Views: 53,316,637
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 09-18-19 04:37 PM
Guest: Register | Login

0 users currently in ROM Hacking | 2 guests | 1 bot

Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84

za909
Posted on 06-06-11 04:23 PM Link | Quote | ID: 143354


Cheep-cheep
Level: 30

Posts: 1/196
EXP: 151940
Next: 13929

Since: 04-27-11

Last post: 1371 days
Last view: 1082 days
Hey!
I'm a noob at the site currently, and want to show you my work, and ask for a bit of help if it's not a problem!(I don't feel like making a new thread for the project until more stuff is done)
You see, I'm making my third legit Mega Man hack now, which is going to be the 2nd most extensive MM3 hack around after kuja killer's Mega Man Odyssey
It's not like I know too much about ASM, so I mainly solve the problems via other, simplier methods.That means to change something like AI, I need to look for every small piece of info on various sites.
But enough said.
My project is called Mega Man the Hedgehog Trap.Now that propably spoils one of the major aspects of the game:The stages are based on Sonic levels from the Genesis.
Here's my Ice cap zone(Gemini Man stage)

There are a few things though which I need to know to make this hack better.
How can I change the text in the Dr. Light cutscenes?(The text table found on Datacrystal only works with Stage Select and things like that)
And some info on the Boss AI...Either Doc(I guess if it's similar to the MM2 AIs) or normal, I don't even need to change all of them, but I'm tired of altering their rooms and that's it.(Insectduel's collection of adresses for MM4 is really great)
I'm also trying to port some music from MM6,(using the MMC5 sound engine and kuja killer's document) if I can't do it, I might ask someone's help, or stick with sound channel pointer-based remixes.
Thanks for any kind of help!

Crist_93
Posted on 06-06-11 08:47 PM Link | Quote | ID: 143419


Paragoomba
Level: 19

Posts: 2/69
EXP: 31574
Next: 4203

Since: 05-28-11

Last post: 1588 days
Last view: 1017 days
Posted by Insectduel


@Crist_93

1) In your Mega FLE X editor, the scroll editor is located at the right side where it says Scroll Map Position. Change them!

2) You need to learn 6502 NES ASM if you want these things in your game! That includes your FCEUX Emulator that uses 6502 ASM debugging feature.

3) You have music in .NSF format? Then you should learn how NES instrumental sound channels here. That's if you want music in your Mega Man IV rom. The .NSF rom file normally starts the sound channels at offset x80.


1) I had picked correctly Scroll map position but still it doesn't work fine

2) Do you mean something like this: http://neshla.sourceforge.net/ Is it possibly to copy piece of megaman 2 hex code into megaman 4 hex code or is it harder. Is it any other tutorial like this one

3) So everything is based on copying codes from . nsf into .nes file or i have to use some programs

____________________



Praetarius
Posted on 06-07-11 08:14 AM (rev. 2 of 06-08-11 09:14 PM) Link | Quote | ID: 143461


Level: 12

Posts: 20/23
EXP: 6387
Next: 1534

Since: 07-14-10

Last post: 2965 days
Last view: 2893 days
Posted by za909
(stuff about mm3 boss ai)


from the 4th page of this thread:
Posted by kuja killer
http://acmlm.kafuka.org/uploader/get.php?id=3176

here you go, anyone is free to take this guide i wrote years ago when i was JUST getting to romhacking and my rom hack was just starting.

