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

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kuja killer
Posted on 08-29-14 10:25 PM (rev. 2 of 08-30-14 03:15 AM) Link | Quote | ID: 157984


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oh hey there zuschzero, long time no see.
since the megaman 10 wars a few years ago.

i can help you out with that.

rockman 3 burst chaser:
---------------------------------------------
regular walking speed
3CD52: 4C --- and 3CD57: 01
---------------------------------------------
sliding sliding speed
3D3CC: 80 --- and 3D3D1: 02
---------------------------------------------------------

rockman 4 burst chaser:
---------------------------------------------
regular walking speed
783E8: 4C --- and 783EF: 01
7EC0B: 4C --- and 7EC12: 01
---------------------------------------------
sliding speed
7819D: 80 --- and 781A4: 02
7839D: 80 --- and 783A4: 02
-----------------------------------------------
there may be alot more still in mm4, i cant guarentee the game will play at normal megaman speeds the whole time, because theres way too much to really edit like Rush marine/jet ...automatic walking after boss battles and lots of other stuff, but these should affect "most" of the game and hopefully good enough

DurfarC
Posted on 08-29-14 11:55 PM Link | Quote | ID: 157988


Shyguy
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Posted by RetroRain
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.
Not sure if you will see this since I'm a bit late, but while kuja is right about MM3, what you say actually works in MM4. In MM5 it seems to not work either though (didn't try, but it was never done in the original game, I can see).

zuschzero
Posted on 08-30-14 11:21 AM Link | Quote | ID: 158002

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Thanks Kuja.

Rockman 4 BCAS works fine, but the slide in Rockman 3 BC seems too slow with these settings! It's nearly the same as the walking speed! I tried other adresses but no luck.
Only 03 speeds it up, but that's too fast....

Zieldak
Posted on 08-30-14 12:22 PM Link | Quote | ID: 158003


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Holy cow! What are you doing here zuschzero?
It's weird to see someone here who is from the same country (except Za909, who was here before I registered here) as me! (Check it below my name.) Are you trying to make walktroughs of Rockman 3&4 BC-s, with normal walking speed, huh?

zuschzero
Posted on 08-30-14 01:02 PM Link | Quote | ID: 158005

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Yeah, I know you Zieldak!
I just want to play them, they look good but the fast regular movement doesn't feel right for me, so I thought this is a good place to ask for solutions

Insectduel
Posted on 08-30-14 11:34 PM Link | Quote | ID: 158012


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The games mechanics probably won't work zuschzero. If a game works on normal speed and there are pits that Mega Man/Rockman cannot reach including air sliding, then how are you going to complete the level?

Korxroa
Posted on 08-31-14 08:21 AM Link | Quote | ID: 158022


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Change Palette Color Health Bar like Weapon Bar in MM4?
change color type 2nd (Original Hex 0F 30 37) to 1st


____________________
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Mega Man & Shantae Fan Lovers!!

rock5easily
Posted on 08-31-14 12:12 PM Link | Quote | ID: 158024


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I'm making a new rockman5 hack named "Double Jumper".
Now I can only say this.
demo video


kuja killer
Posted on 08-31-14 12:16 PM Link | Quote | ID: 158025


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Posted by rock5easily
I'm making a new rockman5 hack named "Double Jumper".
Now I can only say this.
demo video




very nice i absolutely am in love with that song on the gravity man level, i listened to it like 5 times over, repeatedly. I dont have any idea what game it might be from...but i love it

rock5easily
Posted on 08-31-14 12:26 PM Link | Quote | ID: 158026


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Posted by kuja killer
Posted by rock5easily
I'm making a new rockman5 hack named "Double Jumper".
Now I can only say this.
demo video




very nice i absolutely am in love with that song on the gravity man level, i listened to it like 5 times over, repeatedly. I dont have any idea what game it might be from...but i love it


Thanks!
This music is "Cherif" from Album "Megaman-like music" composed by @hydden0310.
You can listen the original song here!

zuschzero
Posted on 08-31-14 12:32 PM Link | Quote | ID: 158027

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Insectduel, I can get around that with Rush Jet.

rock5easily
Posted on 08-31-14 12:46 PM Link | Quote | ID: 158028


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Posted by Korxroa
Change Palette Color Health Bar like Weapon Bar in MM4?
change color type 2nd (Original Hex 0F 30 37) to 1st



7DF69: 01 -> 00

Insectduel
Posted on 09-03-14 01:34 AM (rev. 2 of 09-03-14 01:37 AM) Link | Quote | ID: 158093


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I seriously needed help because I cannot fix the problem.




I have a SERIOUS problem about sprites in the weapon menu especially the sprite DMA's in Rockman 4 which is the ROM I use. This video is an example. First is I chose to relocate the ROM OFFSET from x79D73 ($9D63) to x61110 ($B100) which is unused by editing x79A6A and beyond to x79A7F. Roll Chan mobile's sprites are much more extended than Rockman/Mega Man. Rush's ROM Offset begins at x61152 ($B142) and Rush's sprites remain unchanged. Roll carries 17 sprite pieces while Rockman has 9.

Then I started counting and edit these values where it reaches the point where Rush animation takes place in the $B142 area at ROM OFFSET x79D4F ($9D4F). Two bytes for each Weapon/Item, one for two possible animations. The bytes points to where in the 9D63-9E50 to start reading sprites from. I successfully edit them. The question is, WHY IS THE SPRITE exists after you add more sprite in the weapon menu. Is there a way to fix it like normal or is something I miss? The only stupid way is to NOP 3 bytes at $9A4D which disables Rush's Animations in the weapon menu and I need to keep Rush there in case users need to replace Rush with Tango or something.

