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

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Zieldak
Posted on 06-21-14 11:55 PM (rev. 2 of 06-21-14 11:57 PM) Link | Quote | ID: 156920


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I can't thank you enough Kuja. You do have a lot of notes on the game, huh.

Trinitronity
Posted on 06-22-14 07:08 AM Link | Quote | ID: 156926


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Posted by kuja killer
31AF7 - Screen ID number minus 1
31B0C - Scroll Map ID number
31B10 - Level ID number
31B34 + 31B38 - CHR page (graphics for the level)
31B7E - Screen ID number

31BBA - Song ( the boss song starts an extra time here for some reason, the Rockman 3 Burst Chaser hack set this to F0, which mutes the volume, its actually very clever, so the song doesnt play 2 times. you can do that too )
So if you want to do the same like 3BC, change this to F0

31E3A-31E59 - BG and Sprite Palletes
-----------------------------------------------------------

theres a whole bunch more settings in this area like where to set megaman's telport down position, where to set protoman, his speeds, and so on. I was just giving the most "important" stuff here for the momment.

Hmm...sounds very detailed for the start.
However, I would like my BreakMan stage to be an actual (albeit short) stage, complete with gates, which, however, would be located with...hmm...I think locating the new BreakMan stage with the new Wily 1 should be a good idea...
I also would like to add an intro stage (which only consists of 6 screen/one empty room + boss room and no checkpoints), which would be located with ShadowMan's new stage (since both the intro stage and ShadowMan's stage now play in a burning forest).

caesur4
Posted on 06-22-14 07:08 AM (rev. 5 of 06-22-14 07:45 AM) Link | Quote | ID: 156927


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How could I edit the standing idle blink animation in MM5 to replace it with some other code? I found some stuff that changes what animation frame is used, and the delay between each frame (x27af8-x27b04) but I can't find a way to remove the animation frames I don't want.

edit: I'm an idiot. x27af8 is the one I was looking for.

edit again: It screws some stuff up after shooting while standing... changing x27b05 to the same thing seems to have fixed it. Something to do with the standing still animation frames needing to be the same as the standing while shooting animation frames?

Zieldak
Posted on 06-22-14 07:42 AM Link | Quote | ID: 156928


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Posted by Trinitronity
Posted by kuja killer
31AF7 - Screen ID number minus 1[...]

Hmm...sounds very detailed for the start.
However, I would like my BreakMan stage to be an actual (albeit short) stage, complete with gates, which, however, would be located with...hmm...I think locating the new BreakMan stage with the new Wily 1 should be a good idea...
I also would like to add an intro stage (which only consists of 6 screen/one empty room + boss room and no checkpoints), which would be located with ShadowMan's new stage (since both the intro stage and ShadowMan's stage now play in a burning forest).

You can actually make a short level for him. But the battle is actually controlled by this code, there is no Enemy code for Break Man actually. Only Proto Man has it's ID. I don't think ID 78 works as the boss.

You could replace one of the bosses with Break Man with this code. However, I don't know if it'd work correctly. But you would have to skip the Break Man fight after the Docs, skipping to Wily 1. But adding the Break Man stage wouldn't be a good idea, unless you make a whole new level data for it. I think some Wily stages use the same stage data, with different CHRs or something.

Adding an intro stage comes with a lot of coding and stuff, huh.

Trinitronity
Posted on 06-22-14 08:31 AM Link | Quote | ID: 156929


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Yeah, Wily Stages 2,3 and 5 use the same SBD bank.
My plan was to make the BreakMan stage and Wily 1 use the same SBD bank as well.
And I also wanted to make the intro stage and ShadowMan's stage use the same SBD bank as well.
And yeah, I thought that coding intro stages works similarly to how the BreakMan boss fight is coded...

rock5easily
Posted on 06-22-14 09:06 AM (rev. 2 of 06-22-14 09:40 AM) Link | Quote | ID: 156930


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Posted by kuja killer
Posted by rock5easily
I made "sprite auto adjustment" patch for Rockman/Megaman5.
This prevent sprite blinks by adjusting CHR-BANK assignment automatically.

IPS patch
Demo movie



thats interesting I always wondered why mm 5 was the only one of all 6 NES megaman's that did that had this weird sprite blinking/disappearing problem. None of the other games did that.

pretty cool fix there

Thank you, kuja killer
I'm glad if hacks of Megaman/Rockman5 are created more and more.


@caesur4

Did you change the value at $27AF8 from 0A to 09?
The number of animation frames is often referred by Megaman's routines.
So it is better is to edit the number of frames so that does not change.

For example,
27B04 : 02 -> 01

Thanatos-Zero
Posted on 06-22-14 05:01 PM Link | Quote | ID: 156933


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Posted by Trinitronity
Yeah, Wily Stages 2,3 and 5 use the same SBD bank.
My plan was to make the BreakMan stage and Wily 1 use the same SBD bank as well.
And I also wanted to make the intro stage and ShadowMan's stage use the same SBD bank as well.
And yeah, I thought that coding intro stages works similarly to how the BreakMan boss fight is coded...