Has offset locations of almost every little thing every boss and "major" mid-boss do and such.


plus some stuff from me:
http://acmlm.kafuka.org/uploader/get.php?id=3917


as for text, the game uses two separat text tables, the one on datacrystal and the following:
00 empty
01 0
02 1
03 2
04 3
05 4
06 5
07 6
08 7
09 8
0A 9
0B A
0C B
0D C
0E D
0F E
10 F
11 G
12 H
13 I
14 J
15 K
16 L
17 M
18 N
19 O
1A P
1B Q
1C R
1D S
1E T
1F U
20 V
21 W
22 X
23 Y
24 Z
25 r
26 .
27 '
28 !
29 ?
2a :
2b ,

i hope that helps a bit

za909
Posted on 06-07-11 01:15 PM Link | Quote | ID: 143469


Cheep-cheep
Level: 30

Posts: 2/196
EXP: 151940
Next: 13929

Since: 04-27-11

Last post: 1371 days
Last view: 1082 days
Wow thanks, this is just what I've been asking for for months!
YOU ARE GODS

kuja killer
Posted on 06-08-11 03:21 PM (rev. 4 of 06-08-11 03:31 PM) Link | Quote | ID: 143512


Level: 51

Posts: 236/601
EXP: 995510
Next: 18428

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 30 days
Last view: 1 min.
Ah man, i figured my text editor on the MegaFLE level editor that i never finsihed, would of come in handy for people eventually. You can view all the games text for megaman 3, 4, and 5, but couldn't edit any of it cause i grey'd out all the boxes.

It was only because i could never figure out how to do that stuff in visual-basic. About being able to edit text, and insert it back into the ROM properly. every time i tried, it would completely overwrite some totally random place in the rom and literally destroy it, that's why i had the boxes greyed out.

About dr light - the scripts there start at $1C215. Load a table file in the hex editor with the fceux emulator, and you'll see dr light's scripts on the right side of the hex editor for you to edit.

oh and pratieus - you made an accident in your link yours still links to mine, ya forgot to put your ID number thingy

za909
Posted on 06-08-11 09:00 PM Link | Quote | ID: 143521


Cheep-cheep
Level: 30

Posts: 3/196
EXP: 151940
Next: 13929

Since: 04-27-11

Last post: 1371 days
Last view: 1082 days
Posted by kuja killer
Ah man, i figured my text editor on the MegaFLE level editor that i never finsihed, would of come in handy for people eventually. You can view all the games text for megaman 3, 4, and 5, but couldn't edit any of it cause i grey'd out all the boxes.

It was only because i could never figure out how to do that stuff in visual-basic. About being able to edit text, and insert it back into the ROM properly. every time i tried, it would completely overwrite some totally random place in the rom and literally destroy it, that's why i had the boxes greyed out.

About dr light - the scripts there start at $1C215. Load a table file in the hex editor with the fceux emulator, and you'll see dr light's scripts on the right side of the hex editor for you to edit.

oh and pratieus - you made an accident in your link yours still links to mine, ya forgot to put your ID number thingy


Thanks for the emulator tip.I usually use other hex editors because I don't really hex edit that much(at least I didn't use to)
By the way, do you happen to know a good hex editor that has a Find & Replace command?I'm using Cygnus and it seems to replace only $100 bytes of data at once(which really screwed me over when I first attempted replacing a music track)

Praetarius
Posted on 06-08-11 09:16 PM Link | Quote | ID: 143522


Level: 12

Posts: 21/23
EXP: 6387
Next: 1534

Since: 07-14-10

Last post: 2965 days
Last view: 2893 days
Posted by kuja killer
oh and pratieus - you made an accident in your link yours still links to mine, ya forgot to put your ID number thingy

ups, thx - fixed

za909
Posted on 06-09-11 07:16 PM Link | Quote | ID: 143544


Cheep-cheep
Level: 30

Posts: 4/196
EXP: 151940
Next: 13929

Since: 04-27-11

Last post: 1371 days
Last view: 1082 days
Hmm...so music-wise.Can I just insert a song from a .nsf file if it has 4 sound channels / is ripped from a game that uses the MMC5 Sound engine?

Thanatos-Zero
Posted on 06-12-11 06:25 PM (rev. 4 of 06-21-11 05:34 PM) Link | Quote | ID: 143694


Nipper Plant
Level: 43

Posts: 207/422
EXP: 544797
Next: 20249

Since: 11-25-08
From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25

Last post: 304 days
Last view: 195 days
-Removed-

Go to the Megaman Odyssey thread for more information.