Korxroa
Posted on 09-03-14 10:00 AM Link | Quote | ID: 158100


Red Koopa
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Doropie Sprites in Mega Man 4 Hack, Edit Sprites using Matrixz's CSA Editor and TLP.
Doropie from Magical Doropie for the NES/Famicom.



Demo Video Doropie Sprites in MM4 Hack


Like Magical Doropie hack called "Magical Rockman" back in 2008!

Created Sprites Rokko Chan and Beck from Mightly No. 9 in my MM4 hack via CSA Editor.

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Insectduel
Posted on 09-03-14 08:39 PM Link | Quote | ID: 158106


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Dammnnnnn Korxroa! I hope you're in a same situation as me, trying to correct the sprites in the Rockman 4 weapon menu. I even place the extended tiles in the original rom offset, then relocate the letter sprites into another ROM location but no luck. I wonder if anyone knows about the problem.

If you remember, Doropie cannot breathe underwater so I already attempt to create a code back in 2009 where characters lose health underwater in Rockman 4 but it was a little faulty and incompleted.

I read the ROM files for the drowning code for Magical Doropie but it looks complicated than it looks comparing to create the true code to Rockman / Mega Man 4.

You can test out the code if you want but I won't be making a new code anytime soon.

Jro0
Posted on 09-06-14 04:06 AM Link | Quote | ID: 158143


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Sooo.... Has anyone have news on Megaman Evolution/Mega Man Ultra 2?

Korxroa
Posted on 09-06-14 08:25 PM Link | Quote | ID: 158153


Red Koopa
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No News infidelity's MMU2 Project (Hack of MM4 NES) discontinued or cancelled, back in 2009
MMU (Hack of MM2 NES) released on April 2006


--------------
need help fix sprite/tile animation in MM4 using Matrixz's CSA Editor
Doropie Sprite

Problem Tile Rush Jet (Normal Rush Coil or Rush Marine)


MM's Buster from Magical Doropie's Charge Shot Graphics (Left is Normal/Right is correct)


Invisible Mega Man/Rockman?? [It's BUG, NOT Damage like Flashing MM's]


Bug Animation Shifting Spike Block like Walk/Running


Demo MM4 BUG Sprite Animation


0:35 Sprite MM Shot in Walk/Running?
0:44 Left and 0:48 Right with Tile Rush Jet
1:38 Invisible Mega Man/Rockman like BUG Sprite MM's Shot (press/hold B button)
2:05 Cannot Move/Jump at Stuck, It's BUG Left Scroll Screen (kill MM's Damage use Enemy)

Tile Doropie Sprite both MM4 and MD in TLP


how to fix sprite animation Doropie Shot doesn't Walk/Running and Invisible MM's (press/hold B button)


Doropie Sprite in MM4/RM4 title hack project called "Mega Francesca" the Mega Man 4 US version and "Doropie 4" (not Mega Doropie) the Rockman 4 JP version
new released Doropie 4 Alpha version (hack of RM4 NES), coming this month soon.

Name "Francesca" in North America version of TKC or "Doropie" in Japanese version of MD

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caesur4
Posted on 09-06-14 10:23 PM (rev. 3 of 09-06-14 11:22 PM) Link | Quote | ID: 158158


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Back again with another question. I've been pulling my hair out over this, but I've made some progress. Here's the proof:


But here's a patch (use with a Mega Man 5 rom) if anyone's interested in taking a look.
Here's the patch and code

The goal was to make airslide only available for Charge Kick, and then Vanya suggested a few things that I tried to accomplish. So, now "A+down" is a regular slide and "B" activates the actual Charge Kick attack (whether in air or on the ground). It works about 80% of the way I want to, as the video shows.

I want to make it so MM can't airslide more than once per jump. For whatever reason, having "B" activate it doesn't loop the code back around like it should so that it checks the Airslide flag to say whether it can or not. Either that, or something different is going on... But I'm at a loss.

Anyone with ideas on how to fix it? That link up there has the patch file and a breakdown of the code I used/edited.

Insectduel
Posted on 09-07-14 12:55 AM (rev. 2 of 09-07-14 12:58 AM) Link | Quote | ID: 158159


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@Korxroa The CSA can be buggy sometimes when is incompleted support. Invisible sprites easily detected by their BG Priority. You have to click on it for every sprite or view it on hex editor. According to the screenshot, it's ROM OFFSET x18164. Subtract 7F on every second bytes for every sprite so your sprites cannot be invisible.

According to your rush video or screenshots mentioned, these sprites aren't paired together which causes corruption. You must pair them by fixing the other frame below. I did this manually but it's hard to pair sprites. In Megaman 4, the sprites both use left and right in separate frames.

Jro0
Posted on 09-07-14 03:20 AM Link | Quote | ID: 158160


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@Korxoa I'm not talking about the cancelled MM4 hack, I'm talking about the MM5 hack (Megaman Evolution).

@caesur To be honest, I would like to see three downloadable patches from your hack.
1. Infinite Air Sliding
2. The ASM code (the one with Air Sliding once each time) from Tsurara
3. Both patches, but standalone. (Just the ASM coding)
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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