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Main - ROM Hacking - Currently making a Mega Man 3 Hack & new to it-- any advice? New thread | New reply

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Mineyl
Posted on 09-12-09 05:13 PM (rev. 2 of 04-29-10 07:12 PM) Link | Quote | ID: 114969


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Hey Keiya! This is Mineyl from Youtube. You already got my opinions on your Shadowman and Snakeman stages, and I gotta' say your Geminiman stage is shaping up very well. Due to the "shiny" pose that Gemini strikes upon stage selection, I think the icy theme fits him very well. Keep it up. :3

Also...

Posted by Keiya633
Yup, only Cossack stage 1 has slippery floors. And if you can generate a floor type to be slick anywhere in the game, it can work in any stage. You can program spikes to be slippery (but in this case, you would omit its death to the touch property) if you so wish; the floor properties don't come with the tile; you set them yourself. It's similar to how I made what was once lava in Shadow Man's stage to become aquatic terrain.


I know it may seem that way, but what you're going to find out as you get further into ROM hacking is that developers sometimes do some crazy-assed stuff to try to conserve space in their data and Insectduel may very well be right about a hardcoded slippery property for Cossack 1. I'll give you just a couple examples of this insanity that I've run into:

- There are only..what, two icy levels in Super Mario World? Rather than waste a ton of map16 entries on only two stages, Nintendo felt it better to simply flip a switch that applies the slippery effect to all of the tiles in a level; there are no specifically icy tiles in that game without ASM.

- You know in Megaman 4 how the quicksand tiles in Pharaohman's stage hide Megaman and other objects behind them? This actually only works on the specific screens that they are present on in the original game; if you add more tiles, all sprites will be out-prioritized and fall behind them. Likewise, if you add quicksand to screens where it originally wasn't, Megaman and enemy sprites won't go behind it at all (hence why you see this happen in Rockman 4 Kai/Sparking to Hero).

For the sake of your project, though, I hope that the icy property can be easily TSA edited into the hack with a simple hex change. If not, then I'm afraid things are gonna' get interesting. xD

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Keiya633
Posted on 09-12-09 05:40 PM Link | Quote | ID: 114970


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Posted by Mineyl
Hey Keiya! This is Mineyl/SixthRevision from Youtube. You already got my opinions on your Shadowman and Snakeman stages, and I gotta' say your Geminiman stage is shaping up very well. Due to the "shiny" pose that Gemini strikes upon stage selection, I think the icy theme fits him very well. Keep it up. :3

Also...

Posted by Keiya633
Yup, only Cossack stage 1 has slippery floors. And if you can generate a floor type to be slick anywhere in the game, it can work in any stage. You can program spikes to be slippery (but in this case, you would omit its death to the touch property) if you so wish; the floor properties don't come with the tile; you set them yourself. It's similar to how I made what was once lava in Shadow Man's stage to become aquatic terrain.


I know it may seem that way, but what you're going to find out as you get further into ROM hacking is that developers sometimes do some crazy-assed stuff to try to conserve space in their data and Insectduel may very well be right about a hardcoded slippery property for Cossack 1. I'll give you just a couple examples of this insanity that I've run into:

- There are only..what, two icy levels in Super Mario World? Rather than waste a ton of map16 entries on only two stages, Nintendo felt it better to simply flip a switch that applies the slippery effect to all of the tiles in a level; there are no specifically icy tiles in that game without ASM.

- You know in Megaman 4 how the quicksand tiles in Pharaohman's stage hide Megaman and other objects behind them? This actually only works on the specific screens that they are present on in the original game; if you add more tiles, all sprites will be out-prioritized and fall behind them. Likewise, if you add quicksand to screens where it originally wasn't, Megaman and enemy sprites won't go behind it at all (hence why you see this happen in Rockman 4 Kai/Sparking to Hero).

For the sake of your project, though, I hope that the icy property can be easily TSA edited into the hack with a simple hex change. If not, then I'm afraid things are gonna' get interesting. xD


Ah really? You're the same person? Forgive me asking but, why do you have two accounts? XD

...aww poo. I was really hoping I had something right. Both Insectduel and you have more experience with this than I do, and the SMW ice levels are a great example. Which brings to question if hackers tend to override this or allow more leeway for an increase in icy levels, if you know what I mean... so if that is true, then perhaps I am also capable of that. Though certainly not with the mediocre level of skill I currently have. XD

I'm pretty confident you could at least generate an option to make a slippery floor though; I don't remember them existing anywhere in Mega Man 5, yet Crystal Man and Wily Stage 2 in Tar's hack uses them. Since Kuja Killer has implemented them into MM3, I'll ask if I can use the code and try to learn how to do it myself.

It's okay if I'm limited to using it in only one or two levels, since I only plan on using them for Gemini Man's and possibly one Wily Stage.

And about the quicksand, I always wondered about that. I think that's why mickevincent left the sand without a flowing animation, though it could be for another reason. (he used very little animation effects, from what I remember) It looks kind of silly in STH, with Mega Man being in front of the sand, but I'm certain it can be remedied. *looks at Puresabe, the maker of Rockman Minus Infinity and his awesome Pharaoh Man stage*

We are on the same boat for hoping the icy property can be easily converted. XD and thanks a lot for the better understanding! I'm sorry if I sound like an uneducated prick. >___>

kuja killer
Posted on 09-12-09 05:53 PM (rev. 2 of 09-12-09 05:54 PM) Link | Quote | ID: 114971


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Oh well uhh..i did it on my game specificially, not a original mm3 rom. My game's so much different than a original mm3 rom that almost purely next-to-nothing is the same anymore in terms of location. Im not being greedy or anything, i hope i do not give off the wrong impression.

