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

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KCEXE
Posted on 10-18-12 04:47 AM (rev. 5 of 10-18-12 04:54 AM) Link | Quote | ID: 152683

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Posted by Crist_93
Mega Man3 RE


Whoa! This is looking great! Love Hard Man's stage art, it's supposed to be an underground mine, I see.

Thanatos-Zero
Posted on 10-18-12 09:22 AM Link | Quote | ID: 152684


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Ditto. Those graphics are really great.^^

____________________
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?!".

Zieldak
Posted on 10-18-12 04:50 PM Link | Quote | ID: 152686


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Well, yes, great graphics. Looking forward to it!

Insectduel
Posted on 10-18-12 11:07 PM (rev. 2 of 10-18-12 11:08 PM) Link | Quote | ID: 152692


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OMG! This recent translation project is by accident. I'm surprised that the Cossack dialogue texts in both regional versions shared the same data except the starting text is relocated.

Yes, it is a Rockman STH screenshot.

I should post it to the public whenever I completed a simple Japanese to English Rockman 4 hack.

Crist_93
Posted on 10-21-12 08:20 PM Link | Quote | ID: 152718


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About those screens i posted last time:



Luckily i found time to record this. It's my first try on Mega Man 3 hacking and hope it looks pretty nice.


____________________



Thanatos-Zero
Posted on 10-22-12 02:42 AM (rev. 2 of 10-22-12 02:42 AM) Link | Quote | ID: 152722


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Does your hack make also use of the MM3 Improvement/Fix patch from Kuja Killer?

____________________
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?!".

Insectduel
Posted on 10-23-12 05:01 PM Link | Quote | ID: 152734


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I’ve finally managed to get the actives in stages that uses Enemy $3B in Rockman / Mega Man 1. To execute it, go to $C2CE ($1C2DE) and switch the ram into an empty space. Then use the code provided. It’s best to use them in Wily stages because they do not use after doors palette. They also reset TSA blocks for Gutsblocks but I don’t really care about them unless you’re using them in boss rooms. Use this code ONLY if you already customized Enemy $3B and make sure you set the room actives if you want to break the solid block after defeating the boss.


A5 31 LDA CurrentStage
C9 09 CMP #$09 ; Wily 4, uses actives for $3B enemies at checkpoints after dying.
D0 03 BNE +
4C 7E 90 JMP StageBegin ; Resets all actives and palettes targeting the chosen level.
+
4C 81 90 JMP StageBeginFromDeath ; Every other level resumes as normal.


A while ago, Thantos-Zero did suggest a code to make Mega Man / Rockman jump higher in water. I successfully followed Jimmy’s code and it doesn’t act like a true code. Something is missing and that would be the gravity effect. Unfortunately, Rockman / Mega Man 1 don’t have it so rewriting ASM would take too much knowledge to create it so I wouldn’t bother. In Rockman / Mega Man 2, $3C would be gravity code but there is no such code in Rockman 1 as I tried seeking. $05 was the original jump in MM2 with gravity so in my MM1 hack I use $06 without the gravity effect.

And I'm been working with temporary blocks trying to use them in Wily 1, setting them is actually a pain in the ass but it's not 100% perfect as the block being set up is solid before the block appears to be cleared after disappearing.

I may release a demo about this and next week with Cutman, Wily 1 and Wily 4.

Superjustinbros
Posted on 01-06-13 08:12 PM Link | Quote | ID: 153235


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By now I would have expected there to be some program/utility that works with all six NES games, both Japanese and English, that allows you to modify the weapon's name, power (against enemies, bosses, and bosses weak to that particular weapon), ammo consumption, on-screen limit, if the shot(s) detonate upon contact with enemies and/or solid ground, if they pierce through enemy defenses, and finally the color scheme of each weapon, so that those not into hex editing (like the whole thing about A through F being called numbers) can increase the weakest of the weapons in the series. I'm looking at you, Mega Man 5.

XTTX
Posted on 01-14-13 03:37 AM Link | Quote | ID: 153275


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I wonder what the hold up is with Hybrid Hex. Have not heard much recently about it.

kuja killer
Posted on 01-14-13 05:02 PM (rev. 2 of 01-14-13 05:02 PM) Link | Quote | ID: 153278


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justin
most of that stuff is possible with MegaFLE
which is an editor for 3, 4, 5 and 6.