If there is one thing I wish for Rockman/Megaman 3, then it would be the programming of the Blues/Protoman encounters, into actual Boss battles like PureSabe did with the Rockman/Megaman Killers.
The final battle against Blues as Breakman would make him use of all resources.
https://www.youtube.com/watch?v=NA45z5EArNE#t=1m
https://www.youtube.com/watch?v=GdJB686I3NI#t=28s

I wish PureSabe would do such a thing.

____________________
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There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".

caesur4
Posted on 06-22-14 07:02 PM (rev. 2 of 06-23-14 02:01 AM) Link | Quote | ID: 156934


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Posted by rock5easily

@caesur4

Did you change the value at $27AF8 from 0A to 09?
The number of animation frames is often referred by Megaman's routines.
So it is better is to edit the number of frames so that does not change.

For example,
27B04 : 02 -> 01


I was worried about that.
I have an odd number of animations that I want to use (3), so I couldn't just modify what the frames look like. I changed $27AF8: 0A-->02, and it altered the standing and shooting animation, so I changed $27B05: 0A-->02. I haven't done a playthrough again to see if there's anything else that got affected, but I can't think of another way to get 3 different animations used repeatedly instead of the usual.

I also can't seem to find an animation frame that isn't used anywhere else. And I'm not sure how to set up a new one yet.

rock5easily
Posted on 06-23-14 11:42 PM Link | Quote | ID: 156945


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I upgraded Rockman5 Sprite viewer.
Data reference count can be seen in "Data Reference Info" tab.
http://rock5easily.sakura.ne.jp/archive/r5spriteviewer1.1.zip


caesur4
Posted on 06-25-14 06:19 AM (rev. 2 of 06-25-14 06:20 AM) Link | Quote | ID: 156953


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Posted by rock5easily
I upgraded Rockman5 Sprite viewer.
Data reference count can be seen in "Data Reference Info" tab.
http://rock5easily.sakura.ne.jp/archive/r5spriteviewer1.1.zip



This has already been SO helpful. Especially for finding both location of what tile was used and where it's used. Can you add a function to query? like, Find sprites that are only referenced once. Or never at all?


different question:
Matrixz's Capcom Sprite Assembler can add tiles/animations or remove them, but only for MM4. Does anyone know how I could do that (whether manually or via program) for MM5?

Insectduel
Posted on 06-25-14 10:17 PM (rev. 2 of 06-25-14 10:17 PM) Link | Quote | ID: 156963


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Posted by caesur4
Does anyone know how I could do that (whether manually or via program) for MM5?


I did that when I turn Blues/Protoman into Rockman/Mega Man for Rockman 5/Mega Man V. You just have to memorize tile numbers in order and look into Ram and Rom offsets while using Matrixz's CSA editor. Rockman/Megaman has more tile space than Blues/Protoman when you turn them into enemies before facing Darkman.

Trinitronity
Posted on 06-26-14 01:40 PM Link | Quote | ID: 156969


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Posted by caesur4
different question:
Matrixz's Capcom Sprite Assembler can add tiles/animations or remove them, but only for MM4. Does anyone know how I could do that (whether manually or via program) for MM5?

I actually would like to have such thing for MegaMan 3 as well, since I'm gonna replace the robot masters in my MM3 hack.
However, hearing of such program in general is interesting. Where can I find the MM4 version?

caesur4
Posted on 06-27-14 01:23 AM Link | Quote | ID: 156986


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Posted by Trinitronity
Posted by caesur4
different question:
Matrixz's Capcom Sprite Assembler can add tiles/animations or remove them, but only for MM4. Does anyone know how I could do that (whether manually or via program) for MM5?

I actually would like to have such thing for MegaMan 3 as well, since I'm gonna replace the robot masters in my MM3 hack.
However, hearing of such program in general is interesting. Where can I find the MM4 version?

There's one version, and it shows/edits the sprites (and animations) for several different capcom games.

Here's where I found it.
http://www.romhacking.net/utilities/983/

Matrixz has this file to go along with it if you want to make the assembler more complete.
http://acmlm.kafuka.org/uploader/get.php?id=4103

SnoruntPyro
Posted on 06-27-14 02:08 AM (rev. 2 of 06-27-14 02:11 AM) Link | Quote | ID: 156987

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Pretty new to romhacking, but just a question - does anyone know where the hexes...pointers...whatever (don't know what they're called; for example, $C602) are for the weapons in MM3? I've seen some small documentation of Hard Knuckle, and to a much lesser extent Shadow Blade, Magnet Missile and Search Snake in kuja killer's documents, but no dice for the others. I'd like to modify multiple parts of the weapons, but the thing most important to me is the weapon's speed. Thanks in advance.

caesur4
Posted on 06-27-14 04:37 AM Link | Quote | ID: 156989


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Posted by Insectduel
Posted by caesur4
Does anyone know how I could do that (whether manually or via program) for MM5?


