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

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Zynk
Posted on 02-16-14 03:42 PM Link | Quote | ID: 155689


Purple Leever
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Posted by NARFNra
Zynk, Mega Man's tiles are their own TSA block; you can edit their palette of choice and make it different from the background easily by using scene screen mode in Mega FLEX.

The colors are weird here because this is Mega Man Memento's stage select, by the way.
Thanks NARFNra! Now this solves my problem on the US version. Here's a pic of my player sprite hack, Roll-chan 3.
I swapped Roll's colors with the red-colored Robot Masters. Looks okay to me now.

However, I'm also hacking the JP version, but the TSA table displayed differently. Here's the comparison of US and JP version, respectively:


I need help on changing the stage select palette of Roll on the JP version. Is there another way of swapping palettes on the stage select menu?

Btw, why does my copy of MegaFLEX has a small TSA table? Mine doesn't display the Robot Masters faces.


____________________

DurfarC
Posted on 02-16-14 04:47 PM Link | Quote | ID: 155690


Shyguy
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Posted by Zynk
Btw, why does my copy of MegaFLEX has a small TSA table? Mine doesn't display the Robot Masters faces.
Choose "Config" on the top menu and change the "TSA Table Block Resolution" to "Small 8x32 (Aligned collumns)".

Gavzilla1000
Posted on 02-16-14 10:03 PM Link | Quote | ID: 155692


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Ok, I'm confused with a ASM command "EOR". According to the 6502.txt document a lot of people like to site, it says, ""Exclusive-Or" Memory with Accumulator".

Well that explains EVERYTHING! (sarcasm) I tried Googling what this means, but nothing comes up.

Does anyone know exactly what this command does? And can they explain it to me?

NARFNra
Posted on 02-16-14 10:19 PM (rev. 6 of 02-16-14 10:36 PM) Link | Quote | ID: 155693


Koopa
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boop boop this is wrong look at durfarc's post please

DurfarC
Posted on 02-16-14 10:32 PM (rev. 2 of 02-16-14 10:35 PM) Link | Quote | ID: 155694


Shyguy
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Posted by NARFNra
Does that make sense?
It does, although what you mentioned is a logical OR (ORA). Exclusive OR (EOR) works a bit different.

For each bit: If both values are 0 or both values are 1, the result is 0. If one value is 0 and the other one is 1, the result is 1.

Example

00101101
10011100
-------------
10110001

I agree with the fact that there are very few ASM tutorials out there that explain things properly.

http://www.obelisk.demon.co.uk/6502/algorithms.html

This one isn't that bad though, it explains AND, ORA, EOR and some other things in a much more welcoming way.

NARFNra
Posted on 02-16-14 10:36 PM Link | Quote | ID: 155695


Koopa
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Posted by DurfarC
Posted by NARFNra
Does that make sense?
It does, although what you mentioned is a logical OR (ORA). Exclusive OR (EOR) works a bit different.

For each bit: If both values are 0 or both values are 1, the result is 0. If one value is 0 and the other one is 1, the result is 1.

Example

00101101
10011100
-------------
10110001


Ah, okay.

So, simple primer to sum it up (Sorry about my misinformation)

ORA:
If either of the bits is 1, the resulting bit is 1.

AND:
If both the bits are 1, the resulting bit is 1.

EOR:
If the bits are both different, the resulting bit is 1.

That's it, right?

DurfarC
Posted on 02-16-14 11:51 PM Link | Quote | ID: 155696


Shyguy
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Yes, that's it, nice, simple way to sum it up.

Gavzilla1000
Posted on 02-17-14 03:57 AM Link | Quote | ID: 155698


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Thanks for the clear up! That really helps a lot!

Time for another question! Again... hurray? (At least I'm keeping this board active?)

How exactly do I figure out the ASM for the Boss Select's pointer? You know... the cursor that highlights the boss you want to select? Yea, that thing. Do any of you know the procedure you have to go through to figure out where that is located? And the ASM that tells the game what level to go to when you selected a certain boss?

Thanks again for your guy's help last time!

