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

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GeneralGuy_123
Posted on 07-09-13 04:42 AM Link | Quote | ID: 154268

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Shy Guys! CHARGE!!!!!I think that the hack seems pretty cool.... but I don't like hacking cause my computer might fry.

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Kain
Posted on 07-09-13 04:59 AM (rev. 2 of 07-09-13 04:59 AM) Link | Quote | ID: 154271


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Posted by Gavzilla1000
Another question for you guys is, what the offset for the Stage Select screen is. I checked Data Crystal's "wiki", but there's no use there. According to MegaFLE X, it's located in Bank F, but all I want to do is change the names of the Robot Masters, and I can't find any text on the side!

If you mean the names seen on the actual Stage Select, it's just part of the actual screen's graphics, so you won't be editing that like in-game text via an Hex Editor.

Just open up MegaFleX, check "Scene Screen Mode" and "Current level" is "1: Bank F". Open the Screen Editor and go to screen 2. Then, with the Structure Table and the other tables, edit the names just like you would edit the title screen.

MegaGEN50
Posted on 07-14-13 10:16 AM Link | Quote | ID: 154304


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This may be off-topic, but there is a Mega Man Fan Game called Megaman Unlimited.
Facebook link: https://www.facebook.com/pages/MegaMan-Unlimited/114325318655039
Maybe you could pull ideas?

Gavzilla1000
Posted on 07-15-13 06:19 AM Link | Quote | ID: 154308


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Posted by MegaGEN50
This may be off-topic, but there is a Mega Man Fan Game called Megaman Unlimited.
Facebook link: https://www.facebook.com/pages/MegaMan-Unlimited/114325318655039
Maybe you could pull ideas?



Thanks MegaGEN! I'll check it out!

Anyway, here's my NEXT question, (Oh boy , can't this guy leave give us a break! ~ you guys*) Can I make the screen scroll left? And, let me guess, it involves ASM coding...? If there's a patch out there, or anything, please tell me! Because that will open up TONS of ideas.

kuja killer
Posted on 07-15-13 06:25 AM Link | Quote | ID: 154309


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megaman 5 can do it
it should work simply by clicking the button that says "scroll back enable" for any current scroll position or hallway or whatever.

On the screen editor window.
it's on the right side with all the other options

Kain
Posted on 07-15-13 08:32 AM (rev. 2 of 07-15-13 08:34 AM) Link | Quote | ID: 154310


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What kuja said,
and I'll add:
If you put multiple screens (such as Right x4), then you'll always be able to smoothly scroll left and right, and you'll waste less Scroll Map Positions data (only 24 per stages from my testings)

If you want to go left (instead of the usual right) after having gone up or down a ladder, then use a Multi-Path (max 8 per stage) to direct Mega Man to the right-most part of the section. Example:

Say you want your stage like this:

|End|
| |
| |__________
|__________ |
| |
_____________| |
Start |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


Then, in Megaflex, you would start by making


_____________
Start |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


Then

|End|
| |
| |__________
|__________ |
| |
| |


And link the end of the first part to the end of the second part with Multi-Paths (going up and down, so that would use 2, or else Mega Man would die if he fell back down the screen).
Enable all "scroll back enable" for the part where you go left (or use multiple screens scroll like I mentioned before).

MegaGEN50
Posted on 07-16-13 05:53 AM Link | Quote | ID: 154318


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Basically, You walk in through the left, then 2 screens of smooth scrolling then back, then up.
Possible?

RetroRain
Posted on 07-16-13 07:11 AM Link | Quote | ID: 154319


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Why is creating sprites from scratch and new ASM for them in Megaman 4 such a pain in the ass?



For instance, I used the Totem Pole to create the Wizard. I NOPed out all of the code, and put a JSR $FCD4, which is the routine you use to make an enemy face Megaman, and nothing happens at all. Then, those other Zelda 2 enemies don't land right, even after doing some ASM to them.

Does anyone have any tips for doing new sprites and their ASM for Megaman 4? It is really frustrating.

