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

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kuja killer
Posted on 06-22-15 01:23 AM (rev. 4 of 06-24-15 09:25 PM) Link | Quote | ID: 160343


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This was really fun and nice.

I kind of wish i was able to participate in the "first time seeing Time Attack" event, but my computer is not good not enough for any kind of live streaming

But anyway, this was pretty cool hack. Mario fans will defintely like it, i think.

**edit - I completed a TAS of this hack last night and put up on youtube. Hope you'll like it

NewBLol
Posted on 07-27-15 12:06 PM Link | Quote | ID: 160500

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Hi guys, I am new to this forum/thread. I have been doing some experimenting on mm2 rom hacking.
I have modified the quickman lasers, and it worked out quite well in my opinion... but there is one issue, whenever I die and start from the midway point, there are still lasers flying everywhere which is not suppose to happen. Same situation goes to the point before the boss. I can't seem to find any solution, help anyone? I will be very grateful if someone could help. Thanks!

P.S When you go the weapon select menu in midst of the laser hallways, the screen will go to the next one, how do you fix that as well?

Download:
https://www.mediafire.com/?97ln51c0cjzb15o

Zynk
Posted on 07-27-15 04:07 PM Link | Quote | ID: 160501


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I don't know if I posted this question here before... anyways

Does anybody know how to change the "released charged shot" in Mega Man 6? The sound the game makes is the same as shooting a normal shot. The sound should sound like the ones in MM4 and MM5.

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Insectduel
Posted on 07-27-15 08:48 PM Link | Quote | ID: 160503


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@Zynk Wait, does that sound even exist in the game for Mega Man VI? Is the Rush Power Arm the sound you need for the charged shot? Although I never hack Mega Man VI but I do know basic 6502 ASM code where I just change the LDA and usually JSR for sound codes to the sound RAM breakpoint in the Mega Man series. I don't have a problem finding the ROM offset but finding the specific sound is just odd for Mega Man VI.

Zynk
Posted on 07-28-15 04:48 AM (rev. 2 of 07-28-15 04:48 AM) Link | Quote | ID: 160512


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The discharge sound used in Innocent and Skype have complimentary sound, better than the regular "pew" sound. That's what I'm aiming at if the discharge sound from 4 & 5 are not in the game.

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rcpinto
Posted on 08-12-15 07:59 PM (rev. 2 of 08-12-15 08:01 PM) Link | Quote | ID: 160637

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Hi, guys! First post. This seems to be the best place to ask for the information I need.

I'm trying to make a mini-map (current screen only, sprites + walls) for MM2 using the FCEUX Lua scripting feature. For now, I'm able to retrieve all sprite positions and types from RAM. Also, I managed to use $2006/$2007 to read the nametables and detect all current 8x8 tiles. However, reading the tiles directly does not give me air/wall information. So, after some research, I'm thinking I'd need to read TSA properties for 16x16 blocks on current screen instead of individual tiles. I could find and read this data directly from the ROM, but I'd need to know where to start reading, in order to capture only the current screen. How can I do that? Is there some pointer in RAM? Another possibility (would be prefered) would be to intercept the game while it reads from ROM to RAM. I suppose there must be some RAM address where the game receives each TSA block on screen. Where is it? I could monitor this RAM address and draw each 16x16 block on my mini-map accordingly as they "arrive", whenever it is a wall.

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kuja killer
Posted on 08-15-15 06:42 AM Link | Quote | ID: 160659


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I dont know anything about mm2 whatsoever.

But i truly hope someone will come along and provide assistance to you cause that sounds super awesome and i defintely wanna see your "map drawing" system when it's complete.

rcpinto
Posted on 08-15-15 10:20 PM (rev. 2 of 08-15-15 10:26 PM) Link | Quote | ID: 160666

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I did it!

https://www.youtube.com/watch?v=FRRyGJq-qwM (source included in the video description)

I had to read the ROM and use current stage ($2A) + current screen ($440) + scroll X ($1F) from RAM to figure out the exact position of current screen info. First stage is at $10 in rom, starting with solidity info. $510 stores the map layout itself, composed by 32x32 macro blocks with 4 16x16 micro blocks each. Each code in the map maps to the 4 micro blocks' properties at the $10 region. Next level starts at $4010 , the next at $8010 and so on. Rock5easily's editor helped a lot to figure out the codes and addresses.

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kuja killer
Posted on 08-16-15 12:42 AM (rev. 3 of 08-16-15 12:44 AM) Link | Quote | ID: 160670


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The video is waaaay too blury to see. Why is it only avaiable in 144p ?
Maybe reupload with better quality before more people see ??

But i downloaded it and tried it out, i love this so much. That is just so amazing that you did that. It's so cool too how you color-coded as many things as possible to distiguish from all the different "block property" types and stuff.

I salute you. This totally made my day so much!

rcpinto
Posted on 08-16-15 01:28 AM Link | Quote | ID: 160672

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I'm glad you liked it!!

About the video, dunno, it shows in 360p here for me. The Bubble Man portion is the worst, but from Heat Man and on, it seems pretty sharp here. Really dunno. I'll see what I can do about that.

The color coding is actually pretty simple, I just used the sprite ID as the R color component, sprite flags as the G component and the instance index as the B component.

But actually, the map isn't my goal. I'm working with some AI algorithms applied to old games. You can see my Genetic Algorithm VS Airman V3.0 video from 2014 in my channel. That one just learns the perfect button sequence "blindly". Now I'm going to try a reactive approach, so the AI needs input from the environment. That's where the map comes in

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MiniCompute
Posted on 08-16-15 08:46 PM Link | Quote | ID: 160673


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Could you please make your patch in .ips format ?
The .Lua is pretty much useless to me let alone finding the right patcher for that format.

