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

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kuja killer
Posted on 04-19-15 09:34 AM Link | Quote | ID: 159936


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This ?? Or something else ?
http://postimg.org/image/bvf00jf4l/

Scene Screen Mode ---> Bank F in the dropdown menu

caesur4
Posted on 04-19-15 02:31 PM Link | Quote | ID: 159939


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ugh, I'm an idiot. That's what I was looking for. Thanks!

Vanya
Posted on 04-20-15 06:51 PM Link | Quote | ID: 159960


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Posted by Thanatos-Zero
I realised, that the characters need some work

So I will fix, the graphics.


Consider maybe changing the part with Rush Jet to the Rush space ship from the GB games as it makes more sense in the context of the game.

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kuja killer
Posted on 04-21-15 01:58 AM (rev. 4 of 04-21-15 02:07 AM) Link | Quote | ID: 159964


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Hmm nah, rather not be kept waiting a long time for another new graphic. Well originally my thought was to just only do all the programming and setup and such as much as possible, and let any future megaman 3 romhackers put the graphics in if they want.

But then i realized that's not so easy. This is kinda like "moderate to advanced level" difficulty. So i am doing that.

Because those pictures were soooo huge they take about 400 to 500 invidiaul graphic tiles each. And usually only 256 tiles can be displayed at a time without swapping graphics pages.

I had to write a custom IRQ to switch the graphic pages half-way down the pictures to display them all. Only the first 2 images with Wily/Light are 100% finished right now. Check out what it looks like on the TSA table in megafle.

They're so big that the Rush Jet/Megaman picture has to go into another totally seperate "level data" area heh.
Currently waiting for "megaman USA" to give thantos the picture of the planets.


RetroRain
Posted on 04-21-15 02:10 AM Link | Quote | ID: 159966


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I'm definitely looking forward to this.

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za909
Posted on 04-21-15 10:02 PM Link | Quote | ID: 159978


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Hey it's been a long time, but I need to ask if anyone knows if there is a MMC5 mapper conversion of the US Megaman 3 out there. If not, then I'll try my hand at it, as I have found, a relatively small number of registers have to be changed around, and initializing the mapper would be no problem with extended space as the game would start by loading the last banks with my original code.

I've also been looking into finding all the RAM space the original sound engine uses to try and completely replace it with my own engine I made from scratch for another project in ASM6.
From what I can tell it uses some of the zero page ($0000-$00FF) and page 7 ($0700-$07FF).

kuja killer
Posted on 04-21-15 10:13 PM (rev. 2 of 04-21-15 10:20 PM) Link | Quote | ID: 159979


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i could of done it for the upcoming MM 3 improvement 2.0 [final] --- i upgraded rom to 768 kb, but i choose "not" to use mmc5 mapper though.

But yea it's really not that hard at all. Just a couple things to edit in the "reset vector" code which is near 3FE80-ish

delete/replace all traces of STA/LDA 8000 and 8001 with 5114 and 5115 (code bankswap stuff) -- there's a couple of those in the Music Engine too.

Replace the uhhhh, i think A000 with 5104 or something i forget which reg.

most IRQ registers arent even needed anymore. MMC3 mapper has 4 seperate reg's ....MMC5 mapper only uses 2 reg's.

etc.

Zieldak
Posted on 05-01-15 06:52 PM (rev. 3 of 05-03-15 05:52 PM) Link | Quote | ID: 160032


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In MM3 Wily 3, there's that multi-scrolling jumpy section. What to rewrite to move it to different room IDs?

EDIT: This question was answered.

Thanatos-Zero
Posted on 05-06-15 03:31 PM Link | Quote | ID: 160056


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So Kuja is almost done with the intro. We only need to modify when the music stops and continues.
Once the video is up, I will upload it on Youtube.

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Zieldak
Posted on 05-06-15 03:53 PM Link | Quote | ID: 160057


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Is that possible without editing the music itself? I think you will need to seperate the song data. (in case someone will use it as a future hack base and will replace the music)

Thanatos-Zero
Posted on 05-07-15 03:30 PM (rev. 2 of 05-07-15 09:20 PM) Link | Quote | ID: 160061


Nipper Plant
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It is finally there!

