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

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Korxroa
Posted on 08-05-14 05:19 AM Link | Quote | ID: 157675


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Miss MM's Damage like Hard Mode (RM4BSAS Hack running FceUX Emulator without Save State)


RM4BSAS not including ASM Ring Boomerang with Moved Item based on RM4MI (Not MMIVGB)


RM4BSAS Edit Level Bright Man's Stage like Original RM4 use MegaFLE X.


Edit Bright Man's Stage DEMO here (this video)

Air Sliding Code for both MM4 US and RM4 JP via PM Tsukikuro's
Can't Find ID "Tsukikuro" using Memberlist on Acmlm Board2 not RHDN Forums.

Burst Chaser x Air Sliding doesn't work US version of MM4 (required Air Sliding Code for the US version)

E-Tank Item on Cossack Stage 3 (Original, not Burst Chaser x Air Sliding) via Jump with Air Sliding (push A+Down)

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Vanya
Posted on 08-05-14 05:51 PM Link | Quote | ID: 157684


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Posted by caesur4
Posted by Vanya
Posted by caesur4

In any event, I think Charge Kick might be overpowered if I give it that ability. I was thinking about being able to activate it by pushing "B" though...

Having it go off with "B" is a great idea regardless. One of the biggest annoyances with that ability is that you can't use your normal slide without wasting weapon energy.

Here's a radical idea, change it so it doesn't use the slide animation at all. Have it use the throw animation or if possible add in the "Break Dash" animation from Megaman V (GB). Then make it so it can be used in mid air and you'll have a vastly superior version of Charge Kick that doubles as a limited air dash ability; "Charge Tackle".

I hadn't actually thought to make MM do a regular slide with A+down until you just mentioned that. Thanks! I'm going to make that work. And I've actually got a Break Dash-kinda thing going now (complete with airslide). There are one or two more things I want to modify with Charge Kick before I'm done... I'm thinking MMX dash-jump, and maybe some kind of reflect bullets thing.

My scope might be a bit grander than my abilities though...

Anyway, thanks again for the ideas! I think once I get a bit more to show I'll start a thread with my progress.

Oh, and without looking too hard, when shooting the megabuster, equipped with charge kick, the damage dealt is based off of charge kick's vulnerability "set", but that could probably be easily rerouted.


You're welcome.!
I'm always happy to give out inspiration.

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RetroRain
Posted on 08-10-14 03:17 PM (rev. 4 of 08-12-14 07:03 AM) Link | Quote | ID: 157746


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Hey guys, I need help with something. I'm not understanding why this is not working the way it should be working. It has to do with MegaFLE X. By the way, I am using version 0.701 Final.

Quite simply, the vertical-scrolling is not working. Everything is set fine, but the screen refuses to scroll up. However, if I change the Screen Length to 0 for each screen that will scroll up (in other words, multiple scroll maps for each individual vertical-scrolling screen), it will work fine. But then if that's the case, then what is the point of having a Screen Length? Horizontal scrolling seems to be fine, but vertical for whatever reason, just doesn't work the way it should. Am I missing something?

And before anyone asks, the ladder top is not a "ladder-top" TSA property. As I said, when I make the screen-length 0, the screen actually will scroll up.

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kuja killer
Posted on 08-10-14 05:04 PM Link | Quote | ID: 157748


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thats just the way it is honestly. You have to always set screen length to 0 for any all and vertical screens going up and down

This does not affect "upright" and "downright" though, they will act normal with whatever screenlegnth you want.

RetroRain
Posted on 08-10-14 05:14 PM Link | Quote | ID: 157749


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Thank you kuja killer. I just didn't want to do the scrolling inefficiently. But if that truly is the only way to do it, then that's fine.

Thanks again.

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kuja killer
Posted on 08-10-14 05:25 PM Link | Quote | ID: 157750


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'welcome.
Yea i dont even know myself honestly why it HAS to be 0 all the time. I've wondered about this before in the past myself like you.

"maybe" just because the megaman games never had any vertical scrolling that could go higher than 1 whole screen length, which didn't start until the SNES games.

Korxroa
Posted on 08-13-14 05:51 AM Link | Quote | ID: 157778


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Removed Slide and Charge Buster in MM4?

new Korxroa's MM4 Hack two project MM4AE and MM4EM (working on progress......)

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Tsukikuro's Rockman 5 Burst Chaser X Double Jump Project coming soon until early 2015
New Double Jump in Rockman (like Bass) Only on RM5BC

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Zynk
Posted on 08-13-14 12:27 PM Link | Quote | ID: 157779


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Posted by Korxroa

Tsukikuro's Rockman 5 Burst Chaser X Double Jump Project coming soon until early 2015
New Double Jump in Rockman (like Bass) Only on RM5BC

Where did you get that info? any links?

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Korxroa
Posted on 08-13-14 05:05 PM Link | Quote | ID: 157781


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No Info, RM5BC Final version (Complete) in next year
New ASM Including Air Sliding and Double Jump, Moved Item to Beat in RM5BC, Never Demo/Beta Release

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No Slide (Down+A) and No Charge MM's Buster (Hold B button) in MM4/5 Hack like MM9/10
Find ROM Offset Hex Number?