Zieldak
Posted on 08-16-15 10:33 PM (rev. 4 of 08-16-15 10:34 PM) Link | Quote | ID: 160674


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A Lua Script is not to be patched to a ROM. If you're using FCEUX, you can load it. File > Lua > New Lua Script Window... Browse it and Run. You can also edit it, but it's pointless unless you want to customise the minimap.

MiniCompute
Posted on 08-16-15 11:48 PM Link | Quote | ID: 160676


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:/ so in other words rcp hasn't made sure this will work out in other nes emulators ?
I suggest he try that once he fully completes that and make a standard ips.
Also like kuja said when recording make sure the screen recording size is big enough.
Still looks good from what I can see from the video link but eh. :/


Zieldak
Posted on 08-17-15 12:07 AM (rev. 5 of 08-17-15 12:14 AM) Link | Quote | ID: 160677


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Posted by Mike-Tech
:/ so in other words rcp hasn't made sure this will work out in other nes emulators ?


It works on ANY emulators that SUPPORT luascripts. (Right now, only FCEUX supports it, no emulators on phones, other consoles, etc.)

Posted by Mike-Tech
I suggest he try that once he fully completes that and make a standard ips.


That is impossible to do. A luascript is not an actual ROM-hack, it's only a script that displays data using the emulator's hud system or manipulates game code (it cannot add more content to the ROM), but is not actual asm that could be simply inserted into the rom. This minimap is way too complicated to be programmed into the actual game and would probably kill it... too many sprites on screen~ A Start+Select fullscreen map would be programmable however, in the style of a MM4+ Weapon Menu.

Also, try this video instead: https://www.youtube.com/watch?v=KIJa3mnl_Kg

MiniCompute
Posted on 08-17-15 12:30 AM Link | Quote | ID: 160679


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Posted by Zieldak
Posted by Mike-Tech
:/ so in other words rcp hasn't made sure this will work out in other nes emulators ?


It works on ANY emulators that SUPPORT luascripts. (Right now, only FCEUX supports it, no emulators on phones, other consoles, etc.)

Posted by Mike-Tech
I suggest he try that once he fully completes that and make a standard ips.


That is impossible to do. A luascript is not an actual ROM-hack, it's only a script that displays data using the emulator's hud system or manipulates game code


Oh well then so what your saying its limited to fceux. :/
Looks nice and all but why on earth would anyone need a map system for any mega man game in general ?
Just a predesign plot course, which is suppose to take you right to the boss.
Finding items isn't even impossible, let alone crucial to beating the game.

Thanks for the heads up anyway.

rcpinto
Posted on 08-17-15 12:43 AM (rev. 2 of 08-17-15 12:47 AM) Link | Quote | ID: 160680

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Thanks, Zieldak, you explained everything I was going to say, even shared the HD video I JUST uploaded hahaha. Just 2 more things:
1) Bizhawk supports it too. It is a kind of standard API called emulua (other non-nes emulators like snes9x and gens support it too)
2) The reason to make this, Mike, is explained in the video description, video annotation and also in my previous comment here. I needed to learn how to extract map data for other use. That is also why it is not a proper rom hack.

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TheSkipper1995
Posted on 08-17-15 04:53 AM Link | Quote | ID: 160681


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Hey everyone, I'm new here.

I've basically come here at a loss; I'm messing around with hacking Mega Man 4 and I've run into a very strange issue. Anyone who really knows their stuff about the game willing to help? Thanks.

Termingamer2-JD
Posted on 08-17-15 07:27 AM Link | Quote | ID: 160682


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Posted by TheSkipper1995
Hey everyone, I'm new here.

I've basically come here at a loss; I'm messing around with hacking Mega Man 4 and I've run into a very strange issue. Anyone who really knows their stuff about the game willing to help? Thanks.

What happened? Also I hope you enjoy and keep returning, post regularly.

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TheSkipper1995
Posted on 08-17-15 08:58 AM Link | Quote | ID: 160684


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Posted by Termingamer2-JD

What happened? Also I hope you enjoy and keep returning, post regularly.


Thanks, man!

Let me preface this by saying I'm using "MegaFLE X" to edit the game... So I'm sure experienced Mega Man hackers are aware of the enemy graphic limitations of the first 4 games, right? How you can only have certain "groups" of enemies on certain "screens"? Well I've changed the graphic set for this particular screen so I can use the enemies I want. The screen I'm editing is the one that activates the stage's checkpoint... and this works normally... However, if I die and respawn at the checkpoint, the graphics revert to what they were in the original, un-edited version of the game. Any ideas as to how to fix this?

MiniCompute
Posted on 08-18-15 11:54 AM Link | Quote | ID: 160696


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Posted by TheSkipper1995
Posted by Termingamer2-JD

What happened? Also I hope you enjoy and keep returning, post regularly.


Thanks, man!

Let me preface this by saying I'm using "MegaFLE X" to edit the game... So I'm sure experienced Mega Man hackers are aware of the enemy graphic limitations of the first 4 games, right? How you can only have certain "groups" of enemies on certain "screens"? Well I've changed the graphic set for this particular screen so I can use the enemies I want. The screen I'm editing is the one that activates the stage's checkpoint... and this works normally... However, if I die and respawn at the checkpoint, the graphics revert to what they were in the original, un-edited version of the game. Any ideas as to how to fix this?


It sounds like your hack in some spots is still being asm hard coded.
Can you record your game and show that happening ?
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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