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

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Zynk
Posted on 05-10-14 06:09 PM Link | Quote | ID: 156517


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Yea. I copied it here: http://datacrystal.romhacking.net/wiki/Mega_Man_III:TBL

I searched text RM (or hex=1B16) and it only matched one, changing that doesn't do anything.

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kuja killer
Posted on 05-11-14 04:40 AM Link | Quote | ID: 156519


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here you go
http://acmlm.kafuka.org/uploader/get.php?id=4095

** Open the document "weapon menu.rtf"

** Scroll down to the section in red font "game data"

** look at the section in bolded black "Weapon Names (Initials)"

and that will tell you how to do it.

Zynk
Posted on 05-12-14 12:49 PM Link | Quote | ID: 156530


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Thanks kujakiller, Tango Jet says hi

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kuja killer
Posted on 05-12-14 02:43 PM Link | Quote | ID: 156532


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Posted by Zynk

Thanks kujakiller, Tango Jet says hi


'welcome, okay now if you need to edit that image of rush jet's remains, look at the section titled "Weapon Images (top left corner of menu)" in that document.

take a look at the table and i had documented there, that rush jet's data is $4780 - $47A4

You can't expand the data any "more" than that im afraid. so if you have any un-used tiles like that little flame i see below tango's tail, you can insert a blank empty tile at 4781, 4785, 4789, 478D ... etc etc (every 4th byte from there)

use tile id 24 to do that. (if you need to)

So you can move tango's "tail" X position down a bit properly once you find which part of that data it's in.

*** edit: or you already have it perfect ?? i accidently thought the flame part was left-over from jet

Zynk
Posted on 05-12-14 05:03 PM Link | Quote | ID: 156533


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I think I'm finished with the menu & in-game Tango modes.
I'm thinking of removing the flame on the Tango Jet menu. *done*

Aside from Tango Jet, I found an open mouthed Rush on Marine mode, but it seems to be unused; I bet its for the shooting animation. Is there a way to reuse it?

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Insectduel
Posted on 05-15-14 08:02 PM Link | Quote | ID: 156542


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Warning! Fake screenshots!

Looks like CAPCOM created a legit 8-Bit Roll for Rockman 1 Mobile and the sprites is uploaded on Sprites-INC website.

But, do you know what it takes to create Roll mobile into a NES game?




Anyone can easily use mobile Roll into any of Mega Man fan games but when it comes to Mega Man ROM-Hacks, there are facts.

Based on the Mega Man 4 screenshots, the NES actually have color limitations so Roll cannot have her green bow or other known color schemes. There may be a few sprite limitations as well.

I am going to challenge myself in creating the mobile Roll Chan for Mega Man 4 using YY-CHR and Matrixz's Capcom Sprite Assembler. I draw mobile Roll from Sprites-INC into the tile editor and assemble the pieces.

Zynk's Roll Chan is much more favorable than Yuifa's even for Rockman 5's Roll Chan.

Zieldak
Posted on 05-16-14 12:53 PM (rev. 2 of 05-17-14 10:49 PM) Link | Quote | ID: 156546


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I'm restarting/continuing my MM3C project soon. School and drawing my own graphics sure is trouble.

I made a very-very-very little progress since January.

I have a stage tileset mostly done, yet have to replace the edited MM1 tiles with something else. I do not know yet whose will it be, yet I think it belongs to either Needle or Shadow.

I've also have made some tiles for the Wily stages. These are desinged after MM9 and 10 Wily tiles.

Aaand, I have redrawn some of the enemies in the game.

That's all for now, I didn't want to create a new topic for this, or re-open the old one. It's summer vacation in 1 month, so I'll be free, and be able to work on it. I'm still having trouble makin' the tilesets.

Oh, and could someone throw me with some MM3 docs? I think I'm too lazy gettin' em.

Zynk
Posted on 05-16-14 01:57 PM Link | Quote | ID: 156547


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@Insectduel: Wow goodluck inserting Mobile Roll in NES. +1

I had difficulty in making the tile insertion working on CSA. I even sought help from Matrixz, but he himself has somewhat forgotten how his editor work....

btw, from the looks on your mockup, it looks like you want to have Roll's mouth red too, in addition to the green bow?

