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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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Zieldak
Posted on 06-14-14 12:09 AM Link | Quote | ID: 156769


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Posted by Insectduel
@Zieldak I don't think Himajin Jichicu wants anyone linking DIRECTLY to the uploaders for Rockman 2 CX but I can probably take it comparing with the Touhoumon authors.

I posted the download link on one of my YouTube videos but only to the website.

But he himself is linking them directly in his videos. Even the earlier betas. But maybe linking a video instead...

Trinitronity
Posted on 06-14-14 09:25 AM Link | Quote | ID: 156772


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Okay, I'm so stupid right now, but I forgot to ask something.
How do I code ASM? And please don't say Hex Editor, because my Hex Editors do NOT show any ASM commands.
I would also like an easily comprehandable tutorial for ASM hacking. Like a list of all the commands and functions or something similar...

caesur4
Posted on 06-14-14 07:41 PM Link | Quote | ID: 156775


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Thanks Rock5easily! That fixed it.

Does changing 7C26B: 1F --> A0 cause the interrupt flag to trigger so it jumps to a different bank?

I'm trying to understand why it fixed it.

@Trinitronity
These helped me out, I'm still not awesome, but I kinda get it now...
Tutorial:
http://skilldrick.github.io/easy6502/

Emulator and list of opcodes to mess around:
http://www.6502asm.com
http://www.6502.org/tutorials/6502opcodes.html

The FCEUXD emulator has a built in debugger and hex editor, use those together to identify and edit on-the-fly.

I haven't found any completely comprehendable easy-to-learn tutorials. But there are a lot of suggestions about halfway through this thread.

rock5easily
Posted on 06-15-14 05:20 AM Link | Quote | ID: 156783


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@caesur4

Big Pets' raster scroll effect generates IRQ twice a frame.
That fixed the second IRQ timimg for MMC5.

The specification of IRQ line is different in MMC3 and MMC5.

MMC3:
http://wiki.nesdev.com/w/index.php/MMC3#IRQ_latch_.28.24C000-.24DFFE.2C_even.29
> IRQ latch ($C000-$DFFE, even)
> ..., this value will be copied into the MMC3 IRQ counter at the end of the current scanline.
(relative value)

MMC5:
http://wiki.nesdev.com/w/index.php/MMC5#IRQ_Counter_.28.245203.29
> IRQ Counter ($5203)
> All eight bits specify the scanline number to generate IRQ at
(absolute value)

caesur4
Posted on 06-15-14 05:42 AM Link | Quote | ID: 156784


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@Rock5easily

That is awesome. I think I understand. One more question, how did you know that it was an IRQ problem and why did changing $C26B from $1F to $A0 fix the issue?

Was it because in the MMC3 mapper, $C26B created the raster scroll effect by accessing a relative address, so in the MMC5 mapper it needed to be adjusted to point to an absolute address? I'm still not exactly sure what I made happen.

Trinitronity
Posted on 06-15-14 07:57 AM Link | Quote | ID: 156787


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Oh my god. Rock5easily is back from the dead!
Just how awesome is that?
Welcome back, rock5easily. I would just like to mention that I have your MM2 editor, and that I would love to have your assistance!

rock5easily
Posted on 06-15-14 11:36 AM (rev. 3 of 06-20-14 08:52 AM) Link | Quote | ID: 156789


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@caesur4
Your understanding is right!

When I played the MMC5 version, 1st IRQ worked correctly. But 2nd IRQ didn't work.
So I guessed something wrong with its setting.

Following pictures express the differences between MMC3 and MMC5 IRQ line specification.
(Scanline $80 is 1st IRQ line.)

MMC3


MMC5



@Trinitronity
Thank you for using my editor. (Characters were garbled in English environment...)
I'd like to help you, if I can do.

Trinitronity
Posted on 06-15-14 10:06 PM Link | Quote | ID: 156791


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Posted by rock5easily
@Trinitronity
Thank you for using my editor. (Characters were garbled in English environment...)
I'd like to help you, if I can do.

