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

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Trinitronity
Posted on 10-28-15 09:06 AM Link | Quote | ID: 161623


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Posted by kuja killer
I really cant easily say every little possible thing you ever ask for, but all i can say ...as best as possisble is that 90% of the game's animations and frame data stuff is between 34000 to 38000 like i said before.

Use fceux's "code/data logger" tool to find them.

Open the "trace logger" window first, then put a checkmark next to "only log newly mapped code" and "only log code that accesses newly mapped data"

then un-check automatically update window while logging"
then click the "start logging" button above which will automatically open the code/data logger window, so just set that aside.

now... go to the energy's (no enemies on screen...get rid of them all if theres enemies on screen ...just energy only) ...

and search for hex logged in a blue color within the 34000 to 38000 area

click "reset log" on the code/data logger once in awhile if there's way too much stuff getting in the way.

Hmm...weird, I don't see any hex that is logged in blue color. Everything on the trace logger is black on white, while the Code/Data Logger doesn't even display any hex...where should I even look at?

kuja killer
Posted on 10-28-15 10:18 AM (rev. 4 of 10-28-15 10:24 AM) Link | Quote | ID: 161624


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http://s30.postimg.org/3xu7gpmj5/dgdfgdgf.png
This is what my screen looks like usually most of the time. (how my stuff is setup) ..

As soon as the options on the "trace logger" screen are setup and the code/data log window opens ...then you can minimize "trace logger" and forget about it, but dont close it

-------------------------------------------------------------------
I refuse to use a version newer than 2.15

So if it's totally different in that fceux 2.23 or whatever the lastest version is, then i dont know what it looks like on that.

Trinitronity
Posted on 10-28-15 01:17 PM Link | Quote | ID: 161626


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Whoops, forgot to open the Hex-Editor of FCEUX as well...
Welp, now I finally managed to replace the sprites for the Big Health Up and Big Ammo Up for my game as well. Now the Big Health Up is designed after the Sitrus Berry, while the Big Ammo Up is (pretty loosely) designed after the Leppa Berry.

Model FZx
Posted on 10-29-15 05:39 PM Link | Quote | ID: 161646


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A question about Mega Man's sprites - is the black outline around Rock necessary? I've been playing with Zynk's Roll-Chan graphic hack and I recall his main issue was that he couldn't make Roll's headband green. Considering how Rock's original palette is 0F 0F 2C 11 (I think), and the fact that the second 0F is used for the outline, could I change the sprites to NOT be outlined, and then change the headband to black, then recolor it? Or would that affect the eyes as well? It would look a tad odd at times, but I was wondering if it could be safely changed.

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Zynk
Posted on 10-30-15 06:50 AM Link | Quote | ID: 161678


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Posted by Model FZx
A question about Mega Man's sprites - is the black outline around Rock necessary? I've been playing with Zynk's Roll-Chan graphic hack and I recall his main issue was that he couldn't make Roll's headband green. Considering how Rock's original palette is 0F 0F 2C 11 (I think), and the fact that the second 0F is used for the outline, could I change the sprites to NOT be outlined, and then change the headband to black, then recolor it? Or would that affect the eyes as well? It would look a tad odd at times, but I was wondering if it could be safely changed.
You should know that Rock's face and body are two sprites in one.

Have you tried using MSPaint and drawing Rock (or Roll?) without the black outline?

If you know about Yuifa's Roll-chan hack, he used red as an outline color.

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Model FZx
Posted on 10-31-15 12:30 AM Link | Quote | ID: 161686


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So its safe to replace? Or do I risk Rock's/Roll's eyes being green?

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Zynk
Posted on 10-31-15 02:34 AM Link | Quote | ID: 161689


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Posted by Model FZx
So its safe to replace? Or do I risk Rock's/Roll's eyes being green?
Just don't touch the face.

