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

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Googie
Posted on 06-01-15 06:07 AM Link | Quote | ID: 160223


Giant Paratroopa
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I decided to pick up on this hack again, the rest of the levels need to be edited. There's some ASM hacking I'd like to do before this hack comes out.

Have Mega Man's bullet's bounce off certain things like in MM2 and have the hallway cut to the robot masters like in MM2. And have the robot master have different weaknesses. And have Mega Man climb up ladders fast like in MM3, if anyone wants to help with that I'd really appreciate it, not now down the line when the levels are edited.

I also want to fix the graphic glitches too.

Insectduel
Posted on 06-01-15 11:54 PM Link | Quote | ID: 160225


Hammer Brother
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I haven't even logged in for a while and I have a Board 2 PM. Please do not send them when I am inactive. Use my Facebook fan page or E-mail instead.

Go to 12:30 on my video for fixing TSA's for boss doors.


BaronHaynes
Posted on 06-04-15 04:21 PM Link | Quote | ID: 160254


Red Goomba
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Does anyone have any idea how to fix the giant snake eye glitch in Snake Man's stage? I thought I read something about it recently but I can't find it anywhere.



The eye gets "stuck" inside the wiggling animation, even when I import the entire giant snake sprite group and leave it in the default position. Nothing I do seems to fix it. Help?

Zieldak
Posted on 06-04-15 05:06 PM (rev. 4 of 06-04-15 05:14 PM) Link | Quote | ID: 160256


Crow
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It's an easy fix actually. The only thing you have to do is manually swapping the Giant Snake (eye) and the 8th Giant Snake (body) enemy, X and Y positions with a HEX editor at EC10, ED10 and EE10. The Screen ID, X and Y positions are seperated, so watch out for that. You can search the X and Y locations up using the values from the editor.

Enemy ID gives the location of the values in the ROM, so check which IDs your Body and Eye has right now. Both of them are next to each other, so you will only have to find the values for the eye, because the next value will be always for the body. Then simply swap those values.

For example:
Giant Snake (eye)
Enemy ID X => EC10+X, ED10+X, EE10+X all in hex
EC__ will be the X loc. Swap with EC__+1
ED__ will be the Y loc. ED__+1
EE__ will be the Enemy Type. EE__+1

WAIT!
Alternative Way:
1.) Delete all Giant Snake elements.
2.) MegaFLE X > Config > Enemy Editor > disable "Sort enemies by X location..."
3.) Insert Group Giant Snake (In case it's not working as it should, swap Enemy Type, X and Y locs in the editor, for the enemy IDs they're using.)
4.) MegaFLE X > Config > Enemy Editor > enable "Sort enemies by X location..."

That's all.

BaronHaynes
Posted on 06-04-15 05:26 PM (rev. 2 of 06-04-15 05:42 PM) Link | Quote | ID: 160257


Red Goomba
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Awesome, good find
It seems to work properly upon loading without needing to re-sort IDs.

I may have been having trouble with the hex code because I removed body segment 8 to disable the snake zip glitch, where you can zip through the wall by sliding against the last segment.

Thanks for your help!
--------------------------------
Edit: Removing the last body segment seems to disable the Init. enemy that removes the wall after the boss dies. But I was able to get the same effect by moving the segment down and to the right.

Zynk
Posted on 06-06-15 07:14 AM Link | Quote | ID: 160264


Leever
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This is somewhat bothering me the whole time playing MM4. There's an existing, very minor graphics issue when Megaman slides in Drillman's room, MM seems to blend in the background.



____________________

MiniCompute
Posted on 06-06-15 02:15 PM Link | Quote | ID: 160266


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If there alot of enemies and obects in that stage, I could see why rock's frame would disapear.
If it bothers you that much why not open the rom with a editor and take out some enemies.
If the game play is better in that stage, thats where your issue is.

Zieldak
Posted on 06-06-15 03:39 PM (rev. 2 of 06-06-15 03:40 PM) Link | Quote | ID: 160268


Crow
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Posted by Zynk
This is somewhat bothering me the whole time playing MM4. There's an existing, very minor graphics issue when Megaman slides in Drillman's room, MM seems to blend in the background.




That's because Drill Man needs a foreground thingy to appear properly from the ground, using a code similar to MM1 Fireman's BehindBackgroundHack I think. Or it is double layered or something... Is that even possible?
I know it's not worth removing this, because Drillman would be broken then. But if the foreground thingy is Y location based it could be placed lower, so none of MM's tiles reach it. Maybe...

Actually, if you remove lowest line of the background, MM's tiles would no longer blend with it.

@Mike | None of that stuff is related to this 'bug'. It's only because Drillman needs an appear behind ground thingy, so it uses that thingy I mentioned.

MiniCompute
Posted on 06-07-15 12:24 AM Link | Quote | ID: 160273


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Posted by Zieldak

@Mike | None of that stuff is related to this 'bug'. It's only because Drillman needs an appear behind ground thingy, so it uses that thingy I mentioned.


