empty. It didn't do that in the original game. · You can now toggle obtained weapons with the select button. As such, the pause feature has been removed. But this is not a big deal, as the inventory screen doubles as a pause feature. · The score balls have been removed completely. · Newly designed Remastered logo for the titlescreen. Here is a TOTAL list of all of the changes that Mega Man Remastered has made from the original game. This list can also be found in the readme: · Converted to Mapper 4: MMC3. · Graphics format converted to CHR-ROM. · PRG and CHR ROM expanded to the new mapper's maximum limit. · The game now has the ability to save and load your progress. · All-new titlescreen. · Updated font for stage select and boss-preview screens. · Updated cursors for titlescreen and gameover screen. · Stage select screen has a new palette. · Boss-preview screen is now like Mega Man 2's, with the preceding flash to it removed. · Gameover screen has been updated to look more like Mega Man 2's. · Updated palettes for Cut Man and Elec Man stages. · Score and score balls have been removed from the game. · Mega Man palette updates for three weapons: Ice Slasher, Elec Beam and Bombs. · Boss energy bars moved over to the right side of the screen. · Updated health and weapon capsule graphics to match those of the later Mega Man games. · Ready text has been updated: It now flashes, has a new font, and the time it is displayed for has been cut in half. · Up, down and select can move the cursor on the titlescreen and gameover screen up and down. · Falling down a pit or on spikes will display your health meter empty. · Select button toggles between obtained weapons (hence removing the pause feature). This patch is to be applied to the English version, Mega Man, not the Japanese version, Rock Man. This ROM was tested to work on FCEUX 2.2.2. I have not tested it on other emulators. You may use this patch as a base for your Mega Man hacks, just please give credit if you do. Download Enjoy! ____________________ My YouTube Channel |
kuja killer |
| ||
Level: 55 Posts: 578/628 EXP: 1248168 Next: 66021 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 325 days Last view: 11 days |
i see, well, you can just try inserting your graphics over the original megaman 3 logo graphics,
again, there located at $5D010 in both japanese/english when viewing in Tile Layer Pro, or YY-CHR. and in MegaFLE, these circled parts are where there located on the tables, there's a few spots on the TSA table with a group of 4 0's in a block, those are un-used spots in case you need a few extra slots. The graphic of megaman in the bottom right can be done with a simple small piece of code, cause that graphic does exist in the Megaman 3 ROM already, just wasn't active for whatever reason https://i.imgur.com/BcLhHH0.png |
Zieldak |
| ||
Crow Level: 42 Posts: 371/387 EXP: 514832 Next: 6530 Since: 12-01-11 From: Hungary Last post: 1354 days Last view: 1245 days |
The Ultimate Mega Man 1 (U) Hacking Notepad
Data in the (E) and (J) ROMs should be at the same addresses or close. -------------------- Teleport System - I mean Table of Contents. I'm going to assume you know how to use the Ctrl+F feature in your browser. Not FAQ quality, but it's better than nothing. You may also find shortcut codes with hyphens replacing the brackets, for example -LOGS-. [TELE] - Table of Contents [RREH] - Rock and Roll Editor Help [SHDD] - Short Hallways / Door Data [PABR] - Palette Animation in Boss Rooms [CHEK] - Checkpoints [FIRE] - Fire Pillar position tables [ENMY] - Enemy weakness / damage tables [WECD] - Weapon Energy Consume and Damage [WEAP] - Weapon related notes [INVU] - Boss invulnerability frames [ENDI] - Relocating the Ending scene to make more space for Guts Man's level [QCKA] - Quick access to Wily levels from the Stage Select for testing purposes [GUTA] - Graphics the game loads for guts block when you equip super arm on each level [GUTB] - Graphics the game replaces guts blocks with when picked up [TITL] - Title screen notes [SPAL] - Structure palette data [DOOR] - Door Animation editing {NEW!} [LIFT] - Guts Lift notes {NEW!