____________________
I was a prisoner enclosed in the void, were everything might end up just as myself.
There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".

angelus_04
Posted on 06-15-11 04:33 PM Link | Quote | ID: 143818

Newcomer
Level: 4

Posts: 2/2
EXP: 156
Next: 123

Since: 05-19-11

Last post: 3017 days
Last view: 2695 days
Anyone got any ips patches which translate some of the japanese rom hacks into english am curious about what the storyline is in some of them not sure if this is the right place to ask this so if it's not I apologize am a bit of a noob to these forums

Crist_93
Posted on 06-16-11 02:06 PM Link | Quote | ID: 143850


Paragoomba
Level: 19

Posts: 4/69
EXP: 31574
Next: 4203

Since: 05-28-11

Last post: 1588 days
Last view: 1017 days
I've got some questions about Mega Man 4 hacking:
1. I would like to know how to delete effect of rain in toad man stage and make that Mega man would not go behind background (normaly he comes behind rain but i want to make that he wouldn't go behind because i've changed background).
2. I've changed sprites of ring boomerang into magic card from MM&B but i want to know how to do that cards would go up like in MM&B (i've seen on Rockman 4 M that ring can be shoot in any direction)
3. How to change text in boss screen and weapon screen
4. If i make boss again (i mean i want to make refight with him) what number in hex code i should change

Thanks in advance

____________________



za909
Posted on 06-16-11 08:04 PM Link | Quote | ID: 143876


Cheep-cheep
Level: 30

Posts: 5/196
EXP: 151940
Next: 13929

Since: 04-27-11

Last post: 1371 days
Last view: 1082 days
Posted by za909
Hmm...so music-wise.Can I just insert a song from a .nsf file if it has 4 sound channels / is ripped from a game that uses the MMC5 Sound engine?


Did I say MMC5?I meant Capcom's "6C80"

kuja killer
Posted on 06-16-11 10:14 PM (rev. 3 of 06-16-11 10:15 PM) Link | Quote | ID: 143900


Level: 51

Posts: 240/601
EXP: 995510
Next: 18428

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 30 days
Last view: 1 min.
-------------
http://www.a3share.com/members/1119/sdfsf.PNG

the text thing is easy, just open megafle level editor, click the scene screen mode checkbox on the main window so its checked...and it's literally the first thing you see before anything else, the stage select screen you can edit.
-------------
about rain in toad, darn, sorry wish i knew. it was documented fully from infidelity once before along time ago, but i dont got that doc anymore.
-------------
ring go up requires a little bit of custom asm coding, i dont feel like going on a mm4 rom and seeing
-------------
not sure about the refight boss thing, dont feel like checking.
--------------
sorry for only answering 1 of your 4 questions at crist_93
--------------
za909 - yea, can copy-paste songs between mm3-6, and whatever other nes games use that engine...but the annoying hard part is that all the dozens and dozenssss of "instrument" pointer numbers have to be changed to other numbers...as long as the game has duplicate instrument settings as another game, or else it's going to sound all screwed up.

if certain instruments dont exist like between megaman 6 and chip'n'dales or whatever, then they gotta be made custom..which sucks.

Crist_93
Posted on 06-16-11 10:22 PM Link | Quote | ID: 143903


Paragoomba
Level: 19

Posts: 5/69
EXP: 31574
Next: 4203

Since: 05-28-11

Last post: 1588 days
Last view: 1017 days
Anyway thanks for help. It seems that to ould be quite challenge

____________________



za909
Posted on 06-17-11 11:06 AM Link | Quote | ID: 143916


Cheep-cheep
Level: 30

Posts: 6/196
EXP: 151940
Next: 13929

Since: 04-27-11

Last post: 1371 days
Last view: 1082 days
Posted by kuja killer

za909 - yea, can copy-paste songs between mm3-6, and whatever other nes games use that engine...but the annoying hard part is that all the dozens and dozenssss of "instrument" pointer numbers have to be changed to other numbers...as long as the game has duplicate instrument settings as another game, or else it's going to sound all screwed up.

if certain instruments dont exist like between megaman 6 and chip'n'dales or whatever, then they gotta be made custom..which sucks.