Can't Find "Slide" and "Enable/Disable Charge MM's Buster" in MM4 ROM Map "Misc" on Data Crystal RDHN

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caesur4
Posted on 08-15-14 02:36 AM Link | Quote | ID: 157792


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Posted by Korxroa

No Slide (Down+A) and No Charge MM's Buster (Hold B button) in MM4/5 Hack like MM9/10
Find ROM Offset Hex Number?


MM5 (USA) no slide:
x360D0 = #$60
MM5 (USA) no charge:
x37120 = #$60

Here's what you do to figure out where those things are located in MM4.
1) Look at the RAM (NES) in the FCEUX Hex editor.
2) Slide, and look for a value that counts down (it's the slide counter). In MM4 it's $0034.
3) Set a Write Breakpoint. When that value is written to, the debugger will show you the code in that area.
4) Use your knowledge of ASM code to figure out where the slide routine starts. If it's a subroutine, like in MM5, then it's an easy fix; just plug a RTS (#$60) in the first part of the code.
5) MM4 kind of works that way too. A $60 in x078196 prevents the slide routine from moving forward.

It's got a bit of a bug though... if you're holding down you can't jump.

I didn't really look into the charge shot... but if you plug a #$60 in x041825 MM won't look like he's charging.

Korxroa
Posted on 08-15-14 06:11 AM Link | Quote | ID: 157793


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change hex to $60 in MM4 with No Charge MM's Buster doesn't BUG/Glitch Palette Color and Tiles like Licensed by Nintendo, Capcom Logo, all screens etc.
MM's Buster like One Shot kill the Enemy without Hold B Button.

No Slide and No Charge Buster work MM5 US version.
Does No Slide and No Charge Buster on JP version of Rockman 5?

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Jro0
Posted on 08-15-14 04:10 PM (rev. 2 of 08-15-14 04:30 PM) Link | Quote | ID: 157795


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Hi, I need help with something here. So I decided to edit Rockman's sliding graphics in Rockman 4: BCAS. (Cuz' why not? When jumping while sliding, his jump distance increases, making more of a dash.) After I'm finished, I decided to look at the results and Rockman's face wasn't in the right place. Here's a picture:



I used Tile Layer Pro for the dash sprite. So do I have to use Matrixz' CSA Editor to align Rockman's face?

Thanatos-Zero
Posted on 08-15-14 04:50 PM (rev. 2 of 08-15-14 04:50 PM) Link | Quote | ID: 157796


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I have a better dashing sprite available for you all.


By the way you seem to use my old dashing sprite I made for Matrixz first.

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Jro0
Posted on 08-15-14 04:55 PM (rev. 2 of 08-15-14 04:57 PM) Link | Quote | ID: 157797


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To be honest, I do like your dashing sprites but I don't think that will fit with the tiles. I haven't seen your old dashing sprites, so I have no idea.

Insectduel
Posted on 08-17-14 12:53 AM Link | Quote | ID: 157816


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To the people of the Rockman/Megaman hacking and fangame community!

Both of these games released today but in different timezones.

Puresabe of Neoぼろくず工房 has updated Rockman 4 MI with better features. The latest version is 0.97.

And MegaPhilX has released the Version 1.2.1 of Megaman Unlimited. You can download these games at the links below. Megaman Unlimited is not a ROM-Hack of any game since this thread is ROM-Hacking related.

Rockman 4 MI

Megaman Unlimited


kuja killer
Posted on 08-17-14 01:19 AM Link | Quote | ID: 157817


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yup i was already playing this morning the new update to 4 MI, it's just plain freaking wow!

RetroRain
Posted on 08-23-14 01:29 AM Link | Quote | ID: 157876


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Hey kuja killer, I just got done doing a full code/data log of Megaman 3, and I'm amazed at how much of the ROM is not being used. Approximately 35% of the ROM didn't log during a full gameplay of doing every little thing that can be done, and completing every stage. I can clearly see all of the code and data that didn't log. It's amazing. I guess free space isn't a problem for this game!

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kuja killer
Posted on 08-23-14 01:47 AM Link | Quote | ID: 157877


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yea most of it is just before every level's level data.

like level data is A10-200F for about 20 something levels right ??

A10-200F: needle, 2A10-400F: magnet, 4A10-600F: gemini, etc etc

well the rest of the A00 bytes before that contain misc stuff like mid bosses and boss fight AI, but not all of it used used, just filled with tons of random numbers. NOT code...not data... just random garbage that can be used for whatever you want to do.

theres some of that spread around in other places too like around 3F300 to 3F600 or something

zuschzero
Posted on 08-29-14 03:46 PM Link | Quote | ID: 157974

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Hey guys, I would like to play Rockman 3&4 Burst chasers but with the normal movement speed! Is there any way to change them back? I found the adresses for MM4, I changed the offsets in a hex editor but nothing happened!

Insectduel
Posted on 08-29-14 09:01 PM (rev. 3 of 08-29-14 09:04 PM) Link | Quote | ID: 157980


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Time for Phase 2 of the Roll Chan 4 mobile project. All of Roll Chan mobile's frames are created including her exclusive sliding ability from Rockman 7FC. I did found some free space and place it there and move other graphics using MegaFLE X. Question is, where is Roll Chan mobile's throwing sprite while she jumps and climbs so I had to create my own.

The only thing to do is to program the code to make Roll Chan mobile load the tile page while she jumps, climbs, and slides. It takes all 256 tiles to create every frame than the original 128.
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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