Views: 52,373,511
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 07-16-19 07:33 PM
Guest: Register | Login

0 users currently in ROM Hacking | 1 guest | 2 bots

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

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84

MiniCompute
Posted on 09-26-15 03:41 AM Link | Quote | ID: 161218


Level: 63

Posts: 793/971
EXP: 2021844
Next: 75308

Since: 04-25-07
From: 90 degrees of north bridge

Last post: 1243 days
Last view: 758 days
Posted by Model FZx
Also, Rockman is Japanese, not Chinese :-D



And CapN piccard is dead and off the airwaves, long lived the 1987 voyage. :/

OmegaX128
Posted on 09-28-15 05:32 AM Link | Quote | ID: 161250

Newcomer
Level: 4

Posts: 1/3
EXP: 193
Next: 86

Since: 09-28-15

Last post: 1383 days
Last view: 1383 days
I guess I'll stop lurking now

As someone who has wanted to make a Mega Man 2 hack for the longest time, I've finally found a place where I can ask some questions.

I am making a hack for Mega Man 2 called Mega Man: Air-Jumper.
Basically, in this hack, Mega Man would be able to jump once from the ground and twice in the air, and would be able to dash, and dash jump, which would remove one of his jumps to compensate for the speed.

Due to this, the levels would need to be very challenging and large, with all different music coming in for all of the stages in the game.

The main thing about this hack however, is that I would be making use of the MMC5 mapper.

With it, I plan to add extra Wily Stages, better 8-bit sounds and songs, longer levels, and more bosses.

Not to Rockman 4 Minus Infinity levels of hack, but enough to distinguish it from the other MM2 hacks that are out there.

However, I need to start with the basics, coding the triple jump and dash first.
I am not a total stranger to MM hacking, as I already have hexing experience, and am cracking down on ASM.

So if someone could help me a little bit with offsets and areas where I can do stuff, that would be amazing. And as always, thanks for reading this wall of text anyways.

za909
Posted on 09-28-15 04:46 PM Link | Quote | ID: 161259


Cheep-cheep
Level: 30

Posts: 192/196
EXP: 150349
Next: 15520

Since: 04-27-11

Last post: 1307 days
Last view: 1018 days
First off, if there's no MMC5 version hack of MM2, you need to learn more about how the MMC1 does bankswitching, and how the MMC5 does it. If you locate all the writes to the MMC1 registers and re-write that code to attempt writing to the MMC5 bankswitch registers you have successfully ported the game to use MMC5. Though beware, the MMC5 is a bit on the excessive side, it requires a lot of initialization when the game fires up so you might have to do something with the Init code of the game, which can be found by looking at the RESET vector at the end of the PRG-ROM.

kuja killer
Posted on 09-28-15 09:57 PM (rev. 2 of 09-28-15 09:58 PM) Link | Quote | ID: 161260


Level: 51

Posts: 470/600
EXP: 986054
Next: 27884

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 36 days
Last view: 4 hours
http://www.romhacking.net/hacks/2562/

here you go

OmegaX128
Posted on 09-29-15 05:33 AM Link | Quote | ID: 161261

Newcomer
Level: 4

Posts: 2/3
EXP: 193
Next: 86

Since: 09-28-15

Last post: 1383 days
Last view: 1383 days
Thanks for the responses, guys, and kuja, thanks but I already found it

Okay, now my primary objective is to make use of the extra stuff the MMC5 mapper gives me.

Example; an extra Wily Stage or two with their own graphics, how would I go about that?

Thanks for the repsonses in advance!

Model FZx
Posted on 09-30-15 02:27 AM Link | Quote | ID: 161262


Red Koopa
Level: 23

Posts: 103/132
EXP: 64047
Next: 3676

Since: 08-28-14

Last post: 1334 days
Last view: 1354 days
You'd have to assign the right pointers, allocate some stage data, and the TSA blocks.

On other news...



Took me a half hour to do, MM5 hack. What do you guys think? I'm aiming for a cyberspace kind of feel.

____________________
A well known Bio-Metal

PKstarship
Posted on 09-30-15 02:54 AM Link | Quote | ID: 161263


Shyguy
Level: 19

Posts: 63/88
EXP: 31245
Next: 4532

Since: 08-14-15
From: Midgard

Last post: 698 days
Last view: 607 days

Posted by Model FZx
You'd have to assign the right pointers, allocate some stage data, and the TSA blocks.

