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

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PKstarship
Posted on 09-15-15 06:09 AM (rev. 2 of 09-15-15 06:47 AM) Link | Quote | ID: 161115


Shyguy
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So, I've settled on a name for my hack, I'm gonna call it Mega Man 2: Revenge of Samus Aran. The story is that Samus is fighting Dr. Wily, when he shoots her with a weapon that impairs her suit. It disables her armor upgrades and missiles, stops her from being able to permanantly keep Energy Tanks, and stops her from being able to somersault. Being the vengeful woman she is, she sets out to defeat Dr. Wily in combat, and force him to undo the effects of the weapon. She is also helped out by Dr. Light, who equips her armor with a copy chip, allowing her to absorb the Robot Master's powers.

So far I have an idea for the levels. I want to make the levels a twisted version of what they are, and have reskinned Robot Masters to reflect that. For example, I want Wood Man's stage to be on fire when you enter the level, and the boss is Fire Man from Mega Man 1. I will probably keep Wood Man's attack patterns, and the Leaf Shield, and just rename it the Flame Wheel (A nod to one of my favorite fire-type moves in Pokémon). Another level idea is that Heat Man's level is in a hydroelectric dam, the lava is replaced with electric water, and Elec Man is the boss. Are these ideas good? Is the story good too? I'm looking for feedback on this.

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Model FZx
Posted on 09-15-15 09:46 PM Link | Quote | ID: 161120


Red Koopa
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Great! I'll help you with importing the graphics in.

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Insectduel
Posted on 09-15-15 09:47 PM Link | Quote | ID: 161121


Hammer Brother
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Wanna know the secret of sprite layering and palettes.

Back when I was working with Roll Chan Mobile for Rockman 4 I used the sprite sheet, inserted them with YY-CHR in SNES or any 16-bit mode and loaded the palettes. With NES you get only 4 colors so think about those color choices before pasting the whole sprite.

PKstarship
Posted on 09-15-15 10:01 PM Link | Quote | ID: 161123


Shyguy
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Thank you for being so helpful Model FZx! I do want to finish my level ideas first though. here's another level idea: originally I wanted to add an 8-bit version of "Airman Ga Taosenai" (or "I Can't Defeat Airman) to Airman's level, but it wouldn't really fit to well with the normal style. I then thought about adding tiles to the background to make it dark and rainy, like Toad Man's level, just without the wind. The dark and rainy style would probably fit better with the theme.

Also, Insectduel, I can't use YY-CHR sadly, I am currently using a tablet to hack stuff. I am going to learn ASM to make up for having limited utilities to work with.

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PKstarship
Posted on 09-17-15 06:12 AM (rev. 2 of 09-17-15 06:16 AM) Link | Quote | ID: 161142


Shyguy
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Okay, sorry for the double post, but after thinking things through very VERY carefully, I've decided that Mega Man: Revenge of Samus Aran will be a Mega Man 6 hack. I will have to make a Samus sprite sheet 2.0, but it will be worth it. here are the things that made me choose MM6 instead.

-Multiple characters. I can have Zero-Suit Samus AND Mega Man playable, each with advantages over normal Samus.

-Slide and Charge Beam. I feel Samus should have the Charge Beam, and I can probably modify the slide into being a decent Morph Ball. Zero-Suit Samus and Mega Man will still slide though.

-Branching paths. Something I wanted for my hack, but couldn't pull off in Mega Man 2.

-The plate collecting. I will make it so that every level has a hidden boss, but it will be different than the normal boss in the level. Getting all eight plates will give an epic bonus.

-The game automatically loads the enemy graphics, so no junk graphics when placing enemies in different levels.

I want this hack to be the RockMan 4: Minus Infinity of Mega Man 6 hacks.

Actually, screw that, when this is finished, I want RockMan 4: Minus Infinity to WISH it was the Mega Man: Revenge of Samus Aran of Mega Man 4 hacks.

Edit: Sorry for being kinda annoying in switching the game I want to hack, but I'm not switching again. Mega Man 6 probably has an insane amount of hacking potential just waiting to be harnessed.

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Zynk
Posted on 09-17-15 10:50 AM Link | Quote | ID: 161143


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Posted by PKstarship

-Multiple characters. I can have Zero-Suit Samus AND Mega Man playable, each with advantages over normal Samus.
I want to see you sprite her in 8-bit.

Will you also be doing the get weapon sprites, the opening and ending portraits as well?



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PKstarship
Posted on 09-17-15 06:03 PM Link | Quote | ID: 161145


Shyguy
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Since: 08-14-15
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I'm gonna sprite her in 8-bit. I will be doing weapon get sprites, as well as the cutscenes. Normal Samus will be the one in the cutscenes and get weapon sprites, not Zero-Suit Samus, though.

I have some cool ideas. I want Zero Suit Samus to be quicker with better jumping skills, but she takes one bar more of damage than normal Samus or Mega Man. Basically, Zero Suit Samus would be a speed-runner's character of choice.

There will be two DIFFERENT bosses in every level, and every character will have their own seperate powers they gain from the Robot Masters, making sixteen upgrades for each character.

