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Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
Zieldak |
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Crow Level: 42 Posts: 156/387 EXP: 510783 Next: 10579 Since: 12-01-11 From: Hungary Last post: 1283 days Last view: 1174 days |
I can't thank you enough Kuja. You do have a lot of notes on the game, huh. |
Trinitronity |
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Porcupo Level: 38 Posts: 85/311 EXP: 349907 Next: 20540 Since: 02-04-13 Last post: 1910 days Last view: 552 days |
Posted by kuja killer 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 |
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Red Goomba Level: 16 Posts: 8/47 EXP: 19333 Next: 923 Since: 05-20-14 From: Iowa Last post: 1731 days Last view: 634 days |
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 |
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Crow Level: 42 Posts: 157/387 EXP: 510783 Next: 10579 Since: 12-01-11 From: Hungary Last post: 1283 days Last view: 1174 days |
Posted by TrinitronityPosted by kuja killer 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 |
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Porcupo Level: 38 Posts: 86/311 EXP: 349907 Next: 20540 Since: 02-04-13 Last post: 1910 days Last view: 552 days |
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 |
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Goomba Level: 12 Posts: 8/24 EXP: 7031 Next: 890 Since: 06-13-14 From: Japan Last post: 3009 days Last view: 2515 days |
Posted by kuja killerPosted by rock5easily 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 |
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Nipper Plant Level: 45 Posts: 325/423 EXP: 651194 Next: 8970 Since: 11-25-08 From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25 Last post: 1062 days Last view: 1025 days |
Posted by Trinitronity 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. ____________________ I was a prisoner enclosed in the void, were everything might end up just as myself. 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 |
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Red Goomba Level: 16 Posts: 9/47 EXP: 19333 Next: 923 Since: 05-20-14 From: Iowa Last post: 1731 days Last view: 634 days |
Posted by rock5easily 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 |
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Goomba Level: 12 Posts: 9/24 EXP: 7031 Next: 890 Since: 06-13-14 From: Japan Last post: 3009 days Last view: 2515 days |
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 |
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Red Goomba Level: 16 Posts: 10/47 EXP: 19333 Next: 923 Since: 05-20-14 From: Iowa Last post: 1731 days Last view: 634 days |
Posted by rock5easily 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 |
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Hammer Brother Level: 68 Posts: 854/1069 EXP: 2681298 Next: 47502 Since: 02-16-08 From: Insectduel's office Last post: 1228 days Last view: 1228 days |
Posted by caesur4 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 |
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Porcupo Level: 38 Posts: 87/311 EXP: 349907 Next: 20540 Since: 02-04-13 Last post: 1910 days Last view: 552 days |
Posted by caesur4 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 |
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Red Goomba Level: 16 Posts: 11/47 EXP: 19333 Next: 923 Since: 05-20-14 From: Iowa Last post: 1731 days Last view: 634 days |
Posted by TrinitronityPosted by caesur4 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 |
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Newcomer Level: 6 Posts: 1/6 EXP: 877 Next: 30 Since: 06-27-14 Last post: 3479 days Last view: 3477 days |
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 |
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Red Goomba Level: 16 Posts: 12/47 EXP: 19333 Next: 923 Since: 05-20-14 From: Iowa Last post: 1731 days Last view: 634 days |
Posted by InsectduelPosted by caesur4 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 |
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Porcupo Level: 38 Posts: 88/311 EXP: 349907 Next: 20540 Since: 02-04-13 Last post: 1910 days Last view: 552 days |
Posted by caesur4Posted by TrinitronityPosted by caesur4 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 |
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Hammer Brother Level: 68 Posts: 855/1069 EXP: 2681298 Next: 47502 Since: 02-16-08 From: Insectduel's office Last post: 1228 days Last view: 1228 days |
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 |
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Porcupo Level: 38 Posts: 89/311 EXP: 349907 Next: 20540 Since: 02-04-13 Last post: 1910 days Last view: 552 days |
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 |
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Red Goomba Level: 16 Posts: 13/47 EXP: 19333 Next: 923 Since: 05-20-14 From: Iowa Last post: 1731 days Last view: 634 days |
Posted by SnoruntPyro 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 |
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Porcupo Level: 38 Posts: 91/311 EXP: 349907 Next: 20540 Since: 02-04-13 Last post: 1910 days Last view: 552 days |
Posted by za909 Sorry, but could you please link me to these documented places? I really need it for my hack. Thanks in advance! |
Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
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