I did that when I turn Blues/Protoman into Rockman/Mega Man for Rockman 5/Mega Man V. You just have to memorize tile numbers in order and look into Ram and Rom offsets while using Matrixz's CSA editor. Rockman/Megaman has more tile space than Blues/Protoman when you turn them into enemies before facing Darkman.


I appreciate the response, but that isn't really giving me any new direction.

I can identify where all of the tiles are, what they look like, and what their IDs are. I'm having trouble stringing them together. For example, I know the tile IDs for MM standing still (in MM5: $25A72), and I know how to change them out for other tiles.

I don't know how to make a sprite with 9 tiles use 10 instead. I want to say that $8000 in the RAM has something to do with the sprite that ges drawn...?

Trinitronity
Posted on 06-27-14 11:02 AM Link | Quote | ID: 156991


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Posted by caesur4
Posted by Trinitronity
Posted by caesur4
different question:
Matrixz's Capcom Sprite Assembler can add tiles/animations or remove them, but only for MM4. Does anyone know how I could do that (whether manually or via program) for MM5?

I actually would like to have such thing for MegaMan 3 as well, since I'm gonna replace the robot masters in my MM3 hack.
However, hearing of such program in general is interesting. Where can I find the MM4 version?

There's one version, and it shows/edits the sprites (and animations) for several different capcom games.

Here's where I found it.
http://www.romhacking.net/utilities/983/

Matrixz has this file to go along with it if you want to make the assembler more complete.
http://acmlm.kafuka.org/uploader/get.php?id=4103

Okay, his sprite assembler looks like a real mess.
That way, I will never be able to edit Robot Master sprites with easy.
I also cannot change the default pallette of the player with that program, and I really need to do it, and I really do NOT want to search for all hex entries with the values equal to the color values...

Insectduel
Posted on 06-27-14 07:35 PM Link | Quote | ID: 156995


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Using Matrixz's CSA editor requires your Tile Editor that has their ROM Offsets. If you want to edit something, you have to use your Tile Editor and go to a specific ROM Offset.

I was thinking of making a tutorial video of it since there aren't any but I am not doing tutorial videos for free or to freelance your current project. I appreciate some kind of cash payment in order to teach you guys to use the editor the right way and to assemble the sprites.

Besides, there are more stuff I haven't even know much of the CSA editor itself.

Trinitronity
Posted on 06-27-14 10:01 PM Link | Quote | ID: 157001


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Actually, I don't wanna use the CSA anymore, since I heard that it can corrupt the ROM graphically.
I have checked, and thankfully, nothing happened so far, but I don't want to take any risks anymore.
So...any alternatives?

caesur4
Posted on 06-28-14 02:07 AM (rev. 3 of 06-28-14 06:34 AM) Link | Quote | ID: 157008


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Posted by SnoruntPyro
Pretty new to romhacking, but just a question - does anyone know where the hexes...pointers...whatever (don't know what they're called; for example, $C602) are for the weapons in MM3? I've seen some small documentation of Hard Knuckle, and to a much lesser extent Shadow Blade, Magnet Missile and Search Snake in kuja killer's documents, but no dice for the others. I'd like to modify multiple parts of the weapons, but the thing most important to me is the weapon's speed. Thanks in advance.


MM's regular buster shooting speed is at $3d166 in the ROM, and it looks like the speed of at least magnet, needle, spark, shadow, and gemini are all affected if you change that. I wish I could do more to help. It's likely that ALL of the weapon data is around that 3dxxx area (actually, it looks like a lot of the weapons physics are around $38800-$38900), so you might just want to play around with Hex values around the $01-$0A range. Good luck!

edit to talk about my problem:

I think I'm onto something with my problem.
Basically every single one of my MM sprites is going to require 1 to 2 more tiles in the sprite. I think there's enough unused space that it should work.

And I think I know how the animation/spritebuilding process works in MM5 now, thanks to Rock5easily's sprite viewer (thanks!).

So the MM Blinking animation is located at $27AF8,
Hex: 0A 08 01 01 01 01 01 01 01 01 01 01 02 XX
Breakdown: First value = number of frames (-1); second value is time delay between frames; the rest of the values are the sprite/frame IDs, so in this case MM eyes open 10 times and MM eyes closed 1 time.

If I edit 0A to 0B I can get one more frame, and just change the next value in the sequence (XX) to the sprite ID I want to see. But then I've erased data for a different animation. But I can push it all forward to a point where there is unused data. BUT, if I do that then everything that used to point to the old place needs to point to somewhere new.

That's where I'm stuck. So yeah, idk, I think I've kinda got a plan.

Trinitronity
Posted on 06-28-14 09:52 AM Link | Quote | ID: 157018


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Posted by za909

The thing is I need to change the basic palettes for Megaman. There are a couple documented places for his basic colors (0F 0F 2C 11) but that still doesn't help when it comes to cutscenes. He appears with this palette no matter what I do. I've searched for these values with a hex editor and there are several results for this palette. I just don't know if it's safe to edit them all.

Sorry, but could you please link me to these documented places? I really need it for my hack.
Thanks in advance!
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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