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

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kuja killer
Posted on 06-21-11 01:31 PM (rev. 4 of 06-21-11 01:34 PM) Link | Quote | ID: 144023


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it's not supposed to be shown to the public.
i did not give him permission to do so whatsoever

and that's fceux's default regular palette.
it looks horrible like that color-wise.
It's much more clear and proper-looking with my custom palette.

za909
Posted on 06-22-11 05:38 PM Link | Quote | ID: 144055


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Posted by Insectduel


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


Aww...It's like everyone's comparing it to Somari, which really bugs me because I make all the tiles by myself(I usually look at a screenshot from the corresponding zone and that's it.)
Not to mention that it only has Sonic 1 zones unlike my hack which borrows zones from Sonic 1-3

Crist_93
Posted on 06-26-11 02:34 PM Link | Quote | ID: 144115


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I thinking about is it possible to change ring boomerang into metal blade. I mean is there any hex values that are possibly to change to do that ring will behave like metal blade from MM2. I've seen on one thread that shadow blade from MM3 could be change into metal blade from MM2 by changing some atributes in hex code and by using Tile Layer Pro. I want to know where are abbitles of ring bomerang in hex code like distance, number of shoots that are avaible, direction of shoot etc.

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Insectduel
Posted on 06-28-11 03:29 PM (rev. 4 of 06-28-11 03:35 PM) Link | Quote | ID: 144169


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Posted by Crist_93
I thinking about is it possible to change ring boomerang into metal blade. I mean is there any hex values that are possibly to change to do that ring will behave like metal blade from MM2. I've seen on one thread that shadow blade from MM3 could be change into metal blade from MM2 by changing some atributes in hex code and by using Tile Layer Pro. I want to know where are abbitles of ring bomerang in hex code like distance, number of shoots that are avaible, direction of shoot etc.


Once again, you have to do the debug search. But in other hand , Matrixz provides everything. I also wanted to change the ring boomerang to rolling cutter in my Mm4DLC hack but couldn't anyway after a year and a half of my discontinued project. I couldn't answer your question but I can give you reference so you can seek them and play around with it. It also helps Rockman / Mega Man hacking elitists in this thread to find answers.

Ring Boomerang's ASM for reference
$74DAE: Initial Entry Point
$74DCC: Entry Point #2
$74DE7: Entry Point #3

Yeah, I'm too lazy to seek them myself and I have limits of computer usage in my mom's bedroom.

Crist_93
Posted on 06-29-11 11:30 PM (rev. 3 of 06-29-11 11:55 PM) Link | Quote | ID: 144209


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I think that values would be useful and i could check them. But I want to ask you how it works with boss refights i mean how to change with wich robot maset you fight. I've done in Wily Castle 3 level a couple of robot masters with diffrent sprites but everyone of it acts like drill man. I also tried to do it at Wily Castle 1 but it was same.
You said previously something about ASM hacking if i want to do for ex. force beams. Is it any tutorial (or/and program) for it.

Thanks in advance

PS: I realised that maybe it would be eaiser to change pharaoh shooter into metal blade. It will be just only about delete possibility of charge shoot and change number of shoots that could appear on screen.
I figured out that cossack third boss don't want to work at wily stage 1 and there's limit of enemies in one level. How about it?

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za909
Posted on 06-30-11 01:14 PM Link | Quote | ID: 144223


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I don't know too much about MM4 stuff but I'm guessing that there is a byte that determines how long it takes for the pharaoh shot to charge, however there's like 4 different frames of animation so if you changed these to $FF I guess people would not even try to charge it because it would take like 15-20 seconds, but this is just my theory.[\b]

And yet again sorry for asking bunch of questions about minor things in Mega Man 3, but they are really annoying, especially this one

I've been looking for Mega Man's palettes when he gets a new weapon (at the YOU GOT ... scene) and probably found his default palette, but I tried to change the ones that came after it (possibly gemini laser, it was like 0F 20 21 31) but nothing happened. also neither text tables seem to work with the weapon abbreviations that you see in the pause menu, so I'm basically hopeless now AAAND yet a third little thing.I'm guessing the block puzzle in Magnet Man's stage is hard coded as well, so I hope someone knows where the Level ID pointer byte is.
Thanks and sorry in advance.

kuja killer
Posted on 06-30-11 07:00 PM (rev. 3 of 06-30-11 07:05 PM) Link | Quote | ID: 144229


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http://acmlm.kafuka.org/uploader/get.php?id=3940

here...everyone just go ahead and take more mm3 stuff that i wrote years ago before i officially started megaman odyssey.

I think you'll find what your looking for on "stage select.txt" za909
------------
and blocks --- i've answered this question so many times before. for japanese people. that's one of the most commonly asked questions more than anything else, about how to change the disappearing blocks..

this isn't all the info, i just copied-pasted from my 5 year old doc, i dont feel like looking it up again how to do all of it..