Mega Man will have use of sixteen different powers from Mega Man 1-5, with no weapons that are clones of each other, like having both Skull Wheel AND Leaf Shield.

Samus will get upgrade to her armors by beating bosses. She will get upgrades like Morph Ball Bombs, High-Jump Boots, Spring Ball, and Missiles. She will also get three different beams, the Ice, Wave, and Plasma beams.

-The Ice beam freezes enemies, making them temporarily harmless.
-The Wave Beam has a larger spread than the others, but you can only have to wave shots on-screen at a time.
-The Plasma Beam does twice the damage of other beams, but you can only have two beams onscreen at a time.

The beams will not use extra ammo, they are simply different ways to play the game.

Zero-Suit Samus... I'm not... quite sure what special abilities to give her. I'm thinking of giving her the auto-charging pistol from Zero Mission, the charging will be represented by a empty gauge filling up next to the energy gauge.

I'm also thinking of giving her an energy whip, give her a sort of Castlevania feel when using it, also I would make it possible to aim up and down as well as left and right.

I also want to have her energy sword be there, for some Zero-styled gameplay, just like the later Mega Man X games. Her pistol is a very multi-purpose weapon, I want to reflect that in her gameplay.

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Zieldak
Posted on 09-17-15 11:19 PM (rev. 4 of 09-17-15 11:24 PM) Link | Quote | ID: 161147


Crow
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Okay. I was messing around with the Disappearing Blocks in Mega Man 3, and figured out how it stores the data and how it works. I did not try disassembling the code itself, because duh.

Here ya go, these notes might be poorly structured and stuff, huh. But it's still useful.

Disappearing Block Notes.txt

-~=~- Magnet Man -~=~-
Level ID: 12349
;Determines which stages uses the blocks
First Screen ID: 12350 ;Which room the blocks start appearing in


Block Set 1:
Stop spawning Block Set 1 and start using Block Set 2 if Mega Man is farther than Screen X pos (but is not necessarily in a different room)
Screen Number - 123FA ;Room ID 0C
Screen X position - 123F6 ;X position E0 in the room set in Screen Number
Spawn Number - 123FE ; Determines how many sets to spawn. 06 means 6 small groups of 1 or more blocks then restart cycle.
Data for group begins at - 12403: 00 ;12408+00 (X pos) & 12440+00 (Screen) & 12478+00 (Y pos) in hex

Block Set 2:
Stop spawning Block Set 2 and start using Block Set 3 if Mega Man is farther than Screen X pos (but is not necessarily in a different room)
Screen Number - 123FB ;Room ID 0D
Screen X position - 123F7 ;X position 80 in the room set in Screen Number
Spawn Number - 123FF ; Determines how many sets to spawn. 05 means 5 small groups of 1 or more blocks then restart cycle.
Data for group begins at - 12404: 0F ;12408+0F (X pos) & 12440+0F (Screen) & 12478+0F (Y pos) in hex

Block Set 3:
Stop spawning Block Group 3 and start using Block Set 4 if Mega Man is farther than Screen X pos (but is not necessarily in a different room)
Screen Number - 123FC ;Room ID 0E
Screen X position - 123F8 ;X position 40 in the room set in Screen Number
Spawn Number - 12400 ; Determines how many sets to spawn. 04 means 4 small groups of 1 or more blocks then restart cycle.
Data for group begins at - 12405: 1A ;12408+1A (X pos) & 12440+1A (Screen) & 12478+1A (Y pos) in hex

Block Set 4:
Stop spawning blocks if Mega Man is farther than Screen X pos (but is not necessarily in a different room)
Screen Number - 123FD ;Room ID 0F
Screen X position - 123F9 ;X position C0 in the room set in Screen Number
Spawn Number - 12401 ; Determines how many sets to spawn. 04 means 4 small groups of 1 or more blocks then restart cycle.
Data for group begins at - 12406: 22 ;12408+22 & 12440+22 & 12478+22 in hex


How Block Data is Built Up:

Spawn 1 in Block Set 1:

12408: 01 ;Number of blocks to spawn at the same time - 00 spawns 1, 01 spawns 2, 02 spawns 3... A high number can 'crash' the spawner, but not the game.
12409: 48 A8 ;X locations for blocks
12440: 01 ;Same as 12408
12441: 0C 0C ;Room IDs for blocks
12478: 01 ;Same as 12408
12479: 98 40 ;Y locations for blocks

Spawn 2 in Block Set 1:
1240A: 00 ;Same as 12408
1240A: 78 ;X location for block
12440: 01 ;Same as 12408
12441: 0C ;Room ID for block
12478: 01 ;Same as 12408
12479: 88 ;Y locations for block

For example, a set of 4 small groups of 1, 2, 1 and 2 blocks appearing in this order and formation...:
[1][2][3][4]
[2] [4]


...is this in the code:
123FE: 04
12408: 00480158580068007878
12440: 000C010C0C000C000C0C
12478: 00780178880078007888

Blocks only spawn up to Screen ID 0C, X position E0. Going further most likely stops spawning any blocks, because the next set's data is not fixed yet (Spawn Number, 'Data begin'). And pretty much that's it! Note that a Block Set only handles up to 15 blocks correctly. More blocks in a set may cause the game stop spawning blocks, because it runs out of RAM for the sprite timers. Offscreen blocks for some reason, always start a new sprite timer, but keep using the old one too, possibly causing many blocks to appear at the same time and location. Only a maximum of 10 blocks or less per Block Set is recommended to be used. I have not checked Wily 1's blocks, but it's basically the same, it may use the same dataspace for the blocks as Magnet's.