} [LINK] - Useful links [HELP] - Ask for help [TBIL] - To be included later [LOGS] - Edit logs -------------------- [RREH] - Rock and Roll Editor Help To delete enemies in RnR, simply Ctrl+RMB on the object you wish to delete. Shift+RMB opens up another menu: Enemies - Let's you change the enemy type, screen number and global health (damage it deals to Mega Man) Objects - Let's you change the block type, width and height and also the screen it's on. -------------------- [SHDD] - Short Hallways / Door Data First of all, you have to edit the scroll data and make the 3 screen halls only 1 screen long, and edit the rooms IDs in the Room Editor accordingly. Secondly, fix the incorrectly saved checkpoint data using the information found at -CHEK- below, otherwise you'll most likely run into some problems. Then you have to move the door animations too to the correct screens in these tables: 15F12: 13 13 13 0F 13 0E FF FF FF FF FF - First door (Wily levels only use the second door) 15F07: 16 16 FF 12 FF 11 FF FF FF 22 20 - Second door (If the entrance is from above or below, it must be FF as they're special doors. The first three Wily doors are in the same boots.) The previous two tables will also be mentioned later again. If everything is correctly set up, it's possible to have properly working 1 screen corridors! -------------------- [PABR] - Palette Animation in Boss Rooms Each level uses three sets of palettes. The first is the before door palettes, the second is the sprite palettes that are loaded when you start the stage, and the third one is the boss appears palettes. Simply search for the palette you use in your level in the ROM and you should easily find it. After door palettes are stored elsewhere. -------------------- [CHEK] - Checkpoints The Rock and Roll editor (nor Visine appearently) doesn't seem to save checkpoints correctly. All the tables for checkpoint stuff are located here, however Rock and Roll does edit the first 4 tables just fine, so that's good. I highlighted the tables that are not editable with Rock and Roll properly. Use Screen No. for reference for most of them. Checkpoint activate table. Which rooms activate a checkpoint. This works fine in the Rock and Roll editor. Checkpoint 1 activate: 1C2E4, 12 bytes ** Checkpoint 2 activate: 1C2F0, 12 bytes ** Screen data table. This is weird. It is only for loading the correct room graphics before teleporting. RnR edits these properly. Initial screen: 1C2FB, 10 bytes Checkpoint 1 respawn: 1C307, 12 bytes ** # Checkpoint 2 respawn: 1C313, 11 bytes * ## Room order table. The scroll editor in RnR edits these correctly. If you want to edit these manually, don't forget the first scroll point is 0. Initial scroll point: 153B0, 12 bytes ** Checkpoint 1: 153BC, 12 bytes ** Checkpoint 2: 153C8, 11 bytes * First screen enemy table. The enemy manager in RnR edits these correctly, however it can't edit the initial screen ones. Keep in mind you have to select the first enemy in the checkpoint room, not the last. Initial screen: 153D3, 12 bytes ** Checkpoint 1: 153DF, 12 bytes ** Checkpoint 2: 153EB, 11 bytes * First room of the checkpoint section. Rock and Roll does in fact edit these values, however incorrectly. You have to edit these manually. Checkpoint 1 first room: 1540A, 12 bytes ** # Checkpoint 2 first room: 15416, 12 bytes ** ## Last room of the checkpoint section. This is the last screen of the checkpoint. So if your checkpoint is on screen 0A and that section ends at 0C, you're going to write 0C here. Also, if you have a one screen long section, you're going to write the first room value. Like the first room table, RnR edits these incorrectly, and should be fairly easy to find since RnR saves the same incorrect values here too. Checkpoint 1 first room: 15422, 12 bytes ** Checkpoint 2 first room: 1542E, 12 bytes ** Legend: * last byte is Wily 5 ** last two bytes are Wily 5 and Ending # should be the same as Checkpoint 1 activate ## should be the same as Checkpoint 2 activate Some checkpoints actually require at least 1-4 enemies in them on the first screen, that can be edited in the first screen enemy table mentioned before. Also, try not to use FF enemies unless you know how to use them. They are used for changing PPU data, and placing them just anywhere will cause crashes. Moving them is not a good idea, which is why I recommend either leaving them alone or just deleteing them in case you don't want to do fancy enemy set changes in long sections. By the way, these FF enemies are the cause of the Ice Man glitch too for example. There should always be a Boss/End type scroll (00) before the start of any Wily level scroll data, or else bad stuff happens. With all that data, you should be able to change all the checkpoints in the game without running into problems! EDIT: Appearently this was right here on the forums for a long time. It was just buried. I mean, it's a 10 year old thread. I wish I found this when I made that crappy MM1 hack of mine. Mega Man (1) respawn points... -------------------- [FIRE] - Fire pillar position tables 1768E: Pillar Position Table Fire Man Pointer 176A1: Pillar Position Table Wily 1 Pointer 176A8-176B6: Fire Man Pillar Positions 176B7-176BE: Wily 1 Pillar Positions Bit 1 = Column Bit 1 and 2 = Screen No. How to calculate pillar positions: 1. Get Screen No. of pillar 2. Add tile distance from left side of the room to the first bit And moving Fire Pillars should no longer be a