@Zieldak, here's obligatory help docs:
MM3 docs = http://acmlm.kafuka.org/uploader/get.php?id=3940
More MM3 docs = http://acmlm.kafuka.org/uploader/get.php?id=4095

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Zieldak
Posted on 05-16-14 04:41 PM (rev. 3 of 05-16-14 05:26 PM) Link | Quote | ID: 156549


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Heh, I already have these ones. Thanks anyway.

By the way, it's now possible to follow the progress of Crimson here: Zieldak's Domain

Insectduel
Posted on 05-16-14 08:56 PM Link | Quote | ID: 156551


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@Zynk I am suprised to hear that! But CSA is a really advanced tool once you get used to it and the proper tools. I am a profession at this tool.



This screenshot is real! I have been working on Roll Chan 5 YH which is just a player version of Rock5easily's Rockman 5 YH and her story is different. Roll faces Mega Man and his assembled sprites is just require some freespace. Everyone expecting Protoman VS. Megaman back in the past when Proto Man 5 was made but it just needs patience.

Trinitronity
Posted on 05-16-14 10:26 PM (rev. 3 of 05-17-14 01:07 PM) Link | Quote | ID: 156552


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Okay, I have a problem.
I tried to change the tile id references in the weapon images.
However, nothing gets changed AT ALL. Why?
EDIT: Also, if I want to change MagnetMan's behavior, I should go to his AI code, right?
If yes, then I would like to know, how I can find out, which part of his AI coding controls MagnetMan's "floating in the air while shooting Magnet Missiles".

Insectduel
Posted on 05-17-14 02:09 PM Link | Quote | ID: 156555


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@Trinitronity You can start from knowing enemy ID's. Find out what enemy ID where Magnet Man shoots Magnet Missles and mess around with his floating controls. In Mega Man ROM-Hacking, usually the load of the code then Jump to SubRoutine where the Enemy ID ram address is stored.

Trinitronity
Posted on 05-17-14 03:29 PM Link | Quote | ID: 156556


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Posted by Insectduel
@Trinitronity You can start from knowing enemy ID's. Find out what enemy ID where Magnet Man shoots Magnet Missles and mess around with his floating controls. In Mega Man ROM-Hacking, usually the load of the code then Jump to SubRoutine where the Enemy ID ram address is stored.

Okay, I'm not sure if I understand you correctly.
Do you want to tell me that every of MagnetMan's action has its own enemy ID or what?
I'm really trying to understand the basics of ASM coding.
I know, what ORA, EOR and AND means, but...

Insectduel
Posted on 05-17-14 10:16 PM Link | Quote | ID: 156557


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Nope, MagnetMan's action is determine by ID frames.
What MagnetMan shoots his projectiles are your enemy ID's.

Trinitronity
Posted on 05-18-14 07:58 AM (rev. 3 of 05-19-14 08:53 AM) Link | Quote | ID: 156559


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Posted by Insectduel
Nope, MagnetMan's action is determine by ID frames.
What MagnetMan shoots his projectiles are your enemy ID's.

Ah, okay. I actually don't want to do anything with his Magnet Missiles, but this:
If MagnetMan starts shooting, he also starts moving horizontally at the same time (I would make him shoot so often that he ends up at the same point, where he started the shooting, if he stops the shooting).
EDIT1: Aside from that, I also have questions regarding hacking MegaMan 2/ RockMan 2.
1. How do I change the set of block types in a level? I want to replace the swim type with a ladder type.
2. Regarding pallettes, I have found this:


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.


Does that means that MegaMan's pallette appears only once. And is the address for MegaMan's pallette somewhere else in Rockman 2? And what about the boss pallettes?
3. Also, how come that the address for MegaMan's pallette in MegaMan 2 is found, but not in MegaMan 3? I know it is multiple places, but there could be at least a list of every instance, that really is MegaMan's pallette and not something else (2C 11 is definitely NOT exclusive to just MegaMan's pallette).
EDIT2: And guess what. More Rockman 2 shenanigans.