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Anandastoon
Posted on 07-16-13 05:08 PM (rev. 4 of 07-16-13 05:11 PM) Link | Quote | ID: 154321


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Posted by RetroRain
Why is creating sprites from scratch and new ASM for them in Megaman 4 such a pain in the ass?


I will try to make suggestion for you, hope this will help you...

The Object ID of Totempole enemy is 4E which have initial ASM in $A46D at Bank $3B, so it will be $7647D. Did you 'NOP' the code from that address? I didn't really sure because it seems to have a delay before facing Mega Man.

For jumping enemy, it seems you didn't assign the Y register value of horizontal check collision properly like at $F3ED routine.

Matrixz had an excellent document about hacking guide for MM4 including the collision check.

I didn't know if you have one already...

Hope the little explanation from me will help you...

Yeah, also MM4 has four sprite bank instead of three like MM5. And I believe the ROM offset from $7E004 there are values for changing sprite bank each Object ID.

RetroRain
Posted on 07-16-13 07:42 PM Link | Quote | ID: 154324


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The reason the wizard faces Megaman in that video, is because I left some of the old code in. With all of the addresses and offsets you gave me, I know all of that. And I have his document. I NOPed out all of the code, and when I put the JSR $FCD4 in there, the wizard won't turn at all.

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RadioJoNES
Posted on 07-18-13 01:59 AM Link | Quote | ID: 154336

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Signed up just to ask this. Since Mega man 3 - 5 use the same sound engine, is it possible to just have songs from Mega Man 4 inside of 3 and so on? Like for example I want to replace Snake Man's level theme in Mega Man 3 with Drill Man's from Mega Man 4.

Zieldak
Posted on 07-18-13 06:52 PM Link | Quote | ID: 154341


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Yes, it's possible. You can just copy-paste it. I don't know how it's data is built up, maybe you'll have to rewrite some pointers, ect.

Gavzilla1000
Posted on 07-19-13 11:42 PM Link | Quote | ID: 154357


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Hello! I just want to thank everyone who responds to my questions that I posted in this read! Especially people like Kain, MegaGEN, and Insectduel (through YouTube messages), and kuji killer! And I apologize if my questions are annoying and repetitive, and stupid.

But I'm sad to type, after all this time, I still haven't completed ONE stage in my hack...

Is it normal to take this long to complete one stage? And how can I make each stage be "professionally" done?

Sorry if this message come of as me being some type of insecure person.

Chaobomr
Posted on 07-20-13 01:48 AM Link | Quote | ID: 154360


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Posted by Gavzilla1000
Hello! I just want to thank everyone who responds to my questions that I posted in this read! Especially people like Kain, MegaGEN, and Insectduel (through YouTube messages), and kuji killer! And I apologize if my questions are annoying and repetitive, and stupid.

But I'm sad to type, after all this time, I still haven't completed ONE stage in my hack...




Same here, I've only finished a couple of levels in SMB3. I suppose it's best to get some questions asked while waiting for inspiration to bubble up

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kuja killer
Posted on 07-20-13 05:48 AM (rev. 2 of 07-20-13 05:49 AM) Link | Quote | ID: 154362


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heh my situation is worse for mm odyssey.

only 3 level done... in almost 7 years...

amarcum81
Posted on 07-20-13 09:53 AM Link | Quote | ID: 154363


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Posted by Gavzilla1000
Hello! I just want to thank everyone who responds to my questions that I posted in this read! Especially people like Kain, MegaGEN, and Insectduel (through YouTube messages), and kuji killer! And I apologize if my questions are annoying and repetitive, and stupid.

But I'm sad to type, after all this time, I still haven't completed ONE stage in my hack...

Is it normal to take this long to complete one stage? And how can I make each stage be "professionally" done?

Sorry if this message come of as me being some type of insecure person.


Man, I've been working on my hack of Mega Man 2 for a little over 4 years now... I always keep changing things out of boredom or just being insecure with various things. In short it's just a learning process I guess... some ppl like myself tend to over think things, and then get stuck. I'm in that situation now. Keep your head up and keep working on it. Take breaks when you feel the need and learn all you can. That's the best advise I can give you. Cheers!

