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Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
kuja killer |
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Level: 55 Posts: 439/628 EXP: 1243884 Next: 70305 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 7 days |
This ?? Or something else ?
http://postimg.org/image/bvf00jf4l/ Scene Screen Mode ---> Bank F in the dropdown menu |
caesur4 |
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Red Goomba Level: 16 Posts: 42/47 EXP: 19409 Next: 847 Since: 05-20-14 From: Iowa Last post: 1759 days Last view: 663 days |
ugh, I'm an idiot. That's what I was looking for. Thanks! |
Vanya |
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Red Koopa Level: 27 Posts: 139/139 EXP: 105089 Next: 11070 Since: 01-22-13 Last post: 3293 days Last view: 3292 days |
Posted by Thanatos-Zero 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. ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
kuja killer |
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Level: 55 Posts: 440/628 EXP: 1243884 Next: 70305 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 7 days |
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 |
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Fuzz Ball Level: 66 Posts: 866/994 EXP: 2438207 Next: 23644 Since: 09-30-07 Last post: 1935 days Last view: 957 days |
I'm definitely looking forward to this. ____________________ My YouTube Channel |
za909 |
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Cheep-cheep Level: 32 Posts: 182/196 EXP: 189075 Next: 17367 Since: 04-27-11 Last post: 3053 days Last view: 2763 days |
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 |
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Level: 55 Posts: 441/628 EXP: 1243884 Next: 70305 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 7 days |
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 |
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Crow Level: 42 Posts: 196/387 EXP: 512399 Next: 8963 Since: 12-01-11 From: Hungary Last post: 1311 days Last view: 1202 days |
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 |
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Nipper Plant Level: 45 Posts: 378/423 EXP: 652850 Next: 7314 Since: 11-25-08 From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25 Last post: 1091 days Last view: 1053 days |
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. ____________________ 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?!". |
Zieldak |
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Crow Level: 42 Posts: 199/387 EXP: 512399 Next: 8963 Since: 12-01-11 From: Hungary Last post: 1311 days Last view: 1202 days |
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 |
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Nipper Plant Level: 45 Posts: 379/423 EXP: 652850 Next: 7314 Since: 11-25-08 From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25 Last post: 1091 days Last view: 1053 days |
It is finally there!
Real Mega Man 3 Intro (game mod/romhack) https://www.youtube.com/watch?v=​bed6y5sX03E ____________________ 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 |
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Purple Leever Level: 32 Posts: 89/209 EXP: 195977 Next: 10465 Since: 10-19-12 Last post: 80 days Last view: 21 hours |
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?
____________________ |
BaronHaynes |
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Red Goomba Level: 15 Posts: 10/43 EXP: 16105 Next: 279 Since: 05-22-15 Last post: 2377 days Last view: 2360 days |
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 |
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Crow Level: 42 Posts: 223/387 EXP: 512399 Next: 8963 Since: 12-01-11 From: Hungary Last post: 1311 days Last view: 1202 days |
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 |
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Purple Leever Level: 32 Posts: 90/209 EXP: 195977 Next: 10465 Since: 10-19-12 Last post: 80 days Last view: 21 hours |
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. :/ ____________________ |
kuja killer |
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Level: 55 Posts: 454/628 EXP: 1243884 Next: 70305 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 7 days |
pretty sure i fixed that in mm3 improve.
Only happens on the japanese version, english didnt have the problem. |
RetroRain |
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Fuzz Ball Level: 66 Posts: 882/994 EXP: 2438207 Next: 23644 Since: 09-30-07 Last post: 1935 days Last view: 957 days |
Posted by ZynkJust 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. ____________________ My YouTube Channel |
BaronHaynes |
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Red Goomba Level: 15 Posts: 11/43 EXP: 16105 Next: 279 Since: 05-22-15 Last post: 2377 days Last view: 2360 days |
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 I couldn't figure it out, so I guess I'll have to skip it. Thanks for the info! |
Zieldak |
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Crow Level: 42 Posts: 226/387 EXP: 512399 Next: 8963 Since: 12-01-11 From: Hungary Last post: 1311 days Last view: 1202 days |
Posted by BaronHaynesI've asked Kuja about it once, and he said he is unable to fix it. |
BaronHaynes |
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Red Goomba Level: 15 Posts: 12/43 EXP: 16105 Next: 279 Since: 05-22-15 Last post: 2377 days Last view: 2360 days |
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 ZieldakI've managed to work around it, thanks for the heads upPosted by BaronHaynesI've asked Kuja about it once, and he said he is unable to fix it. |
Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
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