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Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
Trinitronity |
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Porcupo Level: 38 Posts: 4/311 EXP: 351163 Next: 19284 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by kuja killer It worked, thanks. I just need some explanation now,so I can do that myself next time. However, I think that the 01 to 00 and C1 to C0 determines the weapon pallete somehow, am I right? |
kuja killer |
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Level: 55 Posts: 324/628 EXP: 1243957 Next: 70232 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 8 days |
your welcome
And yes, that's the only part about i changed. Every sprite, or object, or enemy is made up of tile data. This was the Tile Number, and pallete color. The 1st byte means = the sprite is made of 4 tiles (because 00 counts as 1). The 2nd byte means it uses pointer 2C for it's X/Y positions of each tile. i'm not going to cover there here right now. the rest is each tile's data + pallete. x0 - megaman's body pallete x1 - megaman's face pallete x2 - enemy pallete 1 x3 - enemy pallete 2 the X determins if the tile should be flipped horizontally, or vertically. examples: 01 = normal tile using megaman face pallete. 82 = tile flipped vertically (or whatever) using enemy palette 1 C0 = tile flipped both vertically and horizontally with megaman's body pallete. etc. |
Trinitronity |
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Porcupo Level: 38 Posts: 5/311 EXP: 351163 Next: 19284 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by kuja killerThanks, that surely will be useful. *saves as text document* |
Trinitronity |
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Porcupo Level: 38 Posts: 6/311 EXP: 351163 Next: 19284 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
OK, I just got my hands on Kuja's fancy Boss AI documents and I already started to edit MagnetMan.
However, I have one question that the documents don't answer: How can I make MagnetMan move to the other side of the room WHILE shooting magnets ala Necroman from MegaMan Oddysey? Thanks in advance! EDIT: By the time being, I could change NeedleMan's AI somewhat. He's now grounded while shooting needles, but he also shoots up to 6 needles now. I also updated the Boss Database by confirming some addresses like C0C9 (number of needles that NeedleMan shoots per round). I still need to find out, how I can make MagnetMan move horizontally while shooting the Magnet Missile, though. |
za909 |
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Cheep-cheep Level: 32 Posts: 157/196 EXP: 189089 Next: 17353 Since: 04-27-11 Last post: 3053 days Last view: 2764 days |
Oh, for graphical stuff like this, you should dig up Matrixz's Capcom Sprite editor, and get the update MM3 config file from the uploader. |
Trinitronity |
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Porcupo Level: 38 Posts: 8/311 EXP: 351163 Next: 19284 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by za909I don't quite understand: How does horizontal movement counts as graphical stuff? |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 16/62 EXP: 31501 Next: 4276 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
Posted by TrinitronityPosted by za909I don't quite understand: How does horizontal movement counts as graphical stuff? Perhaps za909 was talking about changing sprite like your posts before such as changing weapon pallete. Although I've ever hacked MM3, but at that time I didn't understand 6502 opcodes yet. In MM5, there are RAM addresses ($0588 and $05A0) which will make the AI hacking easier. Didn't sure for MM3. I pretty sure Kuja made or expanded AI for NecroMan with more of 6502 opcodes. I recommend you to understand basic 6502 like loading and storing first. Sorry for grammar... |
Trinitronity |
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Porcupo Level: 38 Posts: 9/311 EXP: 351163 Next: 19284 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
But...I didn't wanted to expand the AI a lot. I just wanted to add one new thing to an old attack... |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 17/62 EXP: 31501 Next: 4276 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
Understood, but at least you must analyze the following case :
1. Setting the high and low byte of horizontal speed. 2. Attaching the JSR for horizontal motion. That how the object move horizontally. I didn't know the MM3 RAM MAP much, ask Kuja for spesific RAM MAP because he ever made an excellent MM3 hack (if he didn't change the structure of MM3 RAM MAP in Odyssey ) If there is necessary to expand the AI, you just make a JMP or JSR to different location and write a little new code in it. Hope I didn't explain it wrong... |
Trinitronity |
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Porcupo Level: 38 Posts: 10/311 EXP: 351163 Next: 19284 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Okay, I got 2 new questions:
1. How do I make JSP files? Is there a program or a tutorial for it? 2. How do I insert things like JSP and NSF into the ROM? |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 18/62 EXP: 31501 Next: 4276 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
No, JMP and JSR is not files, they're just one of 6502 instructions.