Insectduel
Posted on 07-21-13 09:58 PM (rev. 2 of 07-21-13 10:00 PM) Link | Quote | ID: 154382


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Posted by Gavzilla1000


Is it normal to take this long to complete one stage? And how can I make each stage be "professionally" done?




With Rockman AF (my Rockman 1 hack), only 3 to 5 days per level which includes the following.

1. MAP designs
2. Room order
3. Checkpoints
4. Scroll editor & their check points
5. Doors and their TSA's for opening & closing
(Rockman / Mega Man is the only fixed option than others)
6. Bits of ASM per stage

I have not started with enemies yet so enemies rely on their graphics depending which enemy I want and fix their graphic slots including tileset numbers for sprites.

For Mega Man / Rockman, both stages must be built right away for normal and wily stages depending on TSA usage.

Anandastoon
Posted on 07-23-13 06:36 PM (rev. 2 of 07-23-13 06:39 PM) Link | Quote | ID: 154391


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Finally I got my time for reply this post... Hehe...

Posted by Gavzilla1000
Hello! I just want to thank everyone who responds to my questions that I posted in this read! Especially people like Kain, MegaGEN, and Insectduel (through YouTube messages), and kuji killer! And I apologize if my questions are annoying and repetitive, and stupid.

But I'm sad to type, after all this time, I still haven't completed ONE stage in my hack...

Is it normal to take this long to complete one stage? And how can I make each stage be "professionally" done?

Sorry if this message come of as me being some type of insecure person.


No, no... It's quite a good question. And every one has their opinion for making a good level design.

There's no failed word in case of learning. And maybe a little tips from me can refresh your ideas...

1. Try to make them possible. This mean, no matter you make them hard or something while there's no such perfect timing action or item requiring to pass it. Unless for some area like a secret one maybe... Also no save-state abusing I think...

2. Use non-hurting-eyes palletes. Like using too bright color for wall, etc.

3. Start from making a horizontal lines, like in the beginning of Napalm, Gyro, Crystal, Charge, Star, or Stone Man stage, then you can start to raise them and adding some pits. You can also use vertical scrolling like in Dark 2 beginning.

4. You can make floating platform (not object platform) like what most Gyro man stage did and combine them by ladder.

5. Think about gimmick you will use, then make concept of it... You can also see other great hacks for reference... There's no matter of time how long you can finish one stage...

And, that's some... I hope some of them will help you a bit...

Good luck then... ~

RadioJoNES
Posted on 07-24-13 07:01 AM Link | Quote | ID: 154393

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Hey guys. While pondering about adding music into my Mega Man 3 hack, I saw that some user on a fan site for a Mega Man band had made a mod that played MP3's during Mega Man 3's levels.

http://www.themegas.com/megasarmy/viewtopic.php?t=2533

I've never heard of anything like this, and since all of the links to it are down, I'll never be able to take advantage of it. Does anyone know something like this? BTW he said that the emulator was VirtuaNES, are their any mods for this emulator that plays MP3's that I'm not aware of?

Anandastoon
Posted on 07-24-13 06:33 PM (rev. 3 of 07-24-13 06:36 PM) Link | Quote | ID: 154397


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I ask to Matrixz, or whoever made a great MM4 hack about sprite coordinate.

When I flip the new sprite which I make in MM4 by using direction method,
Well like :

BD 2004 49 03 9D 2004 ; Making opposite direction horizontally.
4C 13F4 ; Calling Horizontal movement function.


Then if the sprite flipped horizontally, the coordinate position messed up suddenly.

I think MM4 has a different coordinate for every flipped sprite by adding 1 value to the default coordinate position. i.e : Tile usage ID 70 used coordinate ID E0, but when the tile flipped, it seems to be E1.

If entire sprites especially boss sprites use 'double' coordinate ID, it must be a bit complicated to do so in every sprite IDs. Even MM5 didn't use this method and more comfortable for sprite hacking.

My question, Is this possible to 'copy' the MM5 sprite method to MM4 by looking up the RAM address $528? Or CSA can duplicate and flip this automacally?

Very thanks beforehand...
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