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

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rock5easily
Posted on 07-05-14 01:59 PM (rev. 4 of 07-05-14 02:20 PM) Link | Quote | ID: 157203


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Posted by Trinitronity
Posted by rock5easily

Yep, these cutscenes.
And thanks for the info, I have no saved it.
Now I only need to find a way to change the pallettes of the weapon get sprite of MegaMan and then change the sprites of it, and then, I have finally enough to create a WIP thread of that game and reveal the identity of it.
One thing, though: The weapon get sprites are being reused for the title screen as well, so I would like to know, if it also reuses the same address for the default pallette like in the weapon get screen.


You don't have to worry. Those sprite palettes address are different.

Rockman3(not Megaman3) is below:
Title screen palettes(BG&sprite): $31BDF-31BFE
Basic palette in Weapon get screen(BG&sprite): $31CF2-31D11
Each weapon palette in Weapon get screen(sprite): $31B93-31BD2 (weapon / 8bytes)
Order of weapons:
00 needle
01 magnet
02 gemini
03 hard
04 top
05 snake
06 spark
07 shadow

And Megaman3(not Rockman3) is below:
Basic palette in Weapon get screen(BG&sprite): $31D26-31D45
Each weapon palette in Weapon get screen(sprite):$31BC7-31C06 (weapon / 8bytes)

Trinitronity
Posted on 07-05-14 04:52 PM Link | Quote | ID: 157206


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Posted by rock5easily

And Megaman3(not Rockman3) is below:
Basic palette in Weapon get screen(BG&sprite): $31D26-31D45
Each weapon palette in Weapon get screen(sprite):$31BC7-31C06 (weapon / 8bytes)


Thanks.
I guess, I have to search for the values of the sprite pallettes in the same order in the title screen of MegaMan 3 as well, right?
If yes, then I might have found them at $31C23-31C32. Is that the right location of the sprite pallettes for the title screen?

rock5easily
Posted on 07-06-14 05:11 AM (rev. 2 of 07-06-14 05:11 AM) Link | Quote | ID: 157269


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Posted by Trinitronity
Posted by rock5easily

And Megaman3(not Rockman3) is below:
Basic palette in Weapon get screen(BG&sprite): $31D26-31D45
Each weapon palette in Weapon get screen(sprite):$31BC7-31C06 (weapon / 8bytes)


Thanks.
I guess, I have to search for the values of the sprite pallettes in the same order in the title screen of MegaMan 3 as well, right?
If yes, then I might have found them at $31C23-31C32. Is that the right location of the sprite pallettes for the title screen?

Yes, title screen palettes are at $31C23-31C32!

Trinitronity
Posted on 07-06-14 08:07 AM Link | Quote | ID: 157270


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Thanks. Gonna write it all down accordingly.

Insectduel
Posted on 07-07-14 05:58 PM (rev. 2 of 07-07-14 06:00 PM) Link | Quote | ID: 157326


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I didn't expect what to expect. Not counting the skin colored tiles, Rockman has 7 tiles while Roll Chan has 11 tiles. I don't know how this is going to work since NES tilesets are limited regardless if the sliding is removed. Roll Chan mobile doesn't have a sliding animation.

In case I am out of room or tile space, I will be able to create mobile Roll using the green ribbon but CHR-Bankswitching may be required for each movement. Rockman 5 has this. When Rockman jumps, tiles changed according to my PPU viewer.

Unfortunately, I have to relocate the ROM-OFFSETS in order to create mobile Roll as well for room for other things to prevent corruptions when the next sprite is overwritten.

Trinitronity
Posted on 07-07-14 07:09 PM Link | Quote | ID: 157329


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For anyone, who has missed or just hasn't noticed, my MM3 hack:
http://acmlm.kafuka.org/board/thread.php?id=7984

caesur4
Posted on 07-08-14 03:49 AM Link | Quote | ID: 157349


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New MM5 question. How can I add tiles to the MM sprite in the Weapons Menu? The data is at $2633-$2656, but it's done differently:
Mega Man's face
C5 08 41 99

C5 is the Y-location
08 is the tile it uses
41 is the palette/mirroring/etc.
99 is the X-location

After the last set of four, I start editing rush coil. it doesn't look like I can insert two tiles and move everything else back. Is there a set of pointers I'm overlooking?

Insectduel
Posted on 07-08-14 07:16 PM (rev. 4 of 07-08-14 07:26 PM) Link | Quote | ID: 157366


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You guys should learn that changing pointers into a new/unused freespaces is a must in order to add more tiles onto a sprite. You can't edit the existing pointer or the next sprite will corrupt. My test rom uses none of that so let's take a look in my video.