problem! -------------------- [ENMY] - Enemy weakness / damage tables The global enemy health thing in RnR is not what it seems to be. It's the damage they deal to the player instead. (I'm not mentioning it here since editing them works just fine in RnR, bit it's after the tables mentioned below in the ROM) Weapon damage data against enemies can be found at these offsets. Use RnR's to get the enemy IDs. Each enemy has 20 HP (14 in HEX) by default, and that can't be changed (at least I have not found the location for that yet). Also, each table is 59 entries long (3B in HEX), each table ends with CWU-01P's damage data. 1FC61-1FC9B: Buster 1FC9C-1FCD6: Cut 1FCD7-1FD11: Ice 1FD12-1FD4C: Bomb 1FD4D-1FD87: Fire 1FD88-1FDC2: Elec 1FDC3-1FDFD: Guts To easily find a value, just copy a table's starting offset depending on the weapon and add the Enemy's ID to it. -------------------- [WECD] - Weapon Energy Consume and Damage 168E8 - How many shots until weapon energy is consumed. Order is CIBFEGM. 168EF - How much power a weapon uses. Numbers other than 1 or 2 will cause an infinite ammo glitch depending on how much weapon energy you have left when you are about to run out of energy. Have a fix for it, but I used LEVEL DATA as programming space to implement it. Is there any free space in this bank? Damage values against bosses can be changed in the Level Properties menu (MM head, second tab), however some values are stored elsewhere (which is the reason why some hacks have weakness inconsistencies, including even MM3 ones), like getting 10 damage from Elec Man if you have Rolling Cutter equipped, even though you've changed his damage output. (Maybe they wanted to make you weak to boss weapons if they were the weakness against the weapon's RM you had equipped at some point?) If you want to edit them using a hex editor, here are the offsets and the order (PCIBFEGM): 1FDFE-1FE05 - Cut 1FE06-1FE0D - Ice 1FE0E-1FE15 - Bomb 1FE16-1FE1D - Fire 1FE1E-1FE25 - Elec 1FE26-1FE2D - Guts 1FE2E-1FE35 - Yellow Devil 1FE36-1FE3D - Mega Man Clone 1FE3E-1FE45 - CWU-01P, but it doesn't use this table. Refer to the offsets below this table. 1FE46-1FE4D - Wily Phase 1 1FE4E-1FE55 - Wily Phase 2 1FE56-1FE5D - ???? (Possibly Wily 5 boss) CWU-01P damage data. Each CWU-01P unit has 20 HP (14 in HEX), so edit them accordingly. 1FC9B: Buster 1FCD6: Cut 1FD11: Ice 1FD4C: Bomb 1FD87: Fire 1FDC2: Elec 1FDFD: Guts -------------------- [WEAP] - Weapon related notes In case you'd like to make very simple changes to the weapons. Bomb 162DA - time until bomb/orbs starts testing hits. If it's set lower than the value at 1649A, the bomb itself will be able to cause damage too, and no explosions will be spawned if the bomb hits something. If it's higher, then the hit tests will be delayed by the same amount as the difference. If this value is higher than 164C3, the bomb will be unable to deal damage. 1649A - time until bomb explodes 164A4 - number of small explosions, without modificating the spawn order of the small ones, 03 (bomberman) and 07 (round shape) are good values for less projectiles (and less lag). You might want to edit their speed though, and if you do then experiment here, but it will also affect RM explosions or MM dying: 164C3 - time until explosion disappears, must be higher than 1649A 16A21-16A26: 11 00 03 80 01 FC 0C - flag (more about flags later), vertical speed fraction, vertical speed, horizontal speed fraction, horizontal speed, spawn y pos, spawn x pos respectively Editing the following tables affects all explosions, including both Bomb Man's and Copy Mega Man's bombs and the Killer Bullet's explosion. 1F89A-1F8A5 - mirroring? 1F8A6-1F8B1 - horizontal speeds for small explosions (experiment with them values) 1F8B2-1F8BD - mirroring? 1F8BE-1F8C9 - vertical speeds for small explosions (same) It's possible to make the bomb explode instantly, but it requires editing the throwing animation. Guts block 169C6-169CC: 15 00 03 A0 03 F0 10 - flag, vertical speed fraction, vertical speed, horizontal speed fraction, horizontal speed, spawn y pos, spawn x pos Guts block pieces, each column is one piece, affects Guts Man's blocks too. 1F836: 08 18 08 18 - spawn x pos 1F83A: 08 08 18 18 - spawn y pos 1F83E: 04 04 03 03 - piece horizontal speed 1F842: 02 00 02 00 - piece vertical speed 1F846: 6D 6D 6D 6D 6D 6D 56 6D 6D 6D 56 6D - sprite id for each level, including Wily 5 and the Ending. Fire 169A9 - sprite to use, 5F is tiny explosion, 60 is default, 61 is the fireball around MM. 55 and 56 are tiny and small gutsblock pieces. 