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

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Model FZx
Posted on 11-14-14 09:07 PM Link | Quote | ID: 158987


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Huh. Oddm the thread preview shows that bpth u anr I have deleted posts. ..anyway, thanks xD prepare for Fusion Surge!!

Ph and um...any dosbox way I can recolor the boss palettes? Like to change airman from blue to green? Also, how do I edit the boss text? Like when yoy select a boss, it says thr name.

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Insectduel
Posted on 11-14-14 10:38 PM Link | Quote | ID: 158988


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Posted by Model FZx
How do I edit the boss text? Like when you select a boss, it says the name.


Ever heard of table files? In NES emulator FCEUX, open your PPU Viewer where you pause the boss text selection screen. On the left side of the PPU Viewer, there's text and is counted by hex number. The hex numbers tells you where you write the text.

You can write those numbers and create a table file in case you want to use it to write text. In other words, since it's NES a table file isn't recommended since PPU Viewer on FCEUX helps a lot faster.

Korxroa
Posted on 11-14-14 11:08 PM (rev. 4 of 11-14-14 11:24 PM) Link | Quote | ID: 158989


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Posted by Model FZx
Huh. Oddm the thread preview shows that bpth u anr I have deleted posts. ..anyway, thanks xD prepare for Fusion Surge!!

Ph and um...any dosbox way I can recolor the boss palettes? Like to change airman from blue to green? Also, how do I edit the boss text? Like when yoy select a boss, it says thr name.

Edit: ack! The set affected the entire level!

Copy Paste Posts like Double Post not allowed.

Try FceUX Emulator.
Dedug -> PPU Viewer -> Palettes Hex Colors 3rd & 4th,
and Dedug -> Open Hex Editor -> View ROM File -> Edit -> Find...
Find Type "0F 30 11" (3rd) or "0F 28 11" (4th) -> Click Find Next -> Changed Hex Color, Palette Color Limit is Max 3F.

TBL for Mega Man 2 US/PAL Only, you can find on Data Crystal.

Not TBL for Japanese Boss Name of Rockman 2 JP,
Aeon Genesis's English Translation for Rockman 2 JP, download on RHDN.

-----
EDIT:
Mega Man IV Simplified released like Easy-Type Style.
Author by Megafield64.
http://www.romhacking.net/hacks/2219/

EDIT 2:
Kuwata's Rockman 2 Editor doesn't work Windows 8.1 x86.
Moved to Folder Path C : / Programs Files / rock2-e

works on Windows XP (with Dual Boot Windows 8.1).
-----
Fast Speed for Buster Shot in Mega Man 5?

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Model FZx
Posted on 11-15-14 12:36 AM Link | Quote | ID: 158990


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Sorry. I must be glitching.

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darkmage
Posted on 11-16-14 06:19 PM (rev. 2 of 11-16-14 06:21 PM) Link | Quote | ID: 158997

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Posted by Vanya
Posted by Korxroa
Mega Man 5 Logo Hack based on MM9/MM10 Style.

New Text Logo "MEGA" based on MM9/10, not custom draw text "MEGA" like Wily Wars or Insectduel's MM4DLC (MM4 Hack).
Original Text Logo "MAN" in Rockman or Mega Man 9 & 10, Wily Wars.

Unused Sprite Data Letter "N" in Mega Man 5 Title Screen the US version.
ROM Offset at x02ECAA. Changed Hex F8 (All 3 Numbers) to 2F (1), 37 (2), 3F (3).

Download IPS Patch MM9/MM10 Logo Style for Mega Man 5 here.
Patch to US version NOT PAL version.

------
Edit HP Damage Enemy like Met, Batton, Fan Fiend, 8 Robot Masters etc in Rockman 2. NOT Mega Man 2.
ROM Offset HP Damage Enemy via Hex Editor?


That's cool. I wonder why no one has ever done this before. Now I'd like to see it done for all 6 games.


I'm working on a MM2 Improvement hack that uses the Rockman 2 ROM, where I changed it. There are a few other improvements as well, but I'm not quite finished.

If it looks familiar, that's because my original edit looked...shaky, especially the 'G'. I saw your mockup for MM Powered Up, and used it. I was intending to give you credit for that.


Korxroa
Posted on 11-16-14 10:28 PM Link | Quote | ID: 159001


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@darkmage: download link IPS Patch MM2/RM2 Improvement for Mega Man 2/Rockman 2?

-----
New Hack of Mega Man V called "Mega Man 5 Advanced Edition"
working in progress.

Demonstration Gaemplay.


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Model FZx
Posted on 11-17-14 12:54 AM Link | Quote | ID: 159002


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Um... how do I get a megqman 2 text table file?