I don't understand anything in the red circles. Could someone please provide a FULL english translation of rock5easily's Rockman 2 editor? Thanks in advance!

Insectduel
Posted on 05-19-14 04:16 PM (rev. 2 of 05-19-14 04:17 PM) Link | Quote | ID: 156563


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I don't understand anything in the red circles. Could someone please provide a FULL english translation of rock5easily's Rockman 2 editor? Thanks in advance!


Where do you download that Rockman 2 Editor from?
There's a download at Romhacking dot net that comes in a document file with full English translation tutorials.

Trinitronity
Posted on 05-19-14 04:38 PM (rev. 3 of 05-19-14 07:59 PM) Link | Quote | ID: 156564


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That's exactly, where I have downloaded it from.
But the translation there is very VERY incomplete...
However, I also have many MANY questions regarding MegaMan 2/RockMan 2 hacking, so I might send you a large PM sometime.
EDIT: Okay, I have a grave problem now.
After moving MegaFLE X to a different location, I cannot run that program anymore, because it cannot find the COMCT232.OCX file anymore, although it is in the same directory like MegaFLE X...why does that happen to me? How can I fix that? Thanks in advance!

Zieldak
Posted on 05-19-14 08:02 PM (rev. 4 of 05-20-14 04:40 PM) Link | Quote | ID: 156566


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You could've always used visine... IF IT HAS IT'S ENEMY PLACING FIXED AND WASN'T CORRUPTING THE ROM... :/ And doesn't even work on Win7. -.-
As for your editor... I can't say much either, just take a look at the text file. That's the only thing you can do or test the values and buttons, but with a backup rom or something.

EDIT: It's in the main folder, right?... Uumm... That program doesn't like other drives than C:... Is it there? And is the .ocx file in the folder too?

EDIT2: Tried exactring the program in the same or an other folder and run it?

Trinitronity
Posted on 05-19-14 08:58 PM (rev. 2 of 05-20-14 10:48 AM) Link | Quote | ID: 156567


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Posted by Zieldak
You could've always used visine... IF IT HAS IT'S ENEMY PLACING FIXED AND WASN'T CORRUPTING THE ROM... :/ And doesn't even work for Win7. -.-
As for your editor... I can't say much either, just take a look at the text file. That's the only thing you can do or test the values and buttons, but with a backup rom or something.

EDIT: It's in the main folder, right?... Uumm... That program doesn't like other drives than C:... Is it there? And is the .ocx file in the folder too?

Well, Visine doesn't work for me, even with DosBOX.
And the tet tile to Rock5easily's editor couldn't be more unhelpful.
Also, yes, the OCX file is in the main folder of MegaFLE X and the main folder is in the C: drive...
EDIT: Okay, MegaFLE X works now, but I still have problems with rock5easily's Rockman 2 editor (and rock5easily editors in general).

caesur4
Posted on 05-20-14 09:04 PM Link | Quote | ID: 156573


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Hi there!

I am completely new here, but I just finished reading this entire thread, and it's been super helpful.

I started a MM5 hack a little while back just to mess around with sprites, but I'm looking to expand my goal now.

Kuja Killer linked this Rockman5 MMC5 mapper about halfway through the thread (http://acmlm.kafuka.org/uploader/get.php?id=4298). I tried it out on a clean Rockman5(J) rom, and on the rom I was working on: Mega Man 5 (U). Both worked fine, for the most part.

Anyway I played all the way through it, and I found one bug. And I don't have the experience to fix it. The Wily1 Boss platform shooting got messed up. If you shoot the bottom part of the boss' body, it shoots out an "invisible" platform. If you shoot the top part of the boss' body, it shoots both of the platforms out at the same time (but only the top platform is tangible). I feel like it's a pretty easy fix, but I'm not exactly sure what I'm looking for.

I got as far as finding out that $03C9 and $03CA in the RAM are written to based on whether you hit the top or bottom platform, respectively...

Any help would be really appreciated!



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