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

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Trinitronity
Posted on 02-06-13 07:19 AM Link | Quote | ID: 153395


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Posted by kuja killer
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

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
Posted on 02-06-13 07:38 AM Link | Quote | ID: 153396


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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
Posted on 02-06-13 06:09 PM Link | Quote | ID: 153400


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Posted by kuja killer
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.
Thanks, that surely will be useful. *saves as text document*

Trinitronity
Posted on 02-11-13 03:38 PM (rev. 2 of 02-16-13 08:04 PM) Link | Quote | ID: 153421


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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
Posted on 02-18-13 03:04 PM Link | Quote | ID: 153450


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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
Posted on 02-18-13 04:26 PM Link | Quote | ID: 153451


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Posted by za909
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.
I don't quite understand: How does horizontal movement counts as graphical stuff?

Anandastoon
Posted on 02-18-13 05:28 PM (rev. 4 of 02-18-13 05:33 PM) Link | Quote | ID: 153452


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Posted by Trinitronity
Posted by za909
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.
I 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
Posted on 02-18-13 08:00 PM Link | Quote | ID: 153453


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But...I didn't wanted to expand the AI a lot. I just wanted to add one new thing to an old attack...

Anandastoon
Posted on 02-20-13 10:54 AM (rev. 2 of 02-20-13 10:58 AM) Link | Quote | ID: 153460


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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
Posted on 02-20-13 06:28 PM Link | Quote | ID: 153462


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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
Posted on 02-21-13 10:53 AM (rev. 3 of 02-21-13 10:57 AM) Link | Quote | ID: 153465


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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
Posted on 03-06-13 04:59 PM Link | Quote | ID: 153509


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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
Posted on 03-17-13 03:27 PM Link | Quote | ID: 153557


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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
Posted on 03-22-13 10:26 PM Link | Quote | ID: 153574


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do you have any infor on controlling the lasers in Quickmans level also thanx -Huff

I know data crystal has some info


DurfarC
Posted on 04-12-13 02:34 AM (rev. 2 of 04-12-13 02:35 AM) Link | Quote | ID: 153680


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As for the Quickman lasers, check this tutorial. As for your other question, I'm afraid I can't help, but hopefully someone else can.

Edit: Omg, I failed to read the whole post. Sorry! :O

HUFF
Posted on 04-13-13 08:53 AM Link | Quote | ID: 153696


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Posted by Insectduel
@HUFF Don't you EVER upload a single 1KB IPS Patch to MegaUpload. MegaUpload is not one of my favorites. Upload it here at Board 2 or MediaFire. As I said in my previous posts.

RAM $32 and $33 reads TSA Solidity data for each level.

For Flashman's level.

$00 - Nothing
$01 - Solid
$07 - Ice
$02 - Ladder


This is great info and all but where in the rom is the address these numbers match to

____________________
HUFF

MegaGEN50
Posted on 04-26-13 04:59 AM Link | Quote | ID: 153763


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You should search that same address in your hex editor.
Thanks for that info insectduel!

amarcum81
Posted on 05-08-13 09:02 AM Link | Quote | ID: 153833


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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
Posted on 05-08-13 09:21 AM Link | Quote | ID: 153834


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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
Posted on 05-09-13 06:42 AM Link | Quote | ID: 153845


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

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