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Korxroa
Posted on 11-17-14 01:25 AM (rev. 2 of 11-17-14 01:31 AM) Link | Quote | ID: 159003


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Posted by Model FZx
Um... how do I get a megqman 2 text table file?

TBL for Mega Man 2 not Rockman 2.
http://datacrystal.romhacking.net/wiki/Mega_Man_II:TBL
Copy Paste texts into Notepad.
File -> Click Save As... -> Save as type select "All Files" and file name here like megaman2.tbl -> Click Save, enjoy.....
or
Open FceUX Emulator -> Debug -> Hex Editor -> File -> Load *.TBL File -> select megaman2.tbl -> Click Open, Change Hex Text -> Save ROM and close hex editor.
Reset Game CTRL+R and Play MM2, Changed Text!

No TBL for Rockman 2 JP, Never Change Japanese Kanji Text Name.
Try AGTP's English Translation Patch for Rockman 2 and Go to RDHN site.

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darkmage
Posted on 11-17-14 01:37 AM Link | Quote | ID: 159004

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Posted by Korxroa
@darkmage: download link IPS Patch MM2/RM2 Improvement for Mega Man 2/Rockman 2?



I'm not quite done with it yet. I'd like to change the "Got Weapon" text to be able to use the official English names for the weapons. There's a lot less room, and I've done what I could, but I'm trying to find a way to expand the used space.

Here's what I've done so far:

-Changed the title screen from Rockman 2 to Megaman 2
-Moved the boss life meter to the right side of the screen
-Fixed all the "Clash Man" references
-Speed of energy meters filling has been increased to match MM1 and MM3
-Added shadowing to font
-Tweaked intro text and "Got Weapon" text
-Various minor sprite tweaks

What I'd like to do:

-Expand the "Got Weapon" text space in order to use official English weapon names
-Find a way to fix the sprite flicker (if possible/feasible)

For this second one - does anyone know if there's a disassembly of Mega Man 2, similar to bisqwit's Mega Man 1 disassembly?

Speaking of MM1, I'm also working on a Mega Man 1 Improvement project, to bring the first game more in line with the rest of the NES games. So far:

-Changed energy/weapon capsule sprites to MM2+
-Changed the bonus pearl sprite to resemble a bolt, a la MM9
-Changed Sniper Joe sprites to MM2-style
-Changed boss explosion sound to Mega Man's, to match MM2

I'm trying to figure out how to do the following:

-Change the sound from bonus pearl to extra life when the Magnet Beam and the Yashichi are picked up
-Change the sound from bonus pearl to Mega Man beam-in/transform when teleporting through the Robot Master rooms in Wily Stage 4

After looking through bisqwit's disassembly and making some test changes, it's not going to be as easy as the Robot Master SFX change, since the bonus pearl sound is a subroutine linked to a few other things, instead of being called separately in each case. Gosh, these early Capcom programmers - trying to save space wherever they can!

What I'd like to do:

-Move the boss meter bar to the right
-Pull out the whole scoring engine
-Disable the select button pause
-Fix the landing on spikes behavior to match MM2 (invulnerable while damaged)
-Find and fix the glitch that makes Mega Man stop if he picks up an energy capsule even when he's full/doesn't have a weapon equipped

What I'd REALLY like to do:

-Add in Energy Tanks in place of the scoring engine
-Portraits on the stage select screen

I know some of this work was done by infidelity when he did his Mega Man Upgrade patch, but I was already working on this anyway. I may have to ask him about the boss meter and the scoring engine to see if he can give me hints on how to do it safely.

The other bits are going to require some ASM work, which I am starting to dabble in, and some tilemapping work - which I have no experience in as yet.

I'll let you know when I get to a point that I feel like either project is ready for release.


Insectduel
Posted on 11-17-14 06:47 PM Link | Quote | ID: 159009


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Happy 9th anniversary, Insectduel's Domain!

Because my website launched in 11/17/2005, I have a 1-level Rockman 5 hack for you to play and to use as a base of your project.

Enjoy!

Googie
Posted on 11-17-14 07:11 PM Link | Quote | ID: 159011


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Wow a 9th anniversary already? How time flies...

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Model FZx
Posted on 11-17-14 10:37 PM (rev. 2 of 11-17-14 10:46 PM) Link | Quote | ID: 159013


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Screenie of my WIP hack. (Huh. Html code DOES work)
The Get Equipped With and Weapon names are all in ASCII format, save for the spaces which are read as @.

However, this still changes to Heatmans Palette and the Blue when charging up changes to red? How can I fix this?

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darkmage
Posted on 11-20-14 02:58 PM Link | Quote | ID: 159031

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Thanks to omega_rugal at RHDN, one of the things I had been wanting to do for my Mega Man 2 Improvement project has finally been found! Also, I didn't know that this site existed until he pointed me to it. There's some good info here; why this hasn't been added to Data Crystal is beyond me.

