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Main - ROM Hacking - Strange Checkpoint Glitches in MM1 New thread | New reply


Jimmy52905
Posted on 07-03-08 06:40 AM Link | Quote | ID: 86645


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For some reason, the checkpoints aren't working correctly in my MM1 Hack. Whenever I pass the screen I put the checkpoint in, then I go die to test the checkpoint, It puts me in some random screen where all the tiles are glitched up. And I have no idea why this is even happening! I made sure that all the checkpoints were set up correctly. Checkpoint 2 is greater than checkpoint 1, the checkpoints in the scroll editor are in the exact same positions as the ones in the room order editor, none of the checkpoints are in the same screen as the beginning of the level, all the of the checkpoints were put at the beginning of the corridor, and I even made sure that that the enemy checkpoints matched the screens that the checkpoints were in. And what's even more confusing, is that the only stage the checkpoints DO work in is Guts Mans Stage. Why aren't the checkpoints working properly and how do I fix it?

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NetSplit
Posted on 07-03-08 08:20 AM Link | Quote | ID: 86658


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You fix it by doing it by hand. Don't rely on any current Mega Man editors to get checkpoints right, as they typically don't.

From my notes:

$153B0 - Checkpoint scroll byte numbers [ie, if you're in the third corridor, set this to 02]
$153DF - Table of values defining the slot number of the last enemy on the midpoint page (second checkpoint)
$1540A - A table containing the first screen ID in the scroll byte selected for the checkpoint
$15422 - A table containing the last screen ID in the scroll byte selected for the checkpoint?
$1C2E4 - Screen numbers which activate the checkpoint
$1C2FB - Where Mega Man respawns after dying
$1C52A - Checkpoint y coordinates

If you continue to have trouble, please let me know.

Jimmy52905
Posted on 07-03-08 04:57 PM (rev. 2 of 07-03-08 05:46 PM) Link | Quote | ID: 86686


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Wait a minute! I think I see what the problem is! The values at $1540A and $15422 are completely screwed up. Maybe if I fix those, the checkpoints should work. Thanks!

EDIT: It works!

Oh, and I think that your notes might be a little off. You said the scroll byte numbers are at $153B0, but I checked and they're really at $153BC.

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NetSplit
Posted on 07-04-08 12:22 AM Link | Quote | ID: 86728


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$153B0 is the data for the starting point. There are 12 bytes (Cut, Ice, Bomb, Fire, Elec, Guts, Wily 1, Wily 2, Wily 3, Wily 4, [Wily 5], Ending). $153BC is the data for the second set of checkpoints, which is the stage midpoint. Most of the data exists for all 3 checkpoints, and they typically go in order at the data locations, but sometimes the initial checkpoint is left out because the data is assumed to be the same for all stages and thus is hardcoded. This is very irritating for me, as sometimes I want to do some changes to initial checkpoints and have to find space for new initial checkpoint data.

PSlugworth
Posted on 07-04-08 01:21 AM Link | Quote | ID: 86738


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An another MM1 hacking note (interesting that this thread should pop up, since I just decided to give MM1 hacking another shot literally an hour ago), I'm having some trouble getting the end-of-level boss doors to work properly.

I've more or less duplicated what I see being done in the other levels, but for some reason Mega Man walks through the second door (into the boss chamber) rather than stopping and having the door open. The first door opens with no problem, though.

I'm using Rock and Roll v1.1, if that matters.

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NetSplit
Posted on 07-04-08 01:49 AM Link | Quote | ID: 86739


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This thread should contain most or all of the info on doors you'll need for your hack.

Jimmy52905
Posted on 07-04-08 02:05 AM Link | Quote | ID: 86740


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Posted by NetSplit
This thread should contain most or all of the info on doors you'll need for your hack.


Oh yeah, that reminds me. I have another question about the doors. I checked those 2 rom offsets, but each value for the Wily Stages are set to $FF, but I know there are door animations in the Wily Stages, so why aren't they there?

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NetSplit
Posted on 07-04-08 02:54 AM Link | Quote | ID: 86743


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The only Wily stage with a door that opens is Wily 4, which has a door 2 value (oddly, no door 1 value). Perhaps the order of the door values doesn't matter. The other Wily stages only have doors that close; these are handled by bosses.

Jimmy52905
Posted on 07-04-08 02:56 AM Link | Quote | ID: 86744


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Posted by NetSplit
The other Wily stages only have doors that close; these are handled by bosses.


So how do I delete the doors that close?

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NetSplit
Posted on 07-04-08 03:33 AM Link | Quote | ID: 86745


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Why would you want to? Some sort of outdoor battle?

I did have a special case in one of my levels where there is a boss door that does not close. It's still there, but I set the door size to 00. This caused a problem with the sound engine, as it kept making the door sound for a very long time. I had to change some of the code to not trigger the sound if the door size is zero. I don't remember how I did it and would have to use a debugger to find the data. That's not something I'll have time to do until next week. There might be a better way to do it, but I don't see it being better unless you're only removing the door from one or two boss battles.

Jimmy52905
Posted on 07-04-08 05:40 AM Link | Quote | ID: 86751


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Well, do you know where the positions of the doors are located? Maybe instead of changing the size to 00, I could just move the doors to the bottom of the screen where you can't see them.

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NetSplit
Posted on 07-04-08 05:48 AM Link | Quote | ID: 86752


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You'll still be able to hear them. You can make them invisible by making the game draw the same tiles that are already there, but you'll still hear every sound. Anyway, I'll be able to help you more next week.

Jimmy52905
Posted on 07-04-08 05:55 AM Link | Quote | ID: 86753


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Allright. Thanks Until then, I'll see if I can figure it out myself.

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PSlugworth
Posted on 07-07-08 07:48 AM Link | Quote | ID: 86996


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Regarding the checkpoints again, I was having the same problem as Jimmy earlier till I went through the offsets NetSplit listed and fixed a few screen numbers that didn't match up... so then it at least started loading from the correct screen, but the new problem is that the game restarts as soon as Mega Man beams to the ground. I'm totally lost as to what could be causing this now...

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NetSplit
Posted on 07-07-08 09:26 AM Link | Quote | ID: 86997


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Well, typically that means some of your checkpoint data is out of whack. One that comes to mind is the enemy slot number for the last enemy on the checkpoint page. Make sure that value is correct. Also, make sure your Y coordinate for where Mega Man beams in is okay. A good method for getting the Y coordinate right is to compare it to values that the original game used and to also try making the coordinate value lower so that Mega Man beams in above the ground. This ensures that he isn't getting stuck in the ground. Finally, it's probably not this, but check to see if your scroll byte number is correct. All of the other checkpoint stuff probably wouldn't be able to affect this; you'd be seeing graphical or scroll problems, instead.

There's a lot of data to change when working with checkpoints. Some care is necessary to ensure you've done everything right.

PSlugworth
Posted on 07-07-08 10:44 AM Link | Quote | ID: 87001


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NetSplit, you truly are the king of kings. It was the enemy checkpoint thing! Thanks.

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NetSplit
Posted on 07-07-08 12:46 PM Link | Quote | ID: 87003


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I've run into mysterious checkpoint crashes a few times, myself, and they've been cleared up by double checking values and making sure everything's okay. The enemy slot number table seems most likely to cause trouble, as it's one of the easiest to make a mistake with and sprite problems can do some fugly things to the game.

Anyway, glad that fixed it. If you run into any more problems, please ask.

Main - ROM Hacking - Strange Checkpoint Glitches in MM1 New thread | New reply

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