The really annoying problem is that I can't find a good hex editor with a proper replace function.Most of them don't even seem to have any kind of that, and Cygnus only replaces $100 bytes at once, when the song I want to copy-paste is $270 bytes long

mickevincent
Posted on 06-18-11 08:19 AM (rev. 2 of 06-21-11 06:31 PM) Link | Quote | ID: 143938


Leever
Level: 31

Posts: 127/193
EXP: 174213
Next: 11150

Since: 02-26-08

Last post: 1676 days
Last view: 26 days
Posted by Thanatos-Zero


Go to the Megaman Odyssey thread for more information.


That looks realy nice!

Crist_93
Posted on 06-18-11 01:55 PM Link | Quote | ID: 143941


Paragoomba
Level: 19

Posts: 7/69
EXP: 31574
Next: 4203

Since: 05-28-11

Last post: 1588 days
Last view: 1017 days
Some new questions:
1. How to make that it will be eight rooms and in everyone will be diffrent boss refight (i mean how to make wily stage 3 working same as wily stage in MM&B that you're fighting with bosses but there's no teleports). For now i can only make 2 fights - after second screen don't want to scroll and boss is same - drill man.

2. Is it hard to edit assembling blocks. I want to make my own piece of map where you have to jump throught them.

3. What pieces of hex code ar about boss battle. I mean i would like to copy hex code of for ex. fire man from MM1 or gemini man from MM3 and make that it will work on MM4. If it's possible will it work with weapons.

4. Where in hex code are abbitles of weapons. For ex. i want to make that drill will fly longer before it blow up or ring would stay longer in one place.

____________________



mickevincent
Posted on 06-18-11 04:11 PM Link | Quote | ID: 143942


Leever
Level: 31

Posts: 128/193
EXP: 174213
Next: 11150

Since: 02-26-08

Last post: 1676 days
Last view: 26 days
Posted by Crist_93
Some new questions:
1. How to make that it will be eight rooms and in everyone will be diffrent boss refight (i mean how to make wily stage 3 working same as wily stage in MM&B that you're fighting with bosses but there's no teleports). For now i can only make 2 fights - after second screen don't want to scroll and boss is same - drill man.

2. Is it hard to edit assembling blocks. I want to make my own piece of map where you have to jump throught them.

3. What pieces of hex code ar about boss battle. I mean i would like to copy hex code of for ex. fire man from MM1 or gemini man from MM3 and make that it will work on MM4. If it's possible will it work with weapons.

4. Where in hex code are abbitles of weapons. For ex. i want to make that drill will fly longer before it blow up or ring would stay longer in one place.


3. No you can't just "copy" weapons from other games, it doesn't work that way.

Insectduel
Posted on 06-19-11 07:05 PM Link | Quote | ID: 143956


Hammer Brother
Level: 65

Posts: 624/1061
EXP: 2248208
Next: 87420

Since: 02-16-08
From: Insectduel's office

Last post: 50 days
Last view: 50 days
Posted by za909




So you're using GFX for Sonic! Try downloading the pirate NES ROM called "Somari" (Based on Sonic 1).

Googie
Posted on 06-20-11 10:45 PM (rev. 2 of 06-25-11 06:33 PM) Link | Quote | ID: 144010


Giant Paratroopa
Level: 74

Posts: 712/1391
EXP: 3516478
Next: 137066

Since: 02-19-07
From: Long Island City, NY

Last post: 244 days
Last view: 244 days
Posted by Thanatos-Zero



This almost looks 16bit to me, smooth...
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84


Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

Acmlmboard 2.1+3δ (2016-01-08)
© 2005-2016 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.202 seconds. (344KB of memory used)
MySQL - queries: 111, rows: 151/0, time: 0.168 seconds.