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Main - ROM Hacking - Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) New thread | New reply

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infidelity
Posted on 02-10-09 02:46 PM Link | Quote | ID: 100602


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well we all know that Chill Penguin will be in this, but that's all I can say on that matter. But I am creating a mix of different bosses to appear in this hack. I have the capability to accomplish this, and have made great success. So none of the 8 robot masters or all the castle bosses in Megaman 4 will be in this hack. I can assure you this rom will be a pretty wild ride down memory lane for die-hard/hardcore Megaman fans!

XTTX
Posted on 02-10-09 09:43 PM Link | Quote | ID: 100670


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sounds awesome man. Keep up the great work! I can't wait till the full biuld is done. Please do keep us posted man!

XT-

infidelity
Posted on 02-10-09 11:42 PM (rev. 2 of 02-10-09 11:51 PM) Link | Quote | ID: 100684


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just wanted to share this with everyone. I made a new YouTube page, and a new video obviously. I apologize for the poor quality. I'm no good at doing this stuff. Here's the summary of the following video...

"A hack I've been dying to do for myself, and wanted to share with you all. Every die hard Megaman fan knows that Megaman X5 was the first introduction of Megaman's X buster not being able to go through walls. I've always loved this addition, and I have finally implemented for my rom hack Megaman Ultra 2. This video shows my modification in a non modified Megaman 4 rom. Please enjoy! "


Megaman 4 - Mega Buster Wall Absorb "MMX5 Style"

XTTX
Posted on 02-12-09 03:01 AM Link | Quote | ID: 100794


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thanks for the update, that is bad ass. Keep uo your great work man.

XTTX-

koala_knight
Posted on 02-12-09 03:53 AM Link | Quote | ID: 100801


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Sweet! I should try to implement the same thing in MMPD since it has the same basic idea going on in the PSP version.

Actually I've been meaning to ask you for pointers for ASM hacking since MM4 & MM5 have similarities. For example some pointers for finding enemy code & such.

Insectduel
Posted on 02-12-09 10:09 PM Link | Quote | ID: 100837


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You should make the ROM Patch for it. I'll proberly include the conversion of the Japanese version of Rockman 4 if you can't convert it yourself.

infidelity
Posted on 02-12-09 10:41 PM Link | Quote | ID: 100838


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i had to also modify the speeds of the M buster, for some reason when i modified the asm for this, the speed was super fast *even though I didn't touch any speed settings* so I had to add a custom speed setting for the M buster to make it shoot at normal speed. I randomly threw this in the bank the M buster asm is in just to show that it worked. I'll look through Matrixz notes on MM4 to see where there is free space, and I'll redo it, and release an ips.

Also, if I really want to do this the right way for myself, I'll have to remodify all my boss/enemies shot detections for when it's about to hit any kind of wall.

koala_knight
Posted on 02-13-09 01:58 AM Link | Quote | ID: 100858


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Interesting.

RetroRain
Posted on 02-13-09 03:15 AM Link | Quote | ID: 100860


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Posted by infidelity
i had to also modify the speeds of the M buster, for some reason when i modified the asm for this, the speed was super fast *even though I didn't touch any speed settings*
I went through the same problem when I was coding the Spin Wheel. There is a reason for it. There is a chance you added more code than you really needed when you were dealing with the collision detection. Also, if you want to make the bullet clipping even better, you should add a sprite for when the bullet hits the wall. A lot of this has to do with how the game's weapons format works. If you can figure a lot of this out, you can even learn to make your own weapons.

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infidelity
Posted on 02-14-09 12:06 AM (rev. 2 of 02-14-09 12:07 AM) Link | Quote | ID: 100926


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yeah i already have some custom asm weapons in this, but i believe your correct on the additional code making the speed change. I do like the idea of adding the extra sprite gfx when it hits the wall. I've also wanted to add the flash sprite gfx over the X buster like you see in X4, but this game has alot of sprites going on as it is and it would be just overkill for me, but I'll consider the extra gfx when the bullet hits the wall.

Googie
Posted on 02-16-09 01:16 AM Link | Quote | ID: 101047


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infidelity: yeah that video is boss right there, keep at it man.

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infidelity
Posted on 03-03-09 05:50 PM Link | Quote | ID: 102075


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Another milestone for myself in 6502 asm. I've finally decided to take a crack at creating asm for the select button to cycle through the weapons megaman has obtained. So far right now, i only have it manualy selecting the Thunder Bolt weapon. Right now I'm trying to come up with the proper method of cycling through what megaman has/doesnt have for weapons. Just wanted to share my success with all of you. Also I'd like to thank Matrixz for telling me about the fceux emu that has avi. support. Enjoy


Megaman Ultra 2 - The Rise of X (Select Button ASM)

RetroRain
Posted on 03-03-09 06:48 PM Link | Quote | ID: 102079


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Cool. Two Questions.

1. Which FCEUXD emulator does avi recording? I use either Nestopia or NesterJ, and I don't care for either one. Nestopia I believe only has a 2 minute 30 seconds time limit for which you can record, and NesterJ I can't seem to get the audio and video to combine.

2. Glad you are learning more, and nice to see a new weapon there. Is that really a new weapon, or just a graphics edit of an existing weapon?

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infidelity
Posted on 03-03-09 07:26 PM Link | Quote | ID: 102084


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RetroRain

1. FCEUX 2.0.3

2. I did this weapon a very long time ago, so my asm skills then were crap. This is just an image overwrite of an old weapon. But since my skills have gotten alot better, I will be able to actualy make this work like the original MM1 thunder bolt.