Plus i didn't ever save changes in the hex editor, i closed the emulator without keeping the changes or jotting it down on notepad immediately after i made a little 20 second video, so i dont remember what i did already. And i did not feel like trying to "per-fect" since i did it really fast without spending much thought/time on it. sorry.

Keiya633
Posted on 09-12-09 06:13 PM Link | Quote | ID: 114972


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Posted by kuja killer
Oh well uhh..i did it on my game specificially, not a original mm3 rom. My game's so much different than a original mm3 rom that almost purely next-to-nothing is the same anymore in terms of location. Im not being greedy or anything, i hope i do not give off the wrong impression.

Plus i didn't ever save changes in the hex editor, i closed the emulator without keeping the changes or jotting it down on notepad immediately after i made a little 20 second video, so i dont remember what i did already. And i did not feel like trying to "per-fect" since i did it really fast without spending much thought/time on it. sorry.


Haha, no problem. And you don't sound greedy, it's the truth. XD Plus, I know you customized the ROM so much, which is why Mega FLE X didn't recognize it.

But the video at least stems some confidence (more like my stubbornness kicking in...) that slippery floors can be somehow modeled into MM3. Now, just have to do some research... after I sleep. It's late over here. XD

Mineyl
Posted on 09-12-09 07:59 PM (rev. 4 of 04-29-10 07:12 PM) Link | Quote | ID: 114978


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Posted by Keiya633
Ah really? You're the same person? Forgive me asking but, why do you have two accounts? XD

I created the account I've been posting videos to about a year ago; I just never posted any videos back then, so it fell into dormancy.
Posted by Keiya633
...aww poo. I was really hoping I had something right. Both Insectduel and you have more experience with this than I do, and the SMW ice levels are a great example. Which brings to question if hackers tend to override this or allow more leeway for an increase in icy levels, if you know what I mean... so if that is true, then perhaps I am also capable of that. Though certainly not with the mediocre level of skill I currently have. XD

Well, I guess the bright side is that figuring all this stuff out is one of the fun things about ROM hacking...not so fun in that you have to find workarounds and what-not, but once you do conquer the hurdle, it feels wonderful. I'm not a terribly experienced ROM hacker, but I've learned a lot from tinkering with SMW, SMB3, MM3, and having a background in RM2k3 coding (helps you get inside the minds of other programmers to know how to script, regardless of the language). I'm not quite sure how you'd override this stuff, though. I'm afraid I'm at a loss when it comes to the more intricate and nitpicky things.
Posted by Keiya633
I'm pretty confident you could at least generate an option to make a slippery floor though; I don't remember them existing anywhere in Mega Man 5, yet Crystal Man and Wily Stage 2 in Tar's hack uses them. Since Kuja Killer has implemented them into MM3, I'll ask if I can use the code and try to learn how to do it myself.

Ah, so people have successfully coded the missing property into their hacks... That's interesting.
Posted by Keiya633
And about the quicksand, I always wondered about that. I think that's why mickevincent left the sand without a flowing animation, though it could be for another reason. (he used very little animation effects, from what I remember) It looks kind of silly in STH, with Mega Man being in front of the sand, but I'm certain it can be remedied.

Psh, yeah. I was making my own MM4 hack, and since Pharaohman is my favorite robot master from that game, I decided I'd hack his stage first. Planned it all out on paper (like I do for everything), spent like five hours adding tiles and altering the scroll data in his stage, and then I found out that all my enemies and crap were going behind the foreground objects in the first part, which was changed from quicksand to the inside of a tomb. I raged that day and decided to forego Megaman hacking for a good long while.
Posted by Keiya633
I'm sorry if I sound like an uneducated prick. >___>

Dude, have you seen the other 95% of the internet? You're no uneducated prick. You're learning; we're all newbies at something at some point.

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Insectduel
Posted on 09-12-09 10:13 PM (rev. 2 of 09-12-09 10:13 PM) Link | Quote | ID: 114995


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Posted by Keiya633
Yup, only Cossack stage 1 has slippery floors. And if you can generate a floor type to be slick anywhere in the game, it can work in any stage.


You proberly don't understand that but I tried using Ice Tiles in any level but didn't work.

Alright if you're curious, the data is already disassembled.

Mega Man IV rom offset

$793A2: Stage ID for which level the "Slippery" Block Type is functional in. Contents is $08 (Cossack Stage 1).

Changing the level ID only have Ice tiles for that 1 level. If it's changed, it's no longer work in Cossack 1. Personally I only need 1 Ice level in my hack which is Skull Man.

Keiya633
Posted on 09-21-09 04:14 PM Link | Quote | ID: 115723


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Posted by Insectduel
Posted by Keiya633
Yup, only Cossack stage 1 has slippery floors. And if you can generate a floor type to be slick anywhere in the game, it can work in any stage.


You proberly don't understand that but I tried using Ice Tiles in any level but didn't work.

Alright if you're curious, the data is already disassembled.

Mega Man IV rom offset

$793A2: Stage ID for which level the "Slippery" Block Type is functional in. Contents is $08 (Cossack Stage 1).

Changing the level ID only have Ice tiles for that 1 level. If it's changed, it's no longer work in Cossack 1. Personally I only need 1 Ice level in my hack which is Skull Man.


Ah, I mean to ask, how is your hack coming along? I remember seeing a video of it on Youtube a few months ago and it seems interesting. Do you plan on keeping the breath meter in?

So, if I were to take that code, could I put it into Mega Man 3? I'd only need to use it for one level.

I've been slacking, to be honest. I haven't touched my hack for almost two weeks now because I've been more focused on school and Heart Gold. XD
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Main - ROM Hacking - Currently making a Mega Man 3 Hack & new to it-- any advice? New thread | New reply

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