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Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
Googie |
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Giant Red Paratroopa Level: 77 Posts: 1082/1405 EXP: 4162622 Next: 28507 Since: 02-19-07 From: Brooklyn, NY Last post: 95 days Last view: 95 days |
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. ____________________ My Linktree |
Insectduel |
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Hammer Brother Level: 68 Posts: 964/1069 EXP: 2681229 Next: 47571 Since: 02-16-08 From: Insectduel's office Last post: 1228 days Last view: 1227 days |
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 |
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Red Goomba Level: 15 Posts: 19/43 EXP: 16034 Next: 350 Since: 05-22-15 Last post: 2348 days Last view: 2332 days |
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 |
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Crow Level: 42 Posts: 228/387 EXP: 510766 Next: 10596 Since: 12-01-11 From: Hungary Last post: 1282 days Last view: 1173 days |
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 |
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Red Goomba Level: 15 Posts: 20/43 EXP: 16034 Next: 350 Since: 05-22-15 Last post: 2348 days Last view: 2332 days |
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 |
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Purple Leever Level: 32 Posts: 92/209 EXP: 195305 Next: 11137 Since: 10-19-12 Last post: 51 days Last view: 1 day |
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.
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MiniCompute |
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Bubble Level: 66 Posts: 700/981 EXP: 2415852 Next: 45999 Since: 04-25-07 Last post: 461 days Last view: 669 days |
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 |
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Crow Level: 42 Posts: 229/387 EXP: 510766 Next: 10596 Since: 12-01-11 From: Hungary Last post: 1282 days Last view: 1173 days |
Posted by Zynk 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 |
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Bubble Level: 66 Posts: 701/981 EXP: 2415852 Next: 45999 Since: 04-25-07 Last post: 461 days Last view: 669 days |
Posted by Zieldak 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 |
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Hammer Brother Level: 68 Posts: 965/1069 EXP: 2681229 Next: 47571 Since: 02-16-08 From: Insectduel's office Last post: 1228 days Last view: 1227 days |
Posted by Zynk 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 |
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Cheep-cheep Level: 32 Posts: 189/196 EXP: 188500 Next: 17942 Since: 04-27-11 Last post: 3024 days Last view: 2735 days |
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 |
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Koopa Level: 24 Posts: 94/116 EXP: 76451 Next: 1674 Since: 12-27-13 From: Florida Last post: 2009 days Last view: 1455 days |
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 |
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Level: 32 Posts: 175/178 EXP: 187600 Next: 18842 Since: 02-26-07 Last post: 2188 days Last view: 2113 days |
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 |
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Koopa Level: 24 Posts: 95/116 EXP: 76451 Next: 1674 Since: 12-27-13 From: Florida Last post: 2009 days Last view: 1455 days |
That's it, I got it, thanks |
Zynk |
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Purple Leever Level: 32 Posts: 93/209 EXP: 195305 Next: 11137 Since: 10-19-12 Last post: 51 days Last view: 1 day |
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.
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Insectduel |
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Hammer Brother Level: 68 Posts: 966/1069 EXP: 2681229 Next: 47571 Since: 02-16-08 From: Insectduel's office Last post: 1228 days Last view: 1227 days |
@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 |
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Goomba Level: 12 Posts: 22/24 EXP: 7030 Next: 891 Since: 06-13-14 From: Japan Last post: 3009 days Last view: 2515 days |
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 |
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Hammer Brother Level: 68 Posts: 967/1069 EXP: 2681229 Next: 47571 Since: 02-16-08 From: Insectduel's office Last post: 1228 days Last view: 1227 days |
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 |
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Crow Level: 42 Posts: 239/387 EXP: 510766 Next: 10596 Since: 12-01-11 From: Hungary Last post: 1282 days Last view: 1173 days |
ISD, TLoMK is a totally higher level than MMitMK. Just sayin'. |
Insectduel |
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Hammer Brother Level: 68 Posts: 968/1069 EXP: 2681229 Next: 47571 Since: 02-16-08 From: Insectduel's office Last post: 1228 days Last view: 1227 days |
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. |
Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
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