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Chaobomr
Posted on 07-24-13 07:58 PM Link | Quote | ID: 154398


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Posted by RadioJoNES
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?


Did they sound 8-bit, or what?

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Matrixz
Posted on 07-26-13 02:09 AM Link | Quote | ID: 154465


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Posted by Anandastoon
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...


It's correct. Every sprite in MM4 that can face either direction, has two Coordinate Id's, one for each facing direction of the sprite. The other Id is always the main Coordinate Id + 1.

Capcom Sprite Assembler attempts to detect when a sprite in MM4 uses two Coordinate Id's as a pair. Below "Coordinate Select:", the checkbox for "Paired with [other ID]" is checked in that case.

Also if it's checked, when you move around tiles (and Insert/Remove them), CSA will automatically change the coordinate data for both the highlighted Coordinate Id and the next Id (the one for the other/mirrored direction).

I remember that someone hacked MM4 to use the (much better) method that Mega Man 5 uses, so it's possible. I don't remember details but I think it wasn't too hard to do.

Trinitronity
Posted on 07-26-13 12:38 PM (rev. 3 of 07-26-13 06:11 PM) Link | Quote | ID: 154467


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Hello again,
I just wanted to let you know that I'm not dead and that I'm still working on my MegaMan 3 hack (it has a name, but I keep it as a secret until I have finally sprited the MegaMan replacement and applied the sprites to the ROM). I'm currently still working on the Graveyard Stage (as you may remember, it's the home of the MagnetMan replacement). The stage and the boss iare almost finished.
The only thing left about the stage now is a glitch were no objects appear anymore, when you die and come back at the mid-way checkpoint (though that does not happen if you die and come back at the pre-boss checkpoint) and, of course, the new music I have, but which I still couldn't implement.
The boss, on the other hand, is missing to things, one of them essential, and the other one isn't that important, so I just name the important thing now: I want that my MagnetMan replacement moves horizontally, while shooting its weapon, the Nightmare Orb.
I would be glad, if someone could help me there...

EDIT: Almost forgot to ask, but there are also two additional problems regarding the player.
1. Where do I find the address, which handles whenever the player can shoot while climbing or stops in place?
2. Where do I find the address, which handles how fast a bar fills up when picking up an item?

Thanks in advance!

Gavzilla1000
Posted on 07-26-13 08:54 PM (rev. 2 of 07-30-13 10:24 PM) Link | Quote | ID: 154471


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kuja killer
Posted on 07-29-13 06:36 PM (rev. 2 of 07-29-13 06:40 PM) Link | Quote | ID: 154485


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Posted by Trinitronity
The only thing left about the stage now is a glitch were no objects appear anymore, when you die and come back at the mid-way checkpoint (though that does not happen if you die and come back at the pre-boss checkpoint) and, of course, the new music I have, but which I still couldn't implement.
The boss, on the other hand, is missing to things, one of them essential, and the other one isn't that important, so I just name the important thing now: I want that my MagnetMan replacement moves horizontally, while shooting its weapon, the Nightmare Orb.

1. Where do I find the address, which handles whenever the player can shoot while climbing or stops in place?
2. Where do I find the address, which handles how fast a bar fills up when picking up an item?

---------------------------------------------------------------
** Glitch about enemies not appearing when restarting halfway through level.
Easy - in the MegaFLE editor -- the "screen editor" window. Make sure you click the button called "Set Midpoint"

Remember -- when your doing your enemey placement, if you ever have more or less enemies than the last time you clicked that button, you'll have to click it again so it updates properly if you added or deleted any enemies since the last time.
---------------------------------------------------------------
** How fast lifebar fills up:
$3D98C for boss lifebar
$3BEA3 for megaman and weapon lifebar

Default speed is "03" which means 1 pixel every 4 frames.
01 would make it twice as fast, 00 would make it almost instant, but the music will sound muted for a momment.
----------------------------------------------------------------
** About shooting when stop or ladder

All the programming for megaman is complex and hardcoded. So i cant really help you there because, i dont know what you would want to change "specifically"
But i can help maybe, if there's something specific you had in mind.
----------------------------------------------------------------

Ummm, about the magnetman stuff. Well. That requires experience with programming in NES's ASM. I'm NOT trying to be mean or say you should learn, i dont wanna give off the wrong impression. just it's .. well.. i dont know how to really say it. But i cant really help there either.

Trinitronity
Posted on 07-30-13 09:56 AM (rev. 2 of 07-30-13 12:42 PM) Link | Quote | ID: 154490


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Posted by kuja killer

---------------------------------------------------------------
** Glitch about enemies not appearing when restarting halfway through level.
Easy - in the MegaFLE editor -- the "screen editor" window. Make sure you click the button called "Set Midpoint"

Remember -- when your doing your enemey placement, if you ever have more or less enemies than the last time you clicked that button, you'll have to click it again so it updates properly if you added or deleted any enemies since the last time.