Zynk
Posted on 02-17-14 11:51 AM Link | Quote | ID: 155702


Purple Leever
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Posted by DurfarC
Posted by Zynk
Btw, why does my copy of MegaFLEX has a small TSA table? Mine doesn't display the Robot Masters faces.
Choose "Config" on the top menu and change the "TSA Table Block Resolution" to "Small 8x32 (Aligned collumns)".

That worked.. but the Robot Masters faces still did not appear...



____________________

NARFNra
Posted on 02-17-14 08:37 PM Link | Quote | ID: 155710


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Did you make sure you were looking at bank 13, screen 1? It should load the masters over what currently says "Mega Man III".

32x1000
Posted on 02-17-14 10:31 PM (rev. 2 of 02-17-14 11:26 PM) Link | Quote | ID: 155712


Koopa
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I need some help Hacking MM5(or any other nes megaman game). I want to make a hack that is a sequel to a megaman Ripoff called Rocman X. I want to use the sprites from the ripoff instead of Megaman 5's. Unfortunately the sprites on the ripoff is 1 tile higher. I was wondering if anybody knew how to make it where I can expand Megaman's sprites to fit with the ripoffs. Thanks

NARFNra
Posted on 02-18-14 12:54 AM Link | Quote | ID: 155718


Koopa
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Posted by 32x1000
I need some help Hacking MM5(or any other nes megaman game). I want to make a hack that is a sequel to a megaman Ripoff called Rocman X. I want to use the sprites from the ripoff instead of Megaman 5's. Unfortunately the sprites on the ripoff is 1 tile higher. I was wondering if anybody knew how to make it where I can expand Megaman's sprites to fit with the ripoffs. Thanks


Why not just shave a pixel off the top? Rocman X's protag has a line of black pixels at the top, doesn't it? It's a lot less work than trying to mess around with hitboxes and sprites and such.

32x1000
Posted on 02-18-14 09:35 PM (rev. 3 of 02-18-14 09:35 PM) Link | Quote | ID: 155720


Koopa
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I guess that would work I'll try it and see how it works Thanks

NARFNra
Posted on 02-18-14 09:56 PM Link | Quote | ID: 155721


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Posted by 32x1000
I guess that would work I'll try it and see how it works Thanks



No problem! Good luck with your hack!

32x1000
Posted on 02-23-14 08:10 PM Link | Quote | ID: 155764


Koopa
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Does anybody know where the address is for Megaman's palette in Megaman 2?

Zynk
Posted on 02-24-14 02:56 PM Link | Quote | ID: 155768


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Posted by 32x1000
Does anybody know where the address is for Megaman's palette in Megaman 2?

The player sprite's palette is around 0003D313-0003D341.
Find the hexadecimal 0F 2C 11. <-this is Megaman's NES palette on all the NES games.

____________________

32x1000
Posted on 02-25-14 12:29 AM Link | Quote | ID: 155772


Koopa
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Ok thanks

XTTX
Posted on 02-28-14 05:14 AM Link | Quote | ID: 155853


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I'm assuming by this point that hybrid hex is not going to come out. I have been checking that site daily, lol. From what i seen in the old vids, looks pretty polished. :/

NARFNra
Posted on 02-28-14 05:22 AM Link | Quote | ID: 155854


Koopa
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Posted by XTTX
I'm assuming by this point that hybrid hex is not going to come out. I have been checking that site daily, lol. From what i seen in the old vids, looks pretty polished. :/


We can't say anything about Hybrid Hex until we know anything about Function20's current status. From what I've heard, he disappeared a while back.

It may be that we'll never see it again, but there's always the chance F20 has been busy with work or school or something else. We can only speculate.

Gavzilla1000
Posted on 02-28-14 10:39 PM Link | Quote | ID: 155876


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I've been getting a little bit more active in making a Megaman 5 hack, so I decided to try making some funky levels.
I have two question regarding this topic.

1) How do I make the scrolling sorta like Ducktales? Being able to jump down a pit, or climbing up a ladder and the screen centering on Megaman. I see this is multiple hacks, and it bothers me for not being able to do this.

2) How do I make the background scroll slower / not scroll at all? I could use this to make some pretty cool level designs, but I don't know how to do it. Example being Megaman Odyssey in Boltman's stage.
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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