169AB-169AF: 04 00 00 00 04 - flag, vertical speed fraction, vertical speed, horizontal speed fraction, horizontal speed Fire shield (Editing these also affects Copy Mega Man's fire shield) 1650A: 20 14 0 -14 -20 -14 0 14 - y positions 16512: 0 -14 -20 -14 0 14 20 14 - x positions 1651A: 0 -1 -1 -1 0 0 0 0 - I don't really get it but has to do something with the positions Elec is a completely different story, each piece seems to have it's own speed and stuff (and it's made up of 6-7 objects omg). to be included later Ice 169D6 - sprite to use, 5E is Magnet Beam, 5F is tiny explosion 169D8-169DE - 04 00 00 00 04 00 10 - flag, vertical speed fraction, vertical speed, horizontal speed fraction, horizontal speed, spawn y pos, spawn x pos Cut to be included later You can use the following values for flags for the weapons: 00 = disappears when hits enemies, doesn't detect walls and has no gravity. (Buster) 01 = collision detection 04 = no gravity 11 = affected by gravity and collision detection 14 = affected by gravity 15 = used by super arm's guts block 24 = super arm? Flag notes First bit of a flag: even= no gravity uneven= gravity 2= super arm uses it but ??? 8+ even or uneven= changes how y position is calculated. Second bit of a flag even= no collision detection uneven= collision detection 8+ even or uneven= changes how x position is calculated. -------------------- [INVU] - Boss invulnerability frames 1C9A4-1C9AE - Invulnerability frames for each boss. Only Cut and Elec have knockback as far as I'm aware. The last two bytes are both for the Wily Machine. It's time to make Elec Man worse. -------------------- [ENDI] - Relocating the Ending scene to make more space for Guts Man's level Simply change: 1AB21 from 14 to 04/24 - Ending last screen (or should I say, where the house is) 1AB25 from 1E to 0E/2E - Ending first screen (where MM teleports in) 1AC5E from 10 to 00/20 - To make sure the sunset happens on these screens. (You can also "disable" the sunset effect completely with this value btw, however MM's sprite still changes when he jumps) 1ACDC from 14 to 04/24 - End the Ending (make MM jump), should be same as 1AB21 Move those rooms in Rock and Roll's Room Order Editor too. Doing this moves the ending to screens 04-0E or 24-2E depending on which column of values you used. Important! Moving the ending to screens 04-0E means you will need to move Guts Man's level. That is not a huge deal if you know how to edit checkpoint data properly. Moving the ending to screens 24-2E is easier because you don't have to worry about relocating Guts Man's level, however the game doesn't forget the special objects when loads the ending cutscene, and that can cause the game to softlock, if an object is on screen 25 for example. Mega Man will run into it and the cutscene will be unable to end (unless you set 1ACDC to 25). So having that object on screens 25-2E means the ending will softlock. If you want to have a long Wily 4, you'll probably want to move the ending to screens 04-0E, or make sure Mega Man can't get stuck on special objects. The ending cutscene is kind of hardcoded, so these are the only options. Also, I think you also have to edit the checkpoint data for the ending level if you do this. -------------------- [QCKA] - Quick access to Wily levels from the Stage Select for testing purposes All you have to do is changing the initial level of the Stage Select. Simply change the value at 1B6FF from 00 to - 06 for Wily 1 - 07 for Wily 2 - 08 for Wily 3 - 09 for Wily 4 - 0A for the unused Wily 5 - 0B for Ending (can be glitchy - sun will always flicker) Note that the Stage Select screen will be slightly glitchy after doing so. You may save the glitchy stage select screen using savestates even after finishing the game, as it will have the same results and you'll also have all weapons if you do. I've been messing around with it 0B a bit because glitches are fun. - pressing left right right start loads Wily 3 - pressing left right left right left right start loads Wily 4 -------------------- [GUTA] - Graphics the game loads for guts block when you equip super arm on each level 1B2F1-1B2FB - offset (increasing this by one makes it load the next 4 16x16 tiles for example, valid values are 80-BF) 1B2FC-1B306 - which bank the graphics is loaded from (valid values are 01-08, 00 crashes the game) The last byte is for Wily 5 The level tilesets in - bank 1 are at offsets 90-BF (Robot Master level tilesets) - bank 3 are at offsets 90-A7 (Wily level and Ending tilesets) -------------------- [GUTB] - Graphics the game replaces guts blocks with when picked up Regular blocks: Structure ID to replace buts block with. 1CE4E-1CE58 - First Block Table Blocks in boss rooms (needed for the second block table): Which room a boss is fought in. 1CE59-1CE5F - Robot Masters 1CE60-1CE63 - Wily Bosses Structure ID to replace guts block with in boss room (00 crashes the game) 1CE41-1CE4B - Second Block Table 1CE4C-1CE4D - ??? -------------------- [TITL] - Title screen notes Palette settings: Go to -SPAL-. I