Thanks, that fixed the problem.
Posted by kuja killer

---------------------------------------------------------------
** How fast lifebar fills up:
$3D98C for boss lifebar
$3BEA3 for megaman and weapon lifebar

Default speed is "03" which means 1 pixel every 4 frames.
01 would make it twice as fast, 00 would make it almost instant, but the music will sound muted for a momment.

Okay, looked into that in the original file, and there was 03 at this address and some other values. Looked into my hack patched with your improvment, not only this adresss had EA as a value, but basically $3BEA0-ยง3BEA7. Have all those addresses have something to do with MegaMan's lifebar and only MegaMan's lifebar?
Side note: I also found a 00 value at $3BEA9 and tried this out. Appearantly, it handles, for how long MegaMan stays in his knockback state, because when I changed 00 to 03 in this value, MegaMan was in this state a lot longer then before. I sadly couldn't test out, if he ever recovers, because he also fell into a pit. At least, I have learned something new today (though I obviously changed it back to 00 after that).
Posted by kuja killer

----------------------------------------------------------------
** About shooting when stop or ladder

All the programming for megaman is complex and hardcoded. So i cant really help you there because, i dont know what you would want to change "specifically"
But i can help maybe, if there's something specific you had in mind.

Well, yes. The only thing I wanted to do was reverting your changes regarding MegaMan's mobility on ladders. Your imrpovement patch made it like that, so MegaMan does not stop moving on ladders while shooting. I basically want to change it back to MegaMan not moving on ladders while shooting, because not only is this more classic, but it also looks weird, if MegaMan is able to move on ladders while shooting (if he does that, it looks like he's sliding the ladder instead of climbing it).
Posted by kuja killer

----------------------------------------------------------------
Ummm, about the magnetman stuff. Well. That requires experience with programming in NES's ASM. I'm NOT trying to be mean or say you should learn, i dont wanna give off the wrong impression. just it's .. well.. i dont know how to really say it. But i cant really help there either.
It's okay. I actually would like to learn ASM myself, but many documents aren't very detailed or userfriendly (though your documents are pretty much the most userfriendly MegaMan hacking documents I ever saw, and I would immidiately recommend it to everyone who wants to hack MM3).
---------------------------------------------------------------
EDIT: I also discovered a new glitch when I changed MegaMan's default pallette. At the begginning of the stage, MegaMan appears in his old colors. However, if I pause and unpause, MegaMan gets the new colors I wanted. How can I make it like that so MegaMan has the correct pallette from the start?
Also, there is something, which already bothered me for quite some time: If I add new room and/or merge some rooms together, the boss gates tend to glitch up. I could avoid that problem in MagnetMan's stage by just not using doors and making the entrance pseudo-"RockMan World"-styled (you enter the boss room and the preboss room from below, resulting in a hole in the ceiling), making the graveyard/crypt/whatever more interesting, but I want most of the other stages to have the usual door entrance. Whenever the door should glitch up, how should I use the door editor of MegaFLE X properly?

Chaobomr
Posted on 07-30-13 04:40 PM (rev. 2 of 07-30-13 04:42 PM) Link | Quote | ID: 154491


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I would suggest looking for the original palette with a hex editor. Take Megaman's palette from an untouched MM3 ROM and search for it in your hack. It might help

EDIT: It might be related to Megaman's spawn, if I remember.

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Trinitronity
Posted on 07-30-13 05:05 PM Link | Quote | ID: 154492


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Posted by Chaobomr
I would suggest looking for the original palette with a hex editor. Take Megaman's palette from an untouched MM3 ROM and search for it in your hack. It might help

EDIT: It might be related to Megaman's spawn, if I remember.

Okay, tried your first theory, but there are so many places with 2C11 in it (more then 10 places), so I'm pretty much lost there... :-\
However, I would like to know more about your second theory.

Insectduel
Posted on 07-30-13 05:15 PM (rev. 3 of 07-30-13 05:49 PM) Link | Quote | ID: 154493


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I'm just curious!
Who the heck is PokemonMaster.

It's been uploading Rockman / Mega Man related patches to the uploader. I wonder if the uploader had permission before uploading first because some Japanese authors don't want their work to be redistributed (Or reuploaded from the original sources) including private uploaders.

EDIT: Sorry to say this, effective immediately there will be no more leaked sharing from uploaders on YouTube and Facebook. I'm done posting stuff even if I'm making money off it.