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Model FZx
Posted on 10-31-15 02:37 AM Link | Quote | ID: 161690


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Alright, I'll try for myself and see what happens. Thanks.

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Trinitronity
Posted on 10-31-15 02:51 PM (rev. 2 of 11-01-15 08:16 AM) Link | Quote | ID: 161702


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Posted by BaronHaynes
Has anyone ever gotten the "Slippery" TSA designation to work in Rockman 4 levels other than Cossack 1? You can set it to every tile, but it doesn't change anything.

That question confused me a bit, so I tried to put slippery tiles in BrightMan's stage, and yes, the slippery tiles work like regular solid tiles for some reasons...
I wonder why that happens...

EDIT: Also, when I try to edit the Scroll GFX Load in BrightMan's stage in order to have different enemies, the tiles suddenly change as well, and I have absolutely no idea why...

Insectduel
Posted on 11-02-15 11:47 PM Link | Quote | ID: 161759


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Posted by BaronHaynes
Has anyone ever gotten the "Slippery" TSA designation to work in Rockman 4 levels other than Cossack 1? You can set it to every tile, but it doesn't change anything.


Matrixz made it possible and the code is in the patches folder after downloading MegaFLE X.

Trinitronity
Posted on 11-03-15 07:18 AM (rev. 2 of 11-03-15 08:52 AM) Link | Quote | ID: 161762


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Okay, now I understand what it does.
Well, the slippery tiles work now, although this problem still persists
Posted by Trinitronity
Also, when I try to edit the Scroll GFX Load in BrightMan's stage in order to have different enemies, the tiles suddenly change as well, and I have absolutely no idea why...

I also want to reiterate that if I do manage to change the Scroll GFX Load into something that does not screw up the tiles, it does not save the changes. And that happens to absolutely every level.

Model FZx
Posted on 11-05-15 04:09 PM Link | Quote | ID: 161804


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Would anyone happen to know the offsets for Mega Man 1's weapon behavior? Thanks in advance!

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Zieldak
Posted on 11-05-15 05:06 PM (rev. 2 of 11-05-15 05:07 PM) Link | Quote | ID: 161805


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Posted by Model FZx
Would anyone happen to know the offsets for Mega Man 1's weapon behavior? Thanks in advance!
First: MEGAMAN 1 NES ROM TECH DOC by Bisqwit

Then Ctrl+F "WeaponAItable: ; at A288" and "BKeyHoldingAI:; at A383"

Everything is there. I think. Note that Copy Robot (Boss7) has it's own weapon AIs.

Model FZx
Posted on 11-05-15 09:41 PM Link | Quote | ID: 161807


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Thanks! I had taken a look at that doc but I didn't see the ai code. Guess I wasn't paying attention, haha! Thanks again!

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Trinitronity
Posted on 11-11-15 04:30 PM Link | Quote | ID: 161857


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So...there's a glitch happening in my hack that has to do with the teleporters in Wily Stage 4.
I only edited the enemy placement and level layout prior to the first teleporter, and I did not change the scrolling at all, yet if I enter the first teleporter, I get straight to NeedleMan instead of the teleporter that leads to the Boss Rush chamber.
And when I enter the final teleporter, I get send to GeminiMan instead of the Wily Castle map like it should, leading to an endless cycle that prevents me from actually completing it.
Why is this happening to me? And why cannot I change the second set of colors in GFX Set 3C?
I'm being desperate right now, so please help me.
Thanks in advance!

Zieldak
Posted on 11-11-15 06:16 PM Link | Quote | ID: 161858


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So, the scrolling is still all the way down... But instead, it seems you have moved rooms. What are the Room IDs for each "Boss Room", "Teleport System" and "To W5"? If you don't want to make more work for yourself, you should revert any changes you made... Or you will have to change many and many values manually with a hex editor. It doesn't worth the time and trouble I think. The teleporters should be ID F and 11 to work correctly, elsewhere they will most likely malfunction or don't work at all. Somewhere you can change the teleporters behaviour, but for example I'm lazy to do stuff like that, so for example, I just placed unused enemies out-of-screen (last 1 TSA line) in my hack.