On other news...



Took me a half hour to do, MM5 hack. What do you guys think? I'm aiming for a cyberspace kind of feel.


Megaman 5: Battle Network?

It looks pretty cool

____________________
Drive-by, *Puts on sunglasses* Miami style YEEEEEEEAAAAAAAHHHHHH!!!!!!!

Model FZx
Posted on 09-30-15 03:04 AM Link | Quote | ID: 161264


Red Koopa
Level: 23

Posts: 104/132
EXP: 64047
Next: 3676

Since: 08-28-14

Last post: 1334 days
Last view: 1354 days
Haha! Thanks, Starship. No, it isnt battle network themed
:p

____________________
A well known Bio-Metal

Googie
Posted on 09-30-15 03:15 AM Link | Quote | ID: 161265


Giant Paratroopa
Level: 74

Posts: 1147/1391
EXP: 3491947
Next: 161597

Since: 02-19-07
From: Long Island City, NY

Last post: 180 days
Last view: 180 days
I like this it's cool...

Model FZx
Posted on 09-30-15 03:29 AM (rev. 2 of 09-30-15 04:54 AM) Link | Quote | ID: 161267


Red Koopa
Level: 23

Posts: 105/132
EXP: 64047
Next: 3676

Since: 08-28-14

Last post: 1334 days
Last view: 1354 days
Posted by Googie
I like this it's cool...


Thanks!

Edit: ignore the fact that the back is purple. I put a Napalm Man PAL animator in the stage and I was too lazy to move it.



I recolored him based off a screenshot from a fangame. I kind of like the shade, but if you guys don't that's not a problem. I think it looks nice.

____________________
A well known Bio-Metal

MiniCompute
Posted on 09-30-15 08:53 PM Link | Quote | ID: 161268


Level: 63

Posts: 797/971
EXP: 2021844
Next: 75308

Since: 04-25-07
From: 90 degrees of north bridge

Last post: 1243 days
Last view: 758 days
Go play mega man x5 and, I think fortress stage 1 and 2 might give you some good palette ideas.
The only thing thats not making me love this is no black or gray lining around the outter green tile block.




Model FZx
Posted on 09-30-15 10:55 PM Link | Quote | ID: 161273


Red Koopa
Level: 23

Posts: 106/132
EXP: 64047
Next: 3676

Since: 08-28-14

Last post: 1334 days
Last view: 1354 days
Cool it down, guys! I'm not a MM5 hacking expert! :p

I've played X5 many times. I'll see what I can do palette wise. Also I'm trying to be cheap with my palette colors, for an effect planned later.

also, I'm using MegaFLE, and I think I screwed up the screen scrolling thingy. I have 3 drop screens set up (so far), an when I drop down thesecond ione, it plops me back a screen before all the drop downs start, and it will only let me go left, in a contuinous scroll. And does anyone know how to take advantage of multiple paths? As well as the music data offsets? It isn't in the ROM map over at Data Crystal.

____________________
A well known Bio-Metal

XTTX
Posted on 09-30-15 10:58 PM Link | Quote | ID: 161275


Flurry
Level: 35

Posts: 217/251
EXP: 254957
Next: 24979

Since: 04-14-08
From: DTOWN

Last post: 645 days
Last view: 483 days
Posted by Model FZx
You'd have to assign the right pointers, allocate some stage data, and the TSA blocks.

On other news...



Took me a half hour to do, MM5 hack. What do you guys think? I'm aiming for a cyberspace kind of feel.


This looks pretty cool! It does have a battle network feel to it! Hopefully we will see more of this in the future!

Model FZx
Posted on 10-01-15 12:31 AM Link | Quote | ID: 161278


Red Koopa
Level: 23

Posts: 107/132
EXP: 64047
Next: 3676

Since: 08-28-14

Last post: 1334 days
Last view: 1354 days
I am hoping this as well! :-)

____________________
A well known Bio-Metal

MiniCompute
Posted on 10-01-15 05:53 AM Link | Quote | ID: 161281


Level: 63

Posts: 800/971
EXP: 2021844
Next: 75308

Since: 04-25-07
From: 90 degrees of north bridge

Last post: 1243 days
Last view: 758 days
Posted by Model FZx
Cool it down, guys! I "AM" ~only~ a MM5 hacking novice! :p

I've played X5 many times. I'll see what I can do palette wise. Also I'm trying to be cheap with my palette colors, for an effect planned later.