Chaobomr
Posted on 07-30-13 06:22 PM (rev. 2 of 07-30-13 06:57 PM) Link | Quote | ID: 154495


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Posted by Trinitronity

Okay, tried your first theory, but there are so many places with 2C11 in it (more then 10 places), so I'm pretty much lost there... :-\
However, I would like to know more about your second theory.


Most likely, they are ALL related to Megaman's palette. This'd coincide with my second theory, as Megaman has several appearances throughout the game, not as just a sprite. He might have several instances of his sprite as well, like Link from Zelda II

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kuja killer
Posted on 07-30-13 08:38 PM (rev. 2 of 07-30-13 08:56 PM) Link | Quote | ID: 154498


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Oh right.
Yea i originally NOP'd out all that bit about lifebar fillup for megaman.
I dont know if people would like it, or hate it. Most romhacks always speedup the lifebar. Some romhacks like 4 minus infinity do it "instant"

I did it "instant" for the improvement patch.
If you want to restore it back to normal, paste this at this address:

$3BE8B:
B9A20018690199A200A91C209AF8C60FF00B206EFDA5952903D0F7F0DA

then you can edit 3BEA3 to whatever speed you want as i described before.

Also, do not edit 3BEA9 you mentioned. That was a register used to "freeze" all sprites on the screen. It is only used by the item pickups. Where it freezes the game for a momment while the bar fills up.
---------------------------------------------
Ladder restore:
$3D51B:
A532D0B8A516290CD00CA5142980D0034CE6CD4CB1D548AD600329F009088D6003682904F037
---------------------------------------------
Yes there are tons of places where megaman's pallete would all have to be changed to same color/numbers. Chaobomr is correct about that too.
---------------------------------------------
Editing the boss doors is kind of hard to do honestly. I've never even tried the door editor out myself in MegaFLE before. but it's possible to make it right though. It's just a very weird method... that door editor should be able to do it though.
--------------------------------------------

I'm very glad you've brought up these points. Cause a couple of the things i did for this, i would NOT want to do for my game, megaman odyssey.

The shoot while climbing ladder, and the instant lifebar fill.
I only did it for the patch cause.. maybe some people might like it. I dont know.

Thank you for bringing those up. Anyone else that uses the patch, and wants something restored back to normal, i will be more than happy to do so.

Trinitronity
Posted on 07-30-13 09:25 PM (rev. 3 of 07-31-13 01:42 PM) Link | Quote | ID: 154499


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Posted by kuja killer
Oh right.
Yea i originally NOP'd out all that bit about lifebar fillup for megaman.
I dont know if people would like it, or hate it. Most romhacks always speedup the lifebar. Some romhacks like 4 minus infinity do it "instant"

I did it "instant" for the improvement patch.
If you want to restore it back to normal, paste this at this address:

$3BE8B:
B9A20018690199A200A91C209AF8C60FF00B206EFDA5952903D0F7F0DA

then you can edit 3BEA3 to whatever speed you want as i described before.

Also, do not edit 3BEA9 you mentioned. That was a register used to "freeze" all sprites on the screen. It is only used by the item pickups. Where it freezes the game for a momment while the bar fills up.
---------------------------------------------
Ladder restore:
$3D51B:
A532D0B8A516290CD00CA5142980D0034CE6CD4CB1D548AD600329F009088D6003682904F037

Thanks, that all worked.
Posted by kuja killer

Yes there are tons of places where megaman's pallete would all have to be changed to same color/numbers. Chaobomr is correct about that too.

Okay, will look into it. I just hope that all the addresses I found only belong to MegaMan's default pallette, so I wont get unwanted results when changing them. I very probably have to do every single of them one by one and check every time, if everything is still fine...
Posted by kuja killer

Editing the boss doors is kind of hard to do honestly. I've never even tried the door editor out myself in MegaFLE before. but it's possible to make it right though. It's just a very weird method... that door editor should be able to do it though.

Okay, will look into it.
Posted by kuja killer

I'm very glad you've brought up these points. Cause a couple of the things i did for this, i would NOT want to do for my game, megaman odyssey.

The shoot while climbing ladder, and the instant lifebar fill.
I only did it for the patch cause.. maybe some people might like it. I dont know.

Thank you for bringing those up. Anyone else that uses the patch, and wants something restored back to normal, i will be more than happy to do so.
I'm glad that I could help somehow.
-------------------------------------------------------------------
EDIT: Okay, started to hack ShadowMan's stage, and now I somehow screwed up the midway point, since now, MegaMan teleports inside the ceiling...how do I prevent that?
Aside from that, the door editor works wonders, if you know how to use it.

Gavzilla1000
Posted on 07-31-13 10:49 PM Link | Quote | ID: 154509


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EDIT: Okay, started to hack ShadowMan's stage, and now I somehow screwed up the midway point, since now, MegaMan teleports inside the ceiling...how do I prevent that?
Aside from that, the door editor works wonders, if you know how to use it.