Room ID 1-6: Teleport to TSe (Teleporter must be Enemy ID [F] to teleport to Room ID 7)
Room ID 7: Teleport System entrance (TSe)
Room ID 8: Teleport System
Room ID 9: To W5 (Teleporter should be Enemy ID [11] to teleport to Wily 5 I think)
Room ID A: Needle Man
Room ID C: Magnet Man
Room ID E: Gemini Man
Room ID 10: Hard Man
Room ID 12: Top Man
Room ID 14: Snake Man
Room ID 16: Spark Man
Room ID 18: Shadow Man

In my hack for example, Room ID 1 skips to Room ID 7 instantly. Also, the Teleport System must be Room ID 8, but you should be able to change that somewhere manually.

GFX Set 3A and after that are NOT GFX data, so revert any changes you have made to them. The last GFX set you can safely use is 39. I think.

Note that I actually don't know what I am talking about. At all.

Trinitronity
Posted on 11-11-15 07:15 PM Link | Quote | ID: 161859


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Posted by Zieldak
So, the scrolling is still all the way down... But instead, it seems you have moved rooms. What are the Room IDs for each "Boss Room", "Teleport System" and "To W5"? If you don't want to make more work for yourself, you should revert any changes you made... Or you will have to change many and many values manually with a hex editor. It doesn't worth the time and trouble I think. The teleporters should be ID F and 11 to work correctly, elsewhere they will most likely malfunction or don't work at all. Somewhere you can change the teleporters behaviour, but for example I'm lazy to do stuff like that, so for example, I just placed unused enemies out-of-screen (last 1 TSA line) in my hack.

Room ID 1-6: Teleport to TSe (Teleporter must be Enemy ID [F] to teleport to Room ID 7)
Room ID 7: Teleport System entrance (TSe)
Room ID 8: Teleport System
Room ID 9: To W5 (Teleporter should be Enemy ID [11] to teleport to Wily 5 I think)
Room ID A: Needle Man
Room ID C: Magnet Man
Room ID E: Gemini Man
Room ID 10: Hard Man
Room ID 12: Top Man
Room ID 14: Snake Man
Room ID 16: Spark Man
Room ID 18: Shadow Man

In my hack for example, Room ID 1 skips to Room ID 7 instantly. Also, the Teleport System must be Room ID 8, but you should be able to change that somewhere manually.

Welp, now I see the problem: The Enemy IDs don't match. Sadly, I cannot change the Enemy ID of the Teleporters. However, I also don't want to remove any enemy in order to get back to the original Enemy IDs...what to do?
Posted by Zieldak

GFX Set 3A and after that are NOT GFX data, so revert any changes you have made to them. The last GFX set you can safely use is 39. I think.

Oh shit...is this still true for MegaMan 3 Improvement 2.1?

Trinitronity
Posted on 11-20-15 01:20 PM Link | Quote | ID: 161976


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I'm still having problems with the teleporters, but right now, I also have another problem with MM3:
Sometimes, when I place enemies on MegaFLE X, they wont appear until I reach a certain point, where they suddenly appear out of air.
It happens with every enemy and even power ups, and I have no idea why.

kuja killer
Posted on 11-20-15 08:08 PM Link | Quote | ID: 161981


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check for this

http://postimg.org/image/gks1aovzv/

these 2 options should be turned on "at all times" otherwise it will cause problems most likely, like what your saying.

and dont forget click "set midpoint" and "set bosspoint" on the screen editor after your done adding/deleting enemies for a level, or else the checkpoints will not have the correct enemy number to read from.

Trinitronity
Posted on 11-20-15 09:38 PM Link | Quote | ID: 161982


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Okay, I did both, and the problem still persists...
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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