Hydrawisk
Posted on 01-14-13 06:37 PM (rev. 2 of 01-14-13 06:41 PM) Link | Quote | ID: 153279

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http://kohada.2ch.net/test/read.cgi/gameurawaza/1352627480/324-325

Is the latest version of Megaman Odyssey July 12, 2012?
It was uploaded by Puresabe.

kuja killer
Posted on 01-15-13 02:37 AM (rev. 3 of 01-15-13 02:42 AM) Link | Quote | ID: 153283


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i haven't responded back about that back on 2ch yet.
But i was alerted by puresabe himself personally, that this claim by someone here is false, that he never uploaded it through his twitter.

I dont even use twitter myself, so i cant see, since his profile is "private mode" anyway. But i believe him.

that might "maybe" be the same guy who tried impersonate me, making a twitter a month ago.

I only shared the rom with puresabe personally just to test back then, since necro is "not" finished.

za909
Posted on 01-17-13 10:20 PM Link | Quote | ID: 153300


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In my MM3 project I'm getting close to designing Wily 4 (the boss rush stage) and I'm generally making all the Wily stages longer by skipping the doc robots completely and using their level data. I can't really do that with Wily 4 however since there's a value somewhere telling the sprite number that HAS to be the teleporter that takes you to the boss rush otherwise the teleporters glitch either by taking you into a wall or finishing the level instantly. I need to modify this limit in order to make the stage longer (and possibly include an end boss too)

Is anyone out there willing to share information about this?

Insectduel
Posted on 01-19-13 10:16 PM Link | Quote | ID: 153316


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Rockman AF is on hold for a month due to Karaoke singing reasons plus SMB3-SMAS personal projects and document guides.

Since I work full-time as a Hurricane Sandy clean up crew, ROM-Hacking stuff is limited and I only get 2 to 3 hours on a computer.

Trinitronity
Posted on 02-04-13 04:20 PM Link | Quote | ID: 153384


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Hello. I'm currently doing a Megaman 3 hack, and I already changed some sprites, patched the hack with Kujakiller's improvement patch and edited thanks to Stufid the Shadow Blade replacement (which will be a fire weapon).
However, I have some questions now:
1. Where can I find the offset for ShadowBlade's pallette?
2. Where can I find the offsets of the other weapons?
3. When I die in half way of the stage of the MagnetMan replacement (which is a graveyard), no objects respawn. Why does that happens?
That all for now, and I really hope, that I didn't asked that in the wrong topic.

za909
Posted on 02-04-13 06:30 PM Link | Quote | ID: 153387


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You can edit all the weapon palettes in the latest MegaFLE X version, it's in the same menu where you edit the stage background palettes.
The Magnet Man glitch is because of a badly placed midpoint. You need to set te midpoints again once you're done with placing all the sprites you want to let the game which sprite to start from if you die. If you set it incorrectly, enemies may disappear forever if you die (or come back if you press left.)

Trinitronity
Posted on 02-04-13 07:04 PM Link | Quote | ID: 153388


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Posted by za909
You can edit all the weapon palettes in the latest MegaFLE X version, it's in the same menu where you edit the stage background palettes.
The Magnet Man glitch is because of a badly placed midpoint. You need to set te midpoints again once you're done with placing all the sprites you want to let the game which sprite to start from if you die. If you set it incorrectly, enemies may disappear forever if you die (or come back if you press left.)
I know, how to change MegaMan's pallete, but I don't know, how to change the pallete of the weapon itself. And the pallete at the weapon get needs to be changed, too.
And about the badly placed midpoint, I didn't even moved it to a different place...

kuja killer
Posted on 02-04-13 08:52 PM (rev. 6 of 02-04-13 09:18 PM) Link | Quote | ID: 153389


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http://postimage.org/image/wzcfhgszv/

See here ---- weapon palletes can be changed easy by using the Palette editor .. click the "weapon menu" tab to make the stuff appear for it as i did here.

Trinitronity
Posted on 02-05-13 05:47 PM Link | Quote | ID: 153391


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Posted by kuja killer
http://postimage.org/image/wzcfhgszv/

See here ---- weapon palletes can be changed easy by using the Palette editor .. click the "weapon menu" tab to make the stuff appear for it as i did here.

Again, you only change MegaMan's pallete with that, and I can do that already.
I want, that the Shadow Blade replacement uses the weapon pallete instead of the face pallete.
How do I do THAT?

kuja killer
Posted on 02-05-13 10:23 PM Link | Quote | ID: 153392


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Ohhhh that, sorry now i see what your saying.
well, the actual sprite tile data itself needs to be edited.

Here:

copy-paste this at 36B44:

032C7C007D007DC07CC0032C7E007F007FC07EC0
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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