Now, I'm not a pro at hacking Megaman 3 (most of my experience is with Megaman 5 so this may not help you), but from my experience, just make a little hole in the roof were Megaman will teleport down through at mid point, that may work.

But now for my own question, were can I edit WaveMan's pipes. What I mean by that, is the pipes that suck you in on the 4th screen of WaveMan's stage. (counting 0) I would like to now how to edit that, so I can do a lot of funky stuff with it.

Trinitronity
Posted on 07-31-13 11:46 PM Link | Quote | ID: 154510


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Posted by Gavzilla1000
EDIT: Okay, started to hack ShadowMan's stage, and now I somehow screwed up the midway point, since now, MegaMan teleports inside the ceiling...how do I prevent that?
Aside from that, the door editor works wonders, if you know how to use it.


Now, I'm not a pro at hacking Megaman 3 (most of my experience is with Megaman 5 so this may not help you), but from my experience, just make a little hole in the roof were Megaman will teleport down through at mid point, that may work.

Yeah...added a hole to the ceiling, and now the teleport works like it should.
But what if I don't want to make a hole in the ceiling, because it could then look bad that way?

Gavzilla1000
Posted on 07-31-13 11:50 PM Link | Quote | ID: 154511


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But what if I don't want to make a hole in the ceiling, because it could then look bad that way?

Try making a block that looks like the ceiling, but just don't make it solid, and then place it over the hole in the ceiling.

Trinitronity
Posted on 08-01-13 12:00 AM Link | Quote | ID: 154512


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Posted by Gavzilla1000
But what if I don't want to make a hole in the ceiling, because it could then look bad that way?

Try making a block that looks like the ceiling, but just don't make it solid, and then place it over the hole in the ceiling.
That was originally my idea as well, but there's still Rush Coil, with that you could reveal the fake ceiling. And it looks weird, if MegaMan then doesn't hit the ceiling, if he should.
Eitherway, I'm going to vacation tomorrow, so I wont be able to respond for about 2 weeks.

Gavzilla1000
Posted on 08-01-13 12:46 AM Link | Quote | ID: 154513


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Posted by Trinitronity
Posted by Gavzilla1000
But what if I don't want to make a hole in the ceiling, because it could then look bad that way?

Try making a block that looks like the ceiling, but just don't make it solid, and then place it over the hole in the ceiling.
That was originally my idea as well, but there's still Rush Coil, with that you could reveal the fake ceiling. And it looks weird, if MegaMan then doesn't hit the ceiling, if he should.
Eitherway, I'm going to vacation tomorrow, so I wont be able to respond for about 2 weeks.

How low is the ceiling exactly? If it's about 2 tiles low, you should be fine.

Trinitronity
Posted on 08-01-13 09:45 AM Link | Quote | ID: 154515


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Posted by Gavzilla1000
Posted by Trinitronity
Posted by Gavzilla1000
But what if I don't want to make a hole in the ceiling, because it could then look bad that way?

Try making a block that looks like the ceiling, but just don't make it solid, and then place it over the hole in the ceiling.
That was originally my idea as well, but there's still Rush Coil, with that you could reveal the fake ceiling. And it looks weird, if MegaMan then doesn't hit the ceiling, if he should.
Eitherway, I'm going to vacation tomorrow, so I wont be able to respond for about 2 weeks.

How low is the ceiling exactly? If it's about 2 tiles low, you should be fine.

In some of the stages I haven't edited, the ceiling was extremely low not a fake ceiling, and yet, the teleportation worked just fine. I don't quite get that, honestly...

Gavzilla1000
Posted on 08-04-13 01:14 AM Link | Quote | ID: 154527


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Ok, this is a question about NES Music pointers.
So, lets take Megaman 5, the game I'm currently hacking, and use this as the example.

Lets say that Stoneman's stage music pointer is 3. That pointer is "pointing" to the address... lets say 2CCAD. (This is the address for the intro music of Megaman 3 ;D)

Can I change where the pointer "points" to the address? So I can change it from 2CCAD, to 80001. The ROM ends at 80000. So, can I add as much bytes as I need, paste the song there, and change the pointer to "point" to 80001?

I'm sorry if this is really confusing, but this could make things A LOT easier for music hacking.

kuja killer
Posted on 08-04-13 04:03 AM (rev. 2 of 08-04-13 04:05 AM) Link | Quote | ID: 154528


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No, you can't.
Like you said, ROM ends at 80,000 hex for megaman 5
which means, 512 KB

first 40,000 bytes is programming space,
last 40,000 bytes is graphics space

You'd need to expand the ROM to 1 MB, in order to have more programming space.
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