$12345 - Stage Number for blocks to appear on (dr wily set)
- $1237A - Room number for blocks to start appearing on. Changing to act on different stage will not make them show up on screen, unsure how to resolve that right now.
$12349 - Stage Number for blocks to appear on (Magnet Man)
- $12350 Room number for blocks to start on for a certain amount of rooms. Changing this to act on a different stage will not make them show up on screen, unsure how to do that right now

za909
Posted on 07-01-11 10:02 PM Link | Quote | ID: 144306


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You don't need to feel like looking it up again, this is more than enough
Really, disappearing blocks don't fit in any stage I've made and plan to make in this project.Now this is the one last thing probably I ask of you.
Anything about weapon behavior...I don't even need to edit spark shock and top spin, because those just needed a damage alteration.
As for music I'm on my own I guess.

Crist_93
Posted on 07-02-11 04:56 PM Link | Quote | ID: 144320


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I want to know if it is possible to make that before everyone battle will be show sing warning like in Mega Man Forever. I know that i had to make in tile layer pro that sign but how to make that for ex. unused enemy 22 will act that i'll be able to see sign.
And is editing assembling blocks are on hex or i can do it in normal editor.

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za909
Posted on 07-02-11 07:42 PM Link | Quote | ID: 144322


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Posted by Crist_93
I want to know if it is possible to make that before everyone battle will be show sing warning like in Mega Man Forever. I know that i had to make in tile layer pro that sign but how to make that for ex. unused enemy 22 will act that i'll be able to see sign.
And is editing assembling blocks are on hex or i can do it in normal editor.


Even I can tell you, that you need to learn NES Assembly to program things like that into the game.

Insectduel
Posted on 07-03-11 07:50 PM Link | Quote | ID: 144347


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Posted by Crist_93

I figured out that cossack third boss don't want to work at wily stage 1 and there's limit of enemies in one level. How about it?


Maybe someday I wanna try it! But bosses only function in Mega Man 4 only if you set the enemy order correctly as it is! I just copy/paste it from the original file and set it into the room where it functions.

za909
Posted on 07-06-11 08:38 PM Link | Quote | ID: 144616


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Hmm can I freely create more CHR sets after the normal ones in MM3?
I mean there are $39 CHR sets in the game normally...after that, there's the same thing over and over, only different palettes.Now is it safe to edit those, or is that other game data?

Crist_93
Posted on 07-06-11 11:42 PM Link | Quote | ID: 144640


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I've gotta question about the graphic. When I editing boss select screen there are only parts of mug shots (for. ex. Toad Man doesn't have eyes but in game they appear.) I want to know if this specific parts of mug shots could be find by tile layer pro (because i want to clear some of them.) If yes where to find them.

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za909
Posted on 07-08-11 12:02 AM Link | Quote | ID: 144696


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I know I said I would stop asking questions about these things...
Hang me please.

How can I change the sprites that appear when you have selected the stage you want to play?(I tried searching for the sprite numbers the bosses have in the same formula the game deals with this stuff for the doc robot stages, but apparently it's not the same thing here)

termoil
Posted on 07-10-11 10:18 AM Link | Quote | ID: 144803

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ok this might be a dumb question but im new here. i am currently trying to hack mega man 2 using Rockman 2 / Megaman 2 Editor ver 1.01@by Kuwata & Yy now its pretty easy to use but what im having trouble with is editing the enemies they are represented by numbers i was wondering if anyone had a list for this editor the lets you know what number stands for what enemy

za909
Posted on 07-14-11 12:23 PM Link | Quote | ID: 144962


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Looks like I've planted the "never stops asking questions about data in the xyz rom" weed in this thread...
Sorry

RetroRain
Posted on 07-30-11 08:07 PM Link | Quote | ID: 145579


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I had a problem when I was hacking Megaman IV. How do you deal with repeated rooms? I was working on a clever level, I believe it was Pharoah Man's stage, and then the fact that 2 or 3 screens shared the same level layout pissed me off, because I had to redo what I wanted. Is there a way around this?

This is why I'm more inclined to just developing a Megaman game from scratch in C++.

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kuja killer
Posted on 07-30-11 09:35 PM (rev. 3 of 07-30-11 09:37 PM) Link | Quote | ID: 145582


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only thing i can think of that your talking about is "duplicate screens". Not level layout or whatever your thinking of.

notice on the screen editor window that there's a box on the right that says "screen preset" that's NOT exactly the same as the screen number box to the left.

The only duplicate screens in pharoahman are some of those ones only in the beginning with the quicksand. if you carefully click through each screen at a time, you'll notice in the "screen preset" box that it shows the same number a couple of times throughout the quicksand area + the path to the special weapon thing.

You just gotta change those to an unused screen number and design on those.
The reason for this screen preset stuff is in case there is duplicate screens such as this, that you can re-use, to save space and time on level design.

pharoah only has 2 free un-unused screens avaiable - 1E and 1F.
assuming you actually used up all the rest already.

za909
Posted on 08-29-11 06:09 PM Link | Quote | ID: 146545


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Hmm I have an interesting question.
Can you "disable" sliding if you change the sliding distance or speed to 0?

Insectduel
Posted on 08-29-11 07:55 PM Link | Quote | ID: 146546


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@za909 I usually NOP'ed the code of the button mashing key which is used for sliding by pressing Down and then B for Mega Man 3, 4, 5 and 6. When I find a code that uses Mega Man to slide, I disable it with hex EA's.
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