seperated it into two tables on the image, the first 4 bytes are for the text, and the second 4 are for the logo. The table is located at 10ED7-10EDE. PPU address: Where it is drawn on the screen. Use FCEUX's Name Table Viewer for this, hover over any tiles on the top-left screen and check it's PPU address. The table for the first half of the PPU addresses is located at 10EDF-10EE5, and the second half's is at 10EE6-10EEC. Logo - number of tiles to read: Exactly as it says, how many tiles to read for a line. For example, in the U and E versions load the first 18 tiles from the background PPU for the first line, load the next 16 for the second, load the next 14 for the third, etc.. Because of this, it's not possible to use the same tiles twice in the logo, so prepare your own logo accordingly. The table is located at 10EED-10EF3. Text: Format is the following: Full PPU Address, Number of bytes to read, actual text data. (same length as the number of bytes to read) The data located at 10EF4-10F4F. Unlike in the Japanese version where the text data for "TM" is right after the rest of the title screen text data (highlighted free space on the image), the trademark text "TM" is stored in the code that draws the title screen in the E and U versions. Trademark letter "T": 1F9D9 ($94) Trademark letter "M": 1F9DE ($8D) Trademark PPU Address first half: 1F9CF ($21) Trademark PPU Address second half: 1F9D4 ($D9) Palette overwrite stuff for "TM"; Without this, "TM" would be drawn with blue letters and a green background, the same palette as the bottom corner of the logo itself. Palette mask PPU Address first half: 1F9C0 ($23) Palette mask PPU Address second half: 1F9C5 ($DE) Palette mask palette data: 1F9CA ($A0) If you want to remove the Trademark from the title screen completely, including the palette mask, simply NOP 1D9BF-1F9E1. Amount of lines for MEGA MAN logo: 1F9A0 ($06 = 7) Amount of text lines drawn on the title screen: 1F9E4 ($04) -------------------- [SPAL] - Structure palette data If you're coming from -TITL- I suggest making a screenshot of the title screen and drawing a 32x32 grid on it, it helps a lot. Since editors usually call these 32x32 blocks "structures", I'll call them structures too. Here is a table of the possible palette combinations: 0 = [1 1] 1 = [2 1] 2 = [3 1] 3 = [4 1] 4 = [1 2] 5 = [2 2] 6 = [3 2] 7 = [4 2] 8 = [1 3] 9 = [2 3] A = [3 3] B = [4 3] C = [1 4] D = [2 4] E = [3 4] F = [4 4] The first half of a byte is for the bottom two 16x16 blocks, and the second half of a byte is for the top two 16x16 blocks in a 32x32 structure. Knowing that, a structure with the value E1 for example would look like this: [2 1] [3 4] All the structure palette data in the ROM is stored like this as far as I'm aware, making palettes quite easy to find. -------------------- [DOOR] - Door Animation editing Which rooms the animated doors are in. 15F12: 13 13 13 0F 13 0E FF FF FF FF FF - First door (Wily levels only use the second door) 15F07: 16 16 FF 12 FF 11 FF FF FF 22 20 - Second door (If the entrance is from above or below, it must be FF as they're special doors. The first three Wily doors are in the same boots.) Which direction is a boss room entered from. First set is RMs and second is Wily. 00 is default, 10 is up, 20 is down. 15390: 00 00 20 00 10 00 15396: 00 20 00 00 00 Door animation data locations (F50+4000*(banknumber-1)) Cut Man & Wily 1: F50-100F Ice Man & Wily 2: 4F50-500F Bomb Man & Wily 3: 8F50-900F Fire Man & Wily 4: CF50-D00F Elec Man: 10F50-1100F Guts Man: 14F50-1500F Each animation data code block consists of: - Structure data: F50-F7F (30 bytes in hex from F50) There is space for 12 different structures. Each structure is 4 bytes long, each byte is a TSA. The TSA order is the following: top-left, bottom-left, top-right, bottom-right - Palette data: F80-F8B (C bytes in hex from F80) Go to -SPAL- for a detailed explanation. - Unused space: F8C-F8F (4 bytes in hex from F8C) Since there are only 12 structures, these bytes are left unused. - Frame data: F90-100F (80 bytes in hex from F90) Quite easy to read. I may or may not have used this space for other code. More about frame data: Let's take this record as an example: 04 F000 F001 EC00 EC01 1st byte represents how many edits there are. Depending on this value, it reads the consequent pairs of bytes. For example if the number of edits is 3, it reads the next 6 bytes. - 1st byte: location to draw - 2nd byte: ID of structure to draw Which animation is loaded when a door is opening or closing can be changed at the following locations: First door opening animation data indexes: 1D07E-1D083 Only for Robot Master stages. Second door opening animation data indexes: 1D08C-1D096 First 6 bytes are for the Robot Master stages. The rest is for Wily 1-5. Boss door closing