Model FZx
Posted on 09-18-15 12:52 AM Link | Quote | ID: 161148


Red Koopa
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Good notes!

Also:

"Have you tried setting the value at 1652D to 00-0B in MM3? I love the result, but it's kinda pointless."

What does this do?

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Zieldak
Posted on 09-18-15 04:50 AM Link | Quote | ID: 161149


Crow
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Posted by Model FZx
Good notes!

Also:

"Have you tried setting the value at 1652D to 00-0B in MM3? I love the result, but it's kinda pointless."

What does this do?

Well, it basically changes which is the first Wily stage. You can also have the Doc Robot stages as the first 4 Wily stages, and then Wily 1 and 2 as the last two. It's not really useful.

Model FZx
Posted on 09-18-15 01:29 PM (rev. 3 of 09-18-15 01:40 PM) Link | Quote | ID: 161150


Red Koopa
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Oh, that's cool! I was wondering what it did.

Edit: changing it to 12 gets me some...interesting...results. In fact, anything 12 and up gets some pretty interesting results.

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Zieldak
Posted on 09-18-15 04:31 PM (rev. 2 of 09-18-15 04:31 PM) Link | Quote | ID: 161151


Crow
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Posted by Model FZx
Oh, that's cool! I was wondering what it did.

Edit: changing it to 12 gets me some...interesting...results. In fact, anything 12 and up gets some pretty interesting results.

Well, that's because there is no 18th stage. And the data it reads for the stage is not valid stage data either. Do not forget, the highest number you should set is 0C, it is the first Wily Stage. Set it to 08 in case you wish to use the Doc Robot stages as the first four Wily stages and Wily 1-2 as 5-6. I don't know how the Wily 1-4 would work after doing this, because... These levels have 2 bosses per stage. But who said we cannot have 4 Doc Robots as Subbosses in Wily 1-4?

Model FZx
Posted on 09-21-15 12:33 AM Link | Quote | ID: 161175


Red Koopa
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When I change the value it sends me back to the stage select after I complete it to fight Break Man. Is this normal?

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Zieldak
Posted on 09-21-15 06:25 PM (rev. 2 of 09-21-15 06:27 PM) Link | Quote | ID: 161180


Crow
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Well, I suppose it is. Maybe it checks if '0C' is the next stage? I dunno. I have not tested it at all.

Model FZx
Posted on 09-23-15 10:18 PM Link | Quote | ID: 161193


Red Koopa
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I changed my Megaman: Zero Awakening hack to Mega Man 5, to take advantage of the MMC5 mapper, as well as its easier to rearrange the 64x64 blocks that make up a level. I started implementing some tiles from Mega Man 1, using a picture of a tile sheet, and inserted by hand, as well as recoloring the blocks a tad from Stone Man's level. It looks nice, but it's essentially a polished up version of Guts Man.



I might rename the hack to something different than Megaman: Zero Awakening to something else...

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Zynk
Posted on 09-24-15 06:00 PM Link | Quote | ID: 161201


Leever
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Does anybody know how to edit the Item number 1, 2 & 3 on the Get Weapon screen?

I managed to changed the 123 icons on the Weapon Menu & the Password screens except for the GetW screen.

I encircled the set of numbers used. You can also see the weapon icons that I used to replace the weapon initials.



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MiniCompute
Posted on 09-25-15 12:03 PM Link | Quote | ID: 161207


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Posted by Zynk
Does anybody know how to edit the Item number 1, 2 & 3 on the Get Weapon screen?

I managed to changed the 123 icons on the Weapon Menu & the Password screens except for the GetW screen.

I encircled the set of numbers used. You can also see the weapon icons that I used to replace the weapon initials.






Use this as your guide also the ones you replaced keep a notepad open and jot down what you do.

Zynk
Posted on 09-25-15 12:59 PM Link | Quote | ID: 161208


Leever
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I'm not asking for translations..... have you read the bolded texts?? I even encircled the tiles I want to change...........


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MiniCompute
Posted on 09-25-15 08:14 PM Link | Quote | ID: 161211


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Posted by Zynk


I'm not asking for translations..... have you read the bolded texts?? I even encircled the tiles I want to change...........




.................. never mind then. =_=

Model FZx
Posted on 09-26-15 02:02 AM Link | Quote | ID: 161216


Red Koopa
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Also, Rockman is Japanese, not Chinese :-D

Anyway. Would anyone happen to know the offsets for Mega Man 5's Boss AI? As well as any and all Mega Man 5 hacking documents?

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

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