Anyway, in case there has been anyone who was looking for this (like me), here's how to speed up meter filling - AND the travel path creation for the Wily Castle map, since it uses the same sound and logic - in Mega Man 2.

Here's the general ASM for the routines, with the breakdown from the Almighty Guru wiki:

A5 1C LDA $001C ; Load Program Counter.
29 03 AND #$03 ; AND Program Counter with 03.
D0 08 BNE $XXXX ; If not a multiple of 3, skip the sound effect.
EE C1 06 INC $06C1 ; Increment HP
A9 28 LDA #$28 ; Load HP Gain sound effect.
20 51 C0 JSR $C051 ; Play Sound effect.
60 RTS


The increment HP code uses $06C1 for Robot Master meters, and $06C0 for Mega Man. There are a few different ones for Mega Man's energy, weapon energy, and E-Tank filling; I haven't tested fully to determine which address handles which.

The Wily stage bosses are a bit different:

A5 1C LDA $001C ; Load Program Counter.
29 03 AND #$03 ; AND Program Counter with 03.
D0 0F BNE $XXXX ; If not a multiple of 3, skip the sound effect.
AD C1 06 LDA $06C1 ; Increment Boss HP
C9 1C CMP #$1C ; Compare A with $1C
F0 08 BEQ $A12D ; If Boss HP = $1C, leave (HP is compared again outside of this subroutine).
EE C1 06 INC $06C1 ; Increment Boss HP.
A9 28 LDA #$28 ; Load HP Gain sound effect.
20 51 C0 JSR $C051 ; Play Sound effect.
60 RTS


The travel path creation for the Wily Castle map is governed by similar code, but it's a longer routine and I'm not sure what all of it is doing yet. Here's the relevant part:

A5 C1 LDA $001C ; Load Program Counter.
29 03 AND #$03 ; AND Program Counter with 03.
D0 13 BNE $XXXX ; If not a multiple of 3, skip the sound effect.
A9 28 LDA #$28 ; Load HP Gain sound effect.
20 51 C0 JSR $C051 ; Play Sound effect.
...


The part that changes the speed of the incrementation is the AND statement. You can change it like so:

29 01 - Really fast; meter will fill before the SFX is done playing.
29 02 - Fast; meter will fill at same rate as MM1, MM3.
29 03 - Regular meter fill rate.
29 04 - Meter will fill more slowly than normal.
29 05 and higher will decrease the fill rate further.


I hope this is useful!

Model FZx
Posted on 11-21-14 12:49 AM Link | Quote | ID: 159033


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Is there any way to changr this via hex editor?

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Korxroa
Posted on 11-21-14 10:16 PM Link | Quote | ID: 159036


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Change Color White Flash in Stage Select? (MM5 Hack)
Offset x02ECA1, Change Color Hex 30 (White) to 16 (Red) -> Can't Changed Color.


MM5 Hack Project "Mega Man 5 Advanced Edition", working on progress 30%.....

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Insectduel
Posted on 11-22-14 02:12 AM Link | Quote | ID: 159037


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@Korxroa It's most likely that you have to change the white palettes to all of them where the X goes. This my NES palette chart Tic Tac Toe style.

X = Applies All Screens
O = Applies 1 color per object on screen


Object NES Palette : X O O O X O O O X O O O X O O O
Sprite Row NES Palette : X O O O X O O O X O O O X O O O

Korxroa
Posted on 11-22-14 09:14 AM Link | Quote | ID: 159038


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all offset hex 30 00 00 00 = doesn't work change color 30 to 16.
find type search "30 00 00 00" via Hex Editor.

change palette white flash screen like Stage Select Screen, Gravity Hold Weapon, Proto Man Castle & Wily Castle, Five Boss of Wily Castle etc.

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Zeo
Posted on 11-24-14 09:10 AM Link | Quote | ID: 159051

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any know where or how I can get hex information for Megaman iii (Gameboy)?

Korxroa
Posted on 11-24-14 09:41 AM Link | Quote | ID: 159052


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Posted by Zeo
any know where or how I can get hex information for Megaman iii (Gameboy)?


no rom/ram map for GB version of Mega Man III.
Mega Man: Dr. Wily's Revenge GB Edit ROM via Hex Editor on Data Crystal from RDHN.

@rock5easily: Change Color White Flash Stage Select in Mega Man V/Rockman 5 find offset?

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rock5easily
Posted on 11-24-14 10:22 AM Link | Quote | ID: 159053


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In order to change the color of stage decision, you have to change the value as follows.

2E208: 3F -> XX

where, XX = $0F xor [desired color]

if your desired color is $16, XX = $0F xor $16 = $19.
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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