Thanks. What I'm basically trying to do is finishing some RockMan 2 hacks, that are sadly cancelled, starting with the more basic one, Rockman Unprecedented by DHI.
I have already finished all the Robot Master stages in terms of level design, but I'm having many more problems.
[list]
[li]If you die in QuickMan's and BubbleMan's stage before reaching the first checkpoint or after reaching the second checkpoint, nothing weird happens, but if you die in these stage between the first and the second checkpoint, the screen scroling will change drastically, making the stages unplayable then[/li]
[li]Because I have changed the level design of Wily Stage 3 and thus the screen scroling, the game restarts after reaching a certain part in that stage, making that stage unbeatable (the cause of the problem probably has something to do with the enemy sprite banks used in the rooms, but I cannot know for sure)[/li]
[li]I cannot find any way to set the enemy sprite bank for the use of the rooms, and no, visine does not do that either, I have checked it (and besides, the buttons in visine stop working at random, and not even the ESC button would work then)[/li]
[li]When checking out the original Unprecedented with rock5easily's editor, I have found out that Wily Stage 2 is, in fact, fully functional. Because of that, I have no idea, why the game crashes when trying to load up that stage. If only I would know, how to reenable Wily Stage 2...[/li]
[li]Later, I would need to learn ASM coding for MM2, so I can change the behavior of bosses and the music as well (I will only replace the Rosenkreuz tracks, though, since I wanna use them myself later for something else, which I want to keep as a secret at first). However, I will worry about that later, after I have fixed the remaing issues and ave finished all the level designs.[/li]
[/list]
I would be super glad if I could receive help from a veteran. Thanks in advance!

Zieldak
Posted on 06-15-14 10:26 PM Link | Quote | ID: 156792


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Posted by Trinitronity
Thanks. What I'm basically trying to do is finishing some RockMan 2 hacks, that are sadly cancelled, starting with the more basic one, Rockman Unprecedented by DHI.


Finishing others' hacks? And what if the original author doesn't/didn't want it to be finished? And shouldn't you ask the original author for permission to do this?

Trinitronity
Posted on 06-15-14 10:52 PM Link | Quote | ID: 156793


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Posted by Zieldak
Posted by Trinitronity
Thanks. What I'm basically trying to do is finishing some RockMan 2 hacks, that are sadly cancelled, starting with the more basic one, Rockman Unprecedented by DHI.


Finishing others' hacks? And what if the original author doesn't/didn't want it to be finished? And shouldn't you ask the original author for permission to do this?

Well, I would ask for permission, if I could. However, I have no idea, how to contact any japanese author.
Also, why would DHI not want his hack to be finished? That blows my mind in so many levels.

DurfarC
Posted on 06-16-14 01:33 AM Link | Quote | ID: 156795


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I have to agree with Zieldak on this one, though if you're going to carry on anyway, at least make sure that you tried to reach the authors through every single possible channel, that they've been gone for many, many years and that you specify that your modifications are not official upon releasing them to the public.

Trinitronity
Posted on 06-16-14 08:41 AM Link | Quote | ID: 156801


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Posted by DurfarC
I have to agree with Zieldak on this one, though if you're going to carry on anyway, at least make sure that you tried to reach the authors through every single possible channel, that they've been gone for many, many years and that you specify that your modifications are not official upon releasing them to the public.

Well, if I cannot contact DHI, then I will at least credit him, where credit is due.
Anyway, I would love it, if someone could tell me, how too contact DHI and if he understands english, because I can't speak japanese and Google Translate likes to fuck up speeches.

rock5easily
Posted on 06-17-14 12:48 PM Link | Quote | ID: 156826


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Posted by Trinitronity
Posted by DurfarC
I have to agree with Zieldak on this one, though if you're going to carry on anyway, at least make sure that you tried to reach the authors through every single possible channel, that they've been gone for many, many years and that you specify that your modifications are not official upon releasing them to the public.