animation data indexes: 1D097-1D0A1 First 6 bytes are for the Robot Master stages. The rest is for Wily 1-5. Before anyone asks, yes, it's possible to expand the structure, palette and frame datatables. All it requires is moving the data around and changing the following pointers accordingly. A lot of them. I did add 4 more structure slots to my hack I'm working on because I desperately needed them. I couldn't add more though, because I'm actually using the rest of the free space in a bank for something. I had to rearrange all that because I was 1 byte of space short... Door animation data pointer (also the pointer to TSA data): - 1D0DC: 8F40 - 1D0E2: 40; 1D0E6: 8F (while it's not exactly a pointer, it basically is one. Needs to be changed, must be the same as the first pointer, otherwise funny things will happen) Palette data pointer...s. Many of them actually, at the following locations: - 1D0B9: 8F70 - 1D0CF: 8F70 - 1D0DC: 8F70 - 1D0F7: 8F70 Frame data pointer: - 1D0F4: 8F80 For those who have a hard time figuring out the order of blocks, I've made some templates: TSA data: - Opening double door: zzxxzzxxxxxxxxxxyyxxyyxx - Opening boss door: xxxxzzxxxxxxxxxxyyxxzzxxyyxxyyxx - Closing boss door: zzxxxxxxzzzzxxxx(zzxxxxxxzzzzxxxx) xx = Normal TSA yy = Shadowed TSA zz = Door TSA No frame or palette data templates though, you can't really make ones for those. Usual locations of doors: Left - F0, EC; Right - 0C, 10 (not including vertical and horizontal doors) -------------------- [LIFT] - Guts Lift notes 1DA99: Check the current level's ID. If it's the same then load Set 1, load Set 2 if not. Default: $05 (Guts Man) ;Set 1 1DA9C: How many lifts to spawn in the level set at 1DA88. Default: $02 (3 lifts) 1DA9E: Which byte to start reading from 1DAE4. Default: $00 (the beginning of the data) ;Set 2 1DAA2: Which byte to start reading from 1DAE4. Default: $15 (4th record, the last record of the data) 1DAA4: How many lifts to spawn in any levels other than 1DA99. Default: $00 (1 lift) 1DAF6-1DB11: Where to spawn each lift. Each record is 7 byte long. 1st byte = x position 2nd byte = screen number 3rd byte = y position 4th byte = 00 = move left, 40 = move right 5th byte = maybe initial status? (can you stand on it or not) In Bisqwit's disassembly it's called ObjectYSpeedFraction (?) 6th byte = lift index 7th byte = enemy index (if the object 2C is the tenth enemy in the whole level, then it's 0B for example, because the first index is 0) If you see a missing enemy or object or the game spawns lifts again when you scroll enemy 2C on the screen again, then you have not set the correct index. 17A3C-17A41: Bytes somehow affecting lift movement 17A3C: 00 FF FF 17A3F: 00 01 00 // 1st byte = speed fraction 2nd byte = speed 3nd byte = how many screens to move when the lift reaches one end 17A42-17A51: Where do the lifts change directions 17A42: 0802 1803 (top lift in Guts Man) 17A46: 8802 9803 (middle lift in Guts Man) 17A4A: 0803 6804 (bottom lift in Guts Man) 17A4E: 581B F01C (Wily 4 lift) // 1st byte = x position 2nd byte = screen number 17A52-17A59: Pointers to 17A5A, 17A5B, 17A64, 17A79 17A5A-17A7D: Where to change lift status 17A5A: FF (no action; top lift) 17A5B: 02F0 0300 0370 0380 FF (middle lift) 17A64: 0340 0350 0380 0390 03C0 03D0 0400 0410 0440 0450 FF (bottom lift) 17A79: 1BC0 1C20 FF (Wily 4 lift) // 1st byte = screen number 2nd byte = x position -------------------- [LINK] - A blast from the past - Useful links 49#152549>How to make sure the correct special objects get "removed" when a rematch boss is defeated Mega Man (1) respawn points... - Checkpoint stuff. Help with Mega Man (U) Configuration Settings - Footholder and Palette animation in Fire and W2 Googie's hack thread - Contains a bit of useful info. 411>Romhacking.net - Documents - Mega Man Title Screen Sound Code - Restoring the pressed start sound effect in Mega Man (U) title screen. Let me know if there are other threads related to MM1 hacking and I'll add them. -------------------- [HELP] - Ask for help, for example if you want to: - move Wily 2 refights to Wily 4 and edit where the teleporter spawns or you want to drop something instead when you beat a rematch boss (doesn't require free programming space.) There's no point in spawning a teleporter AND an item though (since the player could easily miss the item), so forget that. You may also go here and read the second paragraph after the code block: http://acmlm.kafuka.org/board/thread.php?pid=89177#89177, but that isn't everything you need. I'm not going to link to that certain post I made in the past about relocating the refights because it's a mess and I was really dumb back then (that didn't change though). - I dunno, anything else. I'm still a noob at ASM though! And I will always be. -------------------- [TBIL] - Should