Please don't question about the music or anything else like that. It's recorded in 50FPS, not 60FPS. Only 2 sprites inserted which is the standing and shoot while standing. All others not inserted. Palettes not edited.

Some time ago on Facebook, Justin did mentioned to me that there will be sprite flickering and Roll Chan mobile does flicker and you know why, because her tiles are almost 2x the pieces used than Rockman which gives her 16 to 18 tiles comparing with Rockman's tiles.

You add more tiles onto a single character causes other sprites to flicker. This video is an example when Roll Chan mobile flickers while she shoots.

I am sure I don't want Roll's legs and arms to be orange to reduce flickering meaning less tiles to use. At least Mega Man 9 Roll got the skin palette correct according to SPRITES-INC.



And if you think I am lying, there's your proof! I found out that you're supposed to use Palette Quad 2 for Roll's green ribbon which makes the first one the black and red outlines usable.

I really appreciate the Mega Man / Rockman fangames and to all people in the Rockman PM community for making such awesome fangames. Mega Man fangames doesn't have color limitations, have no flickering, and can store animation characters instantly. Imagine is Bass is created as a NES game which the sprites from Mega Man 10 already exists in Mega Man Unlimited and Mega Man Revolution. I wonder how hard is to create Bass in any NES Mega Man hacked game from Mega Man 10 comparing with the crappy Mega Man 1 game which is made WAY back in 2000.

Chaobomr
Posted on 07-09-14 12:28 AM Link | Quote | ID: 157371


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Posted by Insectduel
I found out that you're supposed to use Palette Quad 2 for Roll's green ribbon which makes the first one the black and red outlines usable.
I apologize for going on a tangent here, but I feel this is slightly relavent: Didn't Super Mario Bros. 2 do something similar?

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Zieldak
Posted on 07-09-14 04:08 PM Link | Quote | ID: 157379


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Question after question. How does the game control the Giant Metool mini-boss fights in MM3? I would like to take the second Giant Metool from Needle Doc stage to Needle Man stage.

Insectduel
Posted on 07-09-14 06:31 PM (rev. 3 of 07-09-14 06:36 PM) Link | Quote | ID: 157380


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Come to think of it @Chaobomr. That's true! I guess SMB2USA characters uses colored outlines on their own but when it comes to Megaman standards, I have to go by it. Let's say if I want Roll's outline to be green while the ribbon is attached which is NOT exactly those Megaman games had. That includes weapon bars, weapon capsules, E-Tanks, and 1-UPS will also get green outlines.

The GOOD thing for colored outlines is to go on black screens which can easily tell them apart.

Now I have bigger problems and now I forgot that Megaman IV uses paired sprites which I have to figure out how to do this after I relocate the data into an empty space.

When it says Paired with "Tile hex number" it has to be auto-checked and I dunno how it work.

Posted by Zieldak
Question after question. How does the game control the Giant Metool mini-boss fights in MM3? I would like to take the second Giant Metool from Needle Doc stage to Needle Man stage.


Isn't a sprite attached to the Giant Metool background? I suggest to take a look at Doc Needle and try to copy what's in it and place it in exact ordering.

Thanatos-Zero
Posted on 07-09-14 07:47 PM Link | Quote | ID: 157381


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Hey Insectduel, I think it is better to edit Roll to proper propotions, so her size will not to make her flicker.

Take this as the base.


You might as well remove the green hairband and frankenstein her head on Megaman's sprite.


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Trinitronity
Posted on 07-10-14 08:52 AM Link | Quote | ID: 157394


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Well, the problem is, though, that InsectDuel wants to use the Mobile Roll sprites and nothing else, kinda like a prove of concept.

Insectduel
Posted on 07-11-14 01:10 AM Link | Quote | ID: 157402


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Posted by Thanatos-Zero
Hey Insectduel, I think it is better to edit Roll to proper propotions, so her size will not to make her flicker.

Take this as the base.


You might as well remove the green hairband and frankenstein her head on Megaman's sprite.



I appreciate the efforts Thantos but Zynk already had his own Roll Chan in place. In fact, he is currently making one for Megaman 3. But out of curiosity, I am going to try yours to see if she fits.
http://www.romhacking.net/hacks/1704/

Posted by Trinitronity
Well, the problem is, though, that InsectDuel wants to use the Mobile Roll sprites and nothing else, kinda like a prove of concept.