Real Mega Man 3 Intro (game mod/romhack)
https://www.youtube.com/watch?v=​bed6y5sX03E

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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?!".

Zynk
Posted on 05-22-15 03:33 PM Link | Quote | ID: 160165


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I just noticed how Toad Man gets a damage effect sprite over his head whenever he damages Mega Man. Odd bug. Anyway to fix this minor bug?



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BaronHaynes
Posted on 05-24-15 05:10 AM Link | Quote | ID: 160177


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Is there a way to change which bank of sprites an enemy pulls from in MM3? I've tried rearranging GFX sets to put different enemies on the same screen (the Dark Bulb and Submarine enemies), but because they both pull from Bank 1, it doesn't work, even though all the Dark Bulb sprites are available in Bank 0.

Zieldak
Posted on 05-24-15 10:23 AM Link | Quote | ID: 160178


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Well, I think you should be able to change which animation frame uses which tile and etc. But it is a bit complicated. You can find an enemy's code with the code data logger. Then according to the PPU viewer, rewrite all of the sprite id values.

Zynk
Posted on 05-24-15 11:24 AM Link | Quote | ID: 160179


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Thanks to rock5easily that Toadman bug is solved

Now: I found a glitch in Megaman 3 where your final hit on Hardman while the ground is shaking will freeze the game... better not kill him when he does this. :/

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kuja killer
Posted on 05-24-15 11:52 AM Link | Quote | ID: 160180


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pretty sure i fixed that in mm3 improve.
Only happens on the japanese version, english didnt have the problem.

RetroRain
Posted on 05-24-15 01:53 PM Link | Quote | ID: 160182


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Posted by Zynk
Thanks to rock5easily that Toadman bug is solved
Just out of curiosity, how did he fix that bug? What was the problem? I had actually tried fixing the bug myself for a couple of hours that day you made your post, because Toad Man is one of my favorite robot masters, but I had no luck. I was able to find the table for the cloud sprites, and I looked at the code which handled the sprites, but I couldn't understand why the cloud was appearing above Toad Man.

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BaronHaynes
Posted on 05-25-15 03:10 AM (rev. 3 of 05-25-15 03:27 AM) Link | Quote | ID: 160186


Red Goomba
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Does anyone know if there's something weird happening with spikes in Shadow Man's stage? Whenever I make spike tiles, I can safely stand on the top of any spike on the left of a structure. The side of it kills me, and the top of a spike on the right kills me, but the left is completely safe no matter what I do.
-------------
Actually, on closer inspection, it seems that I can stand on either the left or right side, and only die when I'm touch both at the same time. This doesn't happen in other stages. Help?
-------------
Got it -- seems like whenever you're standing in a water tile, you have to be touching both spikes in order to die. Well, that's annoying.

Posted by Zieldak
Well, I think you should be able to change which animation frame uses which tile and etc. But it is a bit complicated. You can find an enemy's code with the code data logger. Then according to the PPU viewer, rewrite all of the sprite id values.

I couldn't figure it out, so I guess I'll have to skip it. Thanks for the info!

Zieldak
Posted on 05-25-15 07:09 PM (rev. 3 of 05-25-15 07:10 PM) Link | Quote | ID: 160195


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Posted by BaronHaynes
seems like whenever you're standing in a water tile, you have to be touching both spikes in order to die. Well, that's annoying.
I've asked Kuja about it once, and he said he is unable to fix it.

BaronHaynes
Posted on 05-27-15 08:55 AM (rev. 2 of 05-27-15 08:57 AM) Link | Quote | ID: 160210


Red Goomba
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2 questions:

1. Is there a way to move the Gemini star field out of the first screen, or to put it on more than one screen? My Gemini stage starts in the caves and eventually makes its way out to the surface, and I don't know how to access whatever causes the parallax background in that screen. I'd like to put it on a later screen in the stage if possible.

2. Does anyone know the address for Top Spin's recoil? I've seen hacks that removed it (Dr. Wily Visits Indonesia) and I was hoping it was documented somewhere.

Thanks in advance!

Posted by Zieldak
Posted by BaronHaynes
seems like whenever you're standing in a water tile, you have to be touching both spikes in order to die. Well, that's annoying.
I've asked Kuja about it once, and he said he is unable to fix it.
I've managed to work around it, thanks for the heads up
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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