Quick Curly
Posted on 03-03-09 07:31 PM Link | Quote | ID: 102085


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Posted by RetroRain
Which FCEUXD emulator does avi recording? I use either Nestopia or NesterJ, and I don't care for either one. Nestopia I believe only has a 2 minute 30 seconds time limit for which you can record, and NesterJ I can't seem to get the audio and video to combine.
Plain old FCEU has AVI recording capabilities. I've never used FCEUX though, so I cannot speak for that emulator (although infidelity says that it supports AVI recording, so I believe it does then). I personally prefer Nestopia for my own AVI recording. Are you using the most recent version of Nestopia, RetroRain? I use the old version of Nestopia myself and I've recorded videos that are almost 10 minutes in length before. Unless it has something to do with the quality or codec, I don't know why there would be a time limit for recording.

And when previewing my post, I can see that infidelity already replied. Speedy!

Insectduel
Posted on 03-04-09 04:56 PM (rev. 2 of 03-04-09 05:18 PM) Link | Quote | ID: 102120


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Back in my times before I use FCEUX or the 0.98.28 version of FCE Ultra, I used VirtuaNES to record videos. Of course VirtuaNES is crap and won't run like real NES Hardware. One of the movie options in VirtuaNES is to show timers while replaying.

Doing .AVI recording must idle the VirtuaNES Emulator.

Oh yeah, I used VirtuaNES on my Windows 98 laptop before I actually have my XP desktop because my FCEUX Emulator play ROMs really slow and the 0.98.28 version automatically closes when it's opened. The .AVI conversion process is painful and SLOW on slow speed computers.

ivanelmasterzx
Posted on 03-06-09 10:32 PM Link | Quote | ID: 102286

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it seems to be an interesting hack

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if someone interested join!

Mr Type 4
Posted on 03-28-09 06:33 PM Link | Quote | ID: 104176

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Really liked the first game, so I'm pretty excited about this project. Megaman 4 had those hidden items, which makes it a pretty exciting ROM to work with. Hidden Stuff is always cool. My favorite part of the original MMU was the insane boss battles, the level where you fight through the capsules is particularly awesome in that game. Also the impossible final boss was sweet - It was like Ninja Gaiden hard and I think i beat it on about the 60th try. I admit to making a save state right before the fight because going through that short level was too much of a pain.

My only criticism was that the weapons basically did the same thing as in the original - which I didnt really notice until I played Rockman No Constancy and saw how creative you could get on weapons. From what I can see here, that wont be a negative in the new game. Oh, and I was a little upset I had to know how to cheat with Quick Boomerangs, because I DIDNT know that and had to find the answer on Youtube! sigh. I guess at least I know how to do a new trick now.

Graphics on the opening of the beta were top notch. Very nice. Some of the text had an awkward flow to it due to where the break was and probably could use a minor rewrite. Of course you've put enough time into that already, so it probably isnt a big deal. The content of the story was decent though and I was intrigued be what a battle of weak-ass little Megaman vs the far superior X would be like.

I recognize this pallet from NES Ducktails. Very nice. I enjoyed the classic nintendo settings from the first game very much.

I experienced some graphical glitches when I reached the boss's room. I tried patching the file to several differnt dumps of the MM4 (U) ROM, but it was the same problem everytime.

Good luck on the game and let us check out more levels when you get a chance. I certainly will be following this one.

infidelity
Posted on 03-28-09 11:37 PM (rev. 3 of 03-28-09 11:40 PM) Link | Quote | ID: 104192


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Thank You for your kind comments, Mr Type 4

When I worked on Megaman Ultra back then, my asm skills were crap. I could easily go back an redo Ultra 1, but I honestly don't want to. That rom is like a diary to me, it shows my skill level of asm at that time period. Ultra 2 however, is a completely different story. I'm now at the point where I can write my own code, and have wiped out the entire sprite engine to Megaman 4, and have been writing new sprite asms from scratch. This rom will also feature very different weapons, *that was a big downer for me when working on Ultra 1*

I'm also very happy with the feedback I've been getting from the pre-intro. Even after I released the latest beta, I went back an added some new asm to a certain cutscene. The text I know is kinda rushed, and most likely I'll be trimming it down. Everything in this rom is still not finished. So what everyone has seen with the pre-intro, will see some corrections, additions, fixes, etc etc.

I'm also glad you took the time to fight the last boss, and admited it took you that many times to try an beat him. I'm an old school gamer, and miss the days before "Save States" Back when there were no emulators, you had to actually figure out the patterns to whatever game it was you were playing back in those days. And when you defeated it, you have this great feeling of accomplishment. Today, everyone just wants to blow through whatever game it is they're playing. And if they die, they'll say *oh it's too hard, I need to use save states, blah blah.* I'd feel horrible if that feature was available when Ninja Gaiden was out back in 89.

Hmm, sorry for the rant there, heh. I love Duck Tales, and I always wanted to do a snow level based off of The Himalayas. I hope I can do it justice. And dont worry about graphical glitches, there's some quirkynes going on during scrolls in my rom for some reason, but those will be sorted out & fixed.


RetroRain
Posted on 04-03-09 10:55 PM Link | Quote | ID: 104517


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infidelity, do you plan on showing a new video soon? I want to see more of your work.

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Main - ROM Hacking - Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) New thread | New reply

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