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

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


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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

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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
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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


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http://www.romhacking.net/hacks/2562/

here you go

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

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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


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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.

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


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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

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

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


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Haha! Thanks, Starship. No, it isnt battle network themed
:p

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


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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


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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.

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


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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


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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.

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


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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


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I am hoping this as well! :-)

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


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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


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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

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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


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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


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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


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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.

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

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