Oh ok then I had only thought of that because realize drill man and dustman stage has abit of slowdown with some of the stuff capcom crams into it.

I'll let you continue on with it. :/


Insectduel
Posted on 06-07-15 12:46 AM Link | Quote | ID: 160274


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Posted by Zynk
This is somewhat bothering me the whole time playing MM4. There's an existing, very minor graphics issue when Megaman slides in Drillman's room, MM seems to blend in the background.




I should go check on it when I have a chance!
It's most likely Mega Man itself due to faulty programming on the CSA editor. I don't have any answers yet.

za909
Posted on 06-07-15 10:10 PM Link | Quote | ID: 160277


Cheep-cheep
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The NES PPU can use two different sprite modes, one where a 8x8 pixel sprite is in front of the background and one where it is behind the background, but in that case, it won't be hidden by the backdrop color (in this case, the black which appears everywhere)

When MM "collides" with a Foreground TSA block, the game sets all the little sprites that make up MM's body to use the behind the background mode, so it is very wonky unless you use the foreground blocks around solid backdrop-colored areas.

32x1000
Posted on 06-08-15 08:38 PM Link | Quote | ID: 160281


Koopa
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I didn't want to make a whole new thread for this question cause it seems kind of silly so i'm posting it here. I have no idea how to change enemy PPU banks in Rockman 2.



The editor I use has no way of changing which bank is used for each screen. I need to know either hex locations or what editor can edit them.

NetSplit
Posted on 06-09-15 11:14 AM Link | Quote | ID: 160284


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I haven't tested this much, but at offset $3470 in each level bank are sprite graphic sets for the bank. Each entry is #$12 bytes in size. The first 12 bytes of that are pairs of bytes for each row of the set, and the next 6 bytes are the palette data for that set. At offset $343C is a table of which of these sets to use for each corridor. These values are all multiples of #$12.

32x1000
Posted on 06-09-15 10:48 PM Link | Quote | ID: 160287


Koopa
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That's it, I got it, thanks

Zynk
Posted on 06-16-15 03:09 PM Link | Quote | ID: 160315


Leever
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In Capcom Sprite Assembler, does anybody know how to turn on/off the Paired with check box? Specifically, only Dustman's Sprite (Sprite Bank 1C010; Sprite 15) doesn't have a check in its checkbox.




____________________

Insectduel
Posted on 06-16-15 07:36 PM Link | Quote | ID: 160316


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@Zynk that's too hard to figure out because I was messing around with it when I made Roll Chan mobile for Rockman 4.

The Paired with # is automatic!!!

Whenever a sprite matches the number and mirroring it gets turned on.

1st paired of sprites is facing left and 2nd paired of sprites matching the previous number is facing right. The 2nd pair must match and mirrored from the 1st pair. Be sure you look closely at their ROM OFFSETS because it's the key to changing them while add/delete sprite pieces.

rock5easily
Posted on 06-21-15 05:58 PM Link | Quote | ID: 160336


Goomba
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I (and Ensis) have released a new ROCKMAN3 hack!

ROCKMAN3 -The Last of Mushroom Kingdom!?-
http://rock5easily.sakura.ne.jp/archive/20150621/rock3mushroom.zip

Sample movie
https://www.youtube.com/watch?v=4ezi5cWf2js

Insectduel
Posted on 06-21-15 09:35 PM Link | Quote | ID: 160340


Hammer Brother
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What did you say?! Okay so this video was posted on June 7, 2015. I recently reviewed an AWFUL Mega Man 1 hack that was already form of a game cartridge. Uh-Oh, I hope they don't make MASS reproductions of this game too! Yeah, they used the PRG and CHR EPROM chips to insert the rom image and I DO NOT support buying reproduction games unless I want a copy of the game for private use. Mega Man in the Mushroom Kingdom was already bad, but I hope The Last of Mushroom Kingdom is an improvement to Alex AR's game.

I may want to post my video to Screwattack.com. Feel free to watch it! I am coming up with the series called AWFUL GAME MODS where I review game mods (romhack) that are already made in a cartridge or not and Mega Man in the Mushroom Kingdom is one of them. Pocket Monsters Silver 100% English by Vida Translations is another since it's my childhood game.


Zieldak
Posted on 06-21-15 10:07 PM Link | Quote | ID: 160341


Crow
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ISD, TLoMK is a totally higher level than MMitMK. Just sayin'.

Insectduel
Posted on 06-21-15 10:13 PM (rev. 2 of 06-21-15 10:21 PM) Link | Quote | ID: 160342


Hammer Brother
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Really Zieldak! I can't wait to try the game when I off Church service. I just downloaded from my phone to my E-mail address. I'd do a follow-up commentary let's play video on my YouTube page once I tried the game. It's always good to play the game to the fullest extent without cheating and save state abuse including using a USB NES/SNES game controller.

When it comes to games made from rock5easily or Ensis, I always expecting high quality and playable.
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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