fully research and/or include later - CWU-01P pattern editing (vertical and horizontal travel limits found, needs to be documented, which I still have not done.) - Door editing (Fully understood - needs to be documented. Find by searching for door mask TSA data - order: top-right, bottom right, top-left, bottom-left or using the data in -SPAL-.) - PPU data editing (PPU data includes MM's palette when the level loads, making them fairly easy to find. Needs to be documented) - Behind Foreground Effect editing - Disappearing Block editing - Guts Lift pattern editing - Infinite Weapon Energy glitch fix - aka. the glitch that happens when a weapon uses more energy than 2. (fix fill be included once I find free space in the vanilla ROM) - Patch to remove the score system? (also repurposing score counter as a life counter & limited max lives to 9; half done, have not removed all the unused code) -------------------- [LOGS] - Edit logs Edit: More stuff. Edit 2: I forgot to include the rest of the checkpoint stuff, and I've found more of it too! Good! Anyway, it's there now. Edit 3: Some enemy damage data added. Also cleaned up this mess a tiny bit. Edit 4: Added how to find the boss appears palette for the levels. It's really easy btw. Edit 5: Corrected some mistakes. Edit 6: Corrected some more mistakes. Edit 7: Corrected even more mistakes. Edit 8: Ending cutscene shenanigans added. Edit 9: Rewrote some stuff to actually make some sense. Should add more stuff about boss rematches. Edit 10: Added how to quickly access some Wily levels without editing the Stage Select screen too much. Edit 11: This post is already too long so I can't include everything here so scroll back a tiny bit. Edit 12: Some super arm and guts block related stuff and some useful links added. Edit 13: CWU-01P and scroll order related data added. I should try removing the score system... RetroRain really should have made a standalone IPS for that! Edit 14: I dunno. Shouldn't I make a new thread for this? I probably should... Edit 15: Has it's own thread now! Edit 16: Added Title screen notes. Edit 16+1: Added structure palette data notes, updated Title screen notes, added Table of Contents and shortcut codes. Edit 9*2: Added a new useful link -LINK-. (Mega Man Title Screen Sound Code) Edit XIX: Forgot to add the previous edit log. Oops. Also fixed some nonsense here and there. Some new stuff in -TBIL-. Edit Twenty: Added Door Animation editing and Guts Lift notes, check -TELE- or search those names. Edit 21: Added Fire Pillar location table stuff. -FIRE- |
Synthetekh |
| ||
Ninji Level: 35 Posts: 173/239 EXP: 262470 Next: 17466 Since: 08-15-10 From: New Mexico, USA Last post: 137 days Last view: 1 day |
What this is:
A hack of just the basic game to fix the issues with Wily Wars and implement various improvements wherever fitting so the game plays very smoothly. - It should feel classic, but I don't mean it as in the sense of being just like the NES version, as that isn't really my goal. It's really meant as a fix for all the issues Wily Wars has. - There are a few Graphical and Color adjustments done where I thought appropriate, but I want to leave that stuff as original as I can. There are so many tons of things to fix / improve that finishing all of that will take me quite a while longer and I need a break, so for now the essential + other major issues with the game are improved / fixed, except very notably the unfortunate lag when certain sprites are on screen such as the Yellow Devil, Gemini Laser, etc, as that is most likely due to a slow Collision Detection system. For now you can remove the lag with the CPU Overclock option in either the Regen or RetroArch ('Genesis Plus GX' Core) Emulators (let me know if there are others). An EEPROM version is planned for later but I still have stuff to understand with how to restore that properly and while still fully removing the Checksum Security (seems like both Routines are mixed together or something weird), so the SRAM version is the only option right now. I would like to provide all of these things for the Jap version at some point too. Here's what's been changed so far: - Region changed from Europe to USA so it runs at normal speed. - The (SRAM Patch) disabled Checksum Security Routine still added up every Byte of the ROM making it take a few seconds to show the Sega logo, now it skips doing that so it's instant. - Default Controls: From B C A -to- A B C (an original Control Config. version is included) - Plasma Shot Speed is like the NES, and Repeat Fire Delay on it is completely removed. - Repeat Damage Delay is completely removed on all Non-Boss Enemies and most Castle Bosses, and Robot Masters have a shorter delay. I adjusted everything to what felt natural and is similar to the NES. - Can