Correct, but Megaman 4 is a lot harder since the sprites are paired than other games and I may consider creating one for MM2 and MM5 as well. The mobile Roll project is still on to see the result once completed.

caesur4
Posted on 07-14-14 05:28 AM (rev. 3 of 07-14-14 06:09 AM) Link | Quote | ID: 157433


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Three more MM5 quetions,
1) Rockman Airslide... how can I make it so MM only airslides when he has Charge Kick equipped?
My original plan was to add some ASM before x37E80 where the new code was added in the hack. So I came up with this:
BCC $9E7D     ;unchanged
LDA $32 ;loads accumulator with 'current weapon'
CMP #$08 ;compares accumulator to $08, Charge Kick
BNE $9ED5 ;end of Airslide code
LDA #$01
STA $0041 ;Airslide uses $41 = #$01 to airslide, $41 = #$00 is regular jump ;($9E7A)
...
$9ED5:
...
LDA #$00
JMP $9E7A ;Jump back to where A is stored in $41

A5 32 C9 08 D0 5D A9 01 85 41 ... A9 00 4C 7A 9E

I've got two probelms right now. One is that the Zero flag seems to be part of how MM jumps, and I don't know how to reset it to whatever it was after the CMP. The second problem is that I don't know where the regular jump routine is. I thought there was just a part of the new "jump code" that I could skip in order to do a regular jump.

EDIT: Figured it out. I've edited the above code to show what I did.
Bit of a bug now though, a ground slide would usually take the full distance after the key presses. Now all ground slides except charge kick depend on the jump key being continually held down. I will investigate further...

2) How would I go about enabling MM to shoot when he has Charge Kick equipped?
3) I don't know where, or how to find the max bullets MM can shoot on the screen at one time. I think I went through just about the whole Rom looking at $03's and $04's, and none of them changed it... I haven't tried $05 yet though...

rock5easily
Posted on 07-15-14 01:18 PM (rev. 2 of 07-15-14 01:56 PM) Link | Quote | ID: 157438


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Did you apply Rockman5AirSliding.ips?

If so, the code of Air slide begins from $37E80 and ends to $37EDE.
And you have to add the all new code following $37EDE.

The original air slide code is here

writing...

SnoruntPyro
Posted on 07-16-14 03:12 PM Link | Quote | ID: 157451

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Posted by caesur4
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.


Missed your post, sorry. The only real thing I need to change is Spark Shock's speed, and it looks like it's going to be more complicated than just some hex editing to do that. Does anyone have a solution to this?

caesur4
Posted on 07-18-14 03:26 AM Link | Quote | ID: 157465


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Posted by rock5easily
Did you apply Rockman5AirSliding.ips?
The original air slide code is here



Yeah, I'll definitely be crediting it when or if I release anything to the public.

I think I got it figured out. I found the part of the code where the Airslide Flag would be pulled and used, and made it so whenever MM is jumping it's only $01 IF $0032 = $08 (otherwise it's $00). And I made everything that got affected look where it needed to look.


x362AB
20 9D 9E

x36307
20 C5 9E

x3763F
20 BF 9E

x37E80
90 05 A9 01 85 41 38 4C DF 97 20 3F EA A5 32 C9
08 D0 52 A5 41 F0 37 A5 14 29 80 F0 31 A5 16 A4
AF 39 67 90 F0 28 A9 00 85 41 4C CC 9E A5 41 D0
04 A5 35 D0 03 4C B7 E7 20 B7 E7 B0 08 A9 00 8D
D8 03 8D F0 03 A5 16 29 80 D0 02 85 35 38 60 85
41 AD 30 03 60 A9 00 85 35 4C A1 C4 A5 14 29 BF
95 14 4C C2 80 A9 00 4C 74 9E

Insectduel
Posted on 07-20-14 02:33 AM (rev. 2 of 07-20-14 02:34 AM) Link | Quote | ID: 157467


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This is the progress of Roll Chan mobile so far. By the way, the base rom is the Japanese Rockman 4 rom. During testing mode, you can't lose lives and you can't inflict damage and no cheats are enabled. Codes are NOP'ed during the video. And yes, I inserted Mega Man 3 music since I started music hacking a bit on my own.

Flickering is still a problem but you can enable more than 8 sprites on FCEU X and NEStopia emulators. By the way, emulation speed is 50FPS, not 60FPS for quality assurance.

There is a problem, I am out of tile space so there's no way of completing it. Expanding the ROM is necessary but I am not going to do it. Is there any unused CHR in Rockman 4 without ROM expansion? I already knew there's a MMC5 patch from PureSabe's website.

The rest of Roll Chan mobile tiles should be programmed manually according to her frame action whenever she jumps, taking hits, and climbing since I stuided Matrixz's Mega Man Forever, which is now dead.

Chaobomr
Posted on 07-21-14 05:37 AM Link | Quote | ID: 157477


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Well, Insectduel, I cannot say I'm anything less than impressed by your progress with this.

____________________
Sorry for the stupidity. That jerk will be dealt with in the most insane way possible.
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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