Well, if I cannot contact DHI, then I will at least credit him, where credit is due.
Anyway, I would love it, if someone could tell me, how too contact DHI and if he understands english, because I can't speak japanese and Google Translate likes to fuck up speeches.

I agree with Zieldak and DurfarC.
I do not desire to participate in the modification, while permission has been ambiguous.
DHI is active by the name of DhiArk. But I don't know he is still continuing MM hack...


By the way, I translated my editor in English.
There are probably many translation mistakes.
http://rock5easily.sakura.ne.jp/archive/r2e_eng.zip

Trinitronity
Posted on 06-17-14 04:01 PM Link | Quote | ID: 156827


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Posted by rock5easily
DHI is active by the name of DhiArk. But I don't know he is still continuing MM hack...


By the way, I translated my editor in English.
There are probably many translation mistakes.
http://rock5easily.sakura.ne.jp/archive/r2e_eng.zip


Wait, active in this forum? That would be awesome, if I have understood you right.
Okay, I come back to you later, after DHI answered to my message.
Also, I like what you have translated so far in your translation edit of your editor.
I could possibly help you with object names, if you want.
I have already translated some object names into the international names (I have even added both the official and the americanized names for some enemies like Batton, Monking and Kaminagoro).
However, my list is still unfinished, but I have intended on finishing the list.

Zieldak
Posted on 06-17-14 04:19 PM Link | Quote | ID: 156828


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Posted by Trinitronity
Wait, active in this forum? That would be awesome, if I have understood you right.


No, not on this forum. Twitter for example.

Trinitronity
Posted on 06-17-14 04:57 PM Link | Quote | ID: 156829


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Posted by Zieldak
Posted by Trinitronity
Wait, active in this forum? That would be awesome, if I have understood you right.


No, not on this forum. Twitter for example.

Ah, crap, Twitter...
I really don't wanna sign up at Twitter or Facebook or anything like that, since I really don't like those kinds of websites...do you know any alternate place, where I can contact DHI/DhiArk?
I would actually prefer to just have his e-mail address, so I can ask him in through e-mail...
Also, does DHI understand english? Because Google Translate is just LOL at translating, and I sadly don't speak japanese.

Zynk
Posted on 06-17-14 05:16 PM Link | Quote | ID: 156831


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Posted by rock5easily
By the way, I translated my editor in English.
There are probably many translation mistakes.
http://rock5easily.sakura.ne.jp/archive/r2e_eng.zip

This is great, no more question marks. Thanks!

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Trinitronity
Posted on 06-17-14 05:21 PM (rev. 2 of 06-17-14 07:01 PM) Link | Quote | ID: 156832


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Actually, there still are questions marks.
But there aren't as many question marks like before, and that already ia an improvement.
EDIT: https://www.youtube.com/watch?v=jf0SbVLxiA0
This video proves that Wily Stage 2 DOES exist in RockMan Unprecedented.
I still need to figure out, how to make that stage visitable without savestates...

caesur4
Posted on 06-18-14 04:32 AM Link | Quote | ID: 156848


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I've been trying to use the debugger and trace logger to find the code for Mega Man's face when he blinks in MM5.

I think it has something to do with the counter at $0540 in the RAM (because it counts up from #$00 to #$0B and resets back to #$00--MM's face changes for #$0A and #$0B and then goes back to eyes-open), but that counter controls other sprite things, too.

Anyway, I'm trying to find the code for his blink so I can remove it or turn it into something else.

I saved data from the Trace Logger of two frames: before MM blinks, and when his eyes are closed. And for the most part, I don't know what I'm looking at.
http://acmlm.kafuka.org/uploader/get.php?id=4642


Also, can you add tile(s) to modify the Mega Man character sprite, instead of just modifying the existing ones? For this I imagine new ASM code would be needed to tell the tile where it goes under what circumstances.

Thanks!

Vanya
Posted on 06-18-14 11:57 AM Link | Quote | ID: 156850


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If you just want to remove it you can accomplish that simply by changing the graphics to match the non blink tiles, no?

What would you do with it other than blinking?

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