open Weapon Menu while firing, and all Weapons/Items that broke from this are fixed; Electric + Fire Storm + Platforms 2 & 3 (couldn't fire any weapon again for an almost infinite length of time), and Flash (would not unfreeze some enemies). - MM3 Weapon Menu: Delay Time after choosing Rush reduced. - The MM3 Weapon Get Screen now lets you hear the full song twice (instead of just the beginning), and you can end it early by pressing any button except the D-Pad as soon as Megaman changes color. - Jump Power: Slightly higher so you don't get caught on the corners of 3 Block high ledge as easily, and can more reasonably jump over 4 Block wide pits while still leaving it a slight challenge. - Plasma: Fixed the collision box size and placed in the center of Megaman's Arm Cannon (rather than underneath some); although it changes the position of it while he's on a ladder, so now that needs it's own Y Position added. - MM3 Wily Machine (Stage 5) Sprite Mappings: Since I made the plasma hitbox correctly sized, the hit box for the thing you hit under Wily's Machine had to be pushed up a pixel so you still have to jump + shoot. ~ Graphics ~ - MM3 Weapon Icons have color (Snake needs to be green still, must load in more colors); they look the same as WT's now. - WT Weapon Menu Icons are fixed where needed (see Rush and Air Shooter for example), except Leaf and Snake need to be green. - MM2 Wily Stage 1: Removed a small piece of cloud in the BG that was missing its left side (I think I removed it because it looked cluttered with the extra cloud maybe?.. I made that decision a long while ago). ~ Level Color Palettes ~ - Gemini Man: Adjusted the Purple Crystal Cylinders to be Blue like they should be. Made the inside area's BG look slightly more defined by bringing out one of the colors more. - Ice Man: Made the colors bright and clear instead of being sorta gloomy and drab, although it looks like a sunny day now instead of perhaps stormy. Adjusted the Brick blocks to be slightly more blue and also some of the inside area's BG. ~ Player Color Palettes ~ - Fire Storm: Made the yellow less green-ish and the red slightly less orange. - Atomic Fire: Made the yellow less green-ish. ------ The changes made at this point may not look like much more than what I plan to work on fixing next, but I really simplified the details of what it took for what's done so far. I could make a video to demonstrate while comparing to the original game, but I'll leave that for another day soon. If you see any changes that you really think don't belong (such as Iceman's Stage colors being adjusted), let me know and I'll consider reverting them. ------ Major issues that are likely to be fixed next: - Give MM2 and WT their own delay time after defeating a Boss, as now they exit a bit soon since fixing the long delay MM3 had (they all share values). - Magnet Missile Derps out when turning a corner, delaying and thus causing it to more easily miss enemies. - When completely up against a wall, Megaman can't slide away from it (fall next to it off a ledge or get hit to push you up against it). - Flash (Time Stopper) needs to be cancelled when a Boss appears, or it wastes all your Energy before starting the battle. - Flash (Time Stopper) needs to not consume Energy while opening a Boss Door. - MM2 Weapon Get Screen is a bit slow to go through; speed up the text and allow to skip through it. - MM3 Wily Castle Map slowly drawn paths and taking a while to start drawing. - Firewaves in Fireman's stage spawning at too fast of intervals to walk through. - When loading a Stage it only resets full bars of Weapon Energy while skipping the fractions. For example if you use Needle Cannon which consumes a value of 0x0040, and a stage is then beaten with the second Byte at 0xC0, your refilled Weapon Energy will be 0x1CC0 instead of 0x1C00, giving you 3 extra shots at the start of the next stage. Spoiler:
Three planned features for a bit later: - A 'No Save' game file. - 6 Button Controller support and the ability to switch Weapons on the fly. - I have a couple ideas to make Frozen enemies blue and icy looking (Ice Slasher). I can make a Sub Routine to change them to Megaman's Palette line and redraw with his blue and white colors (making a copy of the sprite's gfx in VRAM but NOT in the ROM data), or I can set an icy looking sprite overtop or both, and if you switch off of Ice (they stay frozen) it can just keep the icy overlay; we'll see what looks best. Enjoy~ 4cgs/Megaman%20-%20The%20Wily%20Wars%20%28USA%20adapted%29%20-%20Classic%20Fluency%20v0.9.zip>Megaman - The Wily Wars - Classic Fluency v0.9 - (Not the actual North American version, but region converted from the European ROM) |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 81, rows: 126/127, time: 0.647 seconds. |