Your FIRED for not being more precise in your professional hacking of mega man 5.
Your STILL FIRED for showing off early progess too soon, give it awhile.
When you have made some headway, then post and my head may slowly creek to look at your post.

Now go home. :|


Trinitronity
Posted on 10-01-15 09:10 AM Link | Quote | ID: 161283


Porcupo
Level: 35

Posts: 108/311
EXP: 266048
Next: 13888

Since: 02-04-13

Last post: 192 days
Last view: 26 days
Guess who's back, back again!
Anyway, I'm currently having two new problems with, yup, MegaMan 3 hacking, and both are about Wily Stage 3 and both are appearantly common problems, but not common enough to have a common solution...

First off, the moving platforms. I know the objects that make them move, but the moving algorith is sadly used in the wrong rooms. They should be used on screens 14 and 15, but are instead used on the screens C and 11 (the first screen in Wily 3 for me is screen B). So...where in the Hex Editor should I look to fix that problem.

Second off, it's the classic problem of the boss, Dark Megamen, not reappearing after disappearing.
I have no idea why that happens because I placed the boss with the exact same coordinates like in the original MegaMan 3, so technically, there should not be any problems...

So yeah, please help me there. Thanks in advance!

OmegaX128
Posted on 10-01-15 08:58 PM Link | Quote | ID: 161293

Newcomer
Level: 4

Posts: 3/3
EXP: 193
Next: 86

Since: 09-28-15

Last post: 1383 days
Last view: 1383 days
Quick Man is the first Robot Master to receive changes! Here is a preview:

https://www.youtube.com/watch?v=_272MmZY3Rw

Zieldak
Posted on 10-02-15 04:12 PM (rev. 2 of 10-02-15 04:12 PM) Link | Quote | ID: 161303


Crow
Level: 39

Posts: 271/386
EXP: 400152
Next: 4619

Since: 12-01-11
From: Hungary

Last post: 211 days
Last view: 288 days
Posted by Trinitronity
First off, the moving platforms. I know the objects that make them move, but the moving algorith is sadly used in the wrong rooms. They should be used on screens 14 and 15, but are instead used on the screens C and 11 (the first screen in Wily 3 for me is screen B). So...where in the Hex Editor should I look to fix that problem.


Reply:
Posted by kuja killer
122EA: level id (default 0E which is wily 3 level)
122F0: Screen number for the first set to happen on (default 09)
122F4: Screen number for the second set to happen on (default 0A)


Posted by Trinitronity
Second off, it's the classic problem of the boss, Dark Megamen, not reappearing after disappearing.
I have no idea why that happens because I placed the boss with the exact same coordinates like in the original MegaMan 3, so technically, there should not be any problems...


Edit the byte at 25E80 to match the Megaman Replicator's enemy number. (not ID!)

Trinitronity
Posted on 10-02-15 06:02 PM Link | Quote | ID: 161307


Porcupo
Level: 35

Posts: 115/311
EXP: 266048
Next: 13888

Since: 02-04-13

Last post: 192 days
Last view: 26 days
Thanks, the moving platforms are now working correctly.
However the problem with the Dark Megamen not reappearing still persists...

Zieldak
Posted on 10-02-15 06:23 PM Link | Quote | ID: 161309


Crow
Level: 39

Posts: 273/386
EXP: 400152
Next: 4619

Since: 12-01-11
From: Hungary

Last post: 211 days
Last view: 288 days
Posted by Trinitronity
Thanks, the moving platforms are now working correctly.
However the problem with the Dark Megamen not reappearing still persists...


That is weird. Are you sure you entered the value from here? I don't remember if this boss checks for screen id or not.

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84


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

Acmlmboard 2.1+3δ (2016-01-08)
© 2005-2016 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.267 seconds. (344KB of memory used)
MySQL - queries: 111, rows: 151/0, time: 0.237 seconds.