This is the format for JSR : 20 XX YY //while $YYXX is for spesific RAM Address... In Mega Man 5, I added a horizontal motion like this : A9 80 9D A8 03 // I set 80 for the low byte and store in RAM $03A8 A9 01 9D C0 03 // I set 01 for the high byte and store in RAM $03C0 A9 01 9D 20 04 // I set 01 for the direction (01 is right) and store in RAM $0420 20 65 EA //I call the horizontal moving function. And the object moves horizontally with speed value = 01,80 . For Mega Man 3, horizontal motion speed low is in $0400 and horizontal motion speed high is in $0420. But sorry, I don't know Horizontal Motion JSR in Mega Man 3. And for NSF, unfortunately I didn't know what software to insert it to the game yet, except what I did with FCEUX's Hex Editor and this document from Matrixz. Capcom "6C80" Sound Engine/Music Format Documentation by Matrixz. Thanks... |
za909 |
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Cheep-cheep Level: 32 Posts: 158/196 EXP: 189089 Next: 17353 Since: 04-27-11 Last post: 3053 days Last view: 2764 days |
How difficult would it be to program a block property for Mega Man 3 that's exactly the same as the water block, but with no animation and sound? |
MegaGEN50 |
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Micro-Goomba Level: 10 Posts: 1/16 EXP: 4077 Next: 337 Since: 03-17-13 Last post: 3643 days Last view: 3992 days |
Hey I'm new to this board and I need some help with my MM2 Hack.
I got some good pallets on with my romhack so far and a pretty nice level design, I've already got a weakness chain in my head, but I can't find boss AI pointers. (Like if you shoot then crashman jumps & shoots) I found some values for Flash Man,(Speed,JP Hight,ect......) But not his AI. Help? |
MegaGEN50 |
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Micro-Goomba Level: 10 Posts: 2/16 EXP: 4077 Next: 337 Since: 03-17-13 Last post: 3643 days Last view: 3992 days |
do you have any infor on controlling the lasers in Quickmans level also thanx -Huff I know data crystal has some info |
DurfarC |
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Shyguy Level: 24 Posts: 26/97 EXP: 71905 Next: 6220 Since: 10-23-08 From: Norway Last post: 1958 days Last view: 356 days |
Edit: Omg, I failed to read the whole post. Sorry! :O |
HUFF |
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Goomba Level: 12 Posts: 21/23 EXP: 7862 Next: 59 Since: 05-30-10 Last post: 4030 days Last view: 4037 days |
Posted by Insectduel |
MegaGEN50 |
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Micro-Goomba Level: 10 Posts: 3/16 EXP: 4077 Next: 337 Since: 03-17-13 Last post: 3643 days Last view: 3992 days |
You should search that same address in your hex editor.
Thanks for that info insectduel! |
amarcum81 |
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Rope Level: 25 Posts: 78/110 EXP: 84537 Next: 5083 Since: 08-14-09 From: Cincinnati, OH Last post: 3293 days Last view: 2070 days |
Quick question... is it possible to code the slide in Mega Man 2? I know this requires some ASM, and maybe even expanding the ROM a bit as well as mega man's sprite data. Has anyone attempted to do this? I thought I saw an IPS patch at one point on the 2ch boards for the Japanese version of the game but I might have been mistaken.
My goal was to make a version of MM2 with "remixed" levels in terms of using the slide... kind of like a "what if" the slide was already in the game kind of thing... So, I'm no programmer, but if one of you guys could kind of point me in the right direction as to where to start with implementing the slide I'd be thankful. I'm reading the ASM guides I found with a quick Google search... can't say I understand a lot of it, but I'm trying. Or if this simply just isn't possible, I'd like to know that as well. |
kuja killer |
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Level: 55 Posts: 333/628 EXP: 1243957 Next: 70232 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 8 days |
i'd say... try to send a youtube private message to this guy
http://www.youtube.com/watch?v=bm2nraVy-XM Hydrawisk. I dont know if he has a contact email anywhere on his site, because it's korean language. And last activity on youtube was 4 months ago. So i dont know if you'll get a reply back anytime soon. |
amarcum81 |
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Rope Level: 25 Posts: 79/110 EXP: 84537 Next: 5083 Since: 08-14-09 From: Cincinnati, OH Last post: 3293 days Last view: 2070 days |
Thanks Kuja! I sent an e-mail... hope I get a response. I don't know how I missed this guy's work. Really impressive. |
Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
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