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

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kuja killer
Posted on 11-21-15 02:30 AM (rev. 3 of 11-21-15 05:33 AM) Link | Quote | ID: 161986


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that's usually a extremely common problem with megaman 1 and/or 2

but not 3 to 6

so, dont have any clue honestly right now, sorry

Trinitronity
Posted on 11-21-15 12:55 PM (rev. 2 of 11-21-15 12:56 PM) Link | Quote | ID: 161988


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Damn...any clue about the teleporter problem, though?

Also, I feel tempted to just release an unabridged alpha prototype version of my game, just so it can gain more attention.

Zieldak
Posted on 11-21-15 08:12 PM Link | Quote | ID: 161989


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Fix the enemy order with a hex editor. You can check where it is stored for each level here:



Go to that address and sort the numbers out. Or clear it with zeros. Also, make sure you have checked those 2 options that kuja killer showed you.

Try placing the teleporters to their original locations. It should make them working again. Or, use the hex editor, code data logger and trace logger to figure out how the teleporters work and stuff. Maybe there is a datatable for the teleporters or something.

Trinitronity
Posted on 11-21-15 09:27 PM Link | Quote | ID: 161990


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Sadly, there is no datatable for the teleporters.
At least, not that I know of.
And it looks like Kujakiller has no idea either...

Also, regarding the Offset value for Sprite: Screen, I get B11 as the Offset value.
Now the question: With which values do I sort the numbers out?

Zieldak
Posted on 11-21-15 10:38 PM Link | Quote | ID: 161991


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Posted by Trinitronity
Sadly, there is no datatable for the teleporters.
At least, not that I know of.
Well, there is somewhere in the game's coding. I mean, there should be one. If not... well, maybe the teleport locations and stuff is stored in branch based code or something... I don't know what I'm talking about right now, so...

Posted by Trinitronity
Also, regarding the Offset value for Sprite: Screen, I get B11 as the Offset value.
Now the question: With which values do I sort the numbers out?
Well, and for Level1 it's 2B11, Level2 4B11 and stuff. According to how many enemies or items you have placed on each screen, rewrite the code found at that offset. So if there are 4 enemies on Screen 6, then it's 06060606... but... argh... It's complicated... and would totally screw up your enemy placement, because you would have to do this with Sprite: X, Y, Type etc. too! So don't do it this way, it's way too complicated, and doesn't worth the time.

Moving ALL the enemies around in the editor should fix this, but you would have to make sure all of the enemies have switched Enemy Order at least once. So, don't do it this way either, because it's a lot more trouble than it sounds.

Simply DELETE and REINSERT all the enemies... (copying the ROM and opening both is a good idea for this method. It ALWAYS works.

Well, except for Wily levels if all that enemy stuff in the ROM is corrupted... not actually corrupted, but the editor often refuses to insert new enemies and always wants to use the last enemy slot, because all other slots are already used by out-of-bounds enemies. Or something like that... I dunno. It happened a lot for me until I figured out how to fix it for each stage.

Trinitronity
Posted on 11-21-15 11:27 PM Link | Quote | ID: 161992


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Actually, moving around the faulty objects and then back to their original position already fixed the problem with the object appearance. At least that fixed it for TopMan's level, but I assume that this could work for other levels as well, if they should happen to get those problems, too.

Welp, now only the teleporter problem is left, and then I can more actively go ask around for spriters (I'm currently still waiting for a response from ThanatosZero).

Zieldak
Posted on 11-22-15 12:02 AM Link | Quote | ID: 161993


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Posted by Trinitronity
Actually, moving around the faulty objects and then back to their original position already fixed the problem with the object appearance. At least that fixed it for TopMan's level, but I assume that this could work for other levels as well, if they should happen to get those problems, too.
Yes, you can do this on all levels. Actually, you don't have to move all the enemies, just the ones that do not spawn correctly.

Posted by Trinitronity
Welp, now only the teleporter problem is left.
Well, by the way, which teleporters are you actually talking about? The first one, the boss teleporters or the end stage one?

kuja killer
Posted on 11-22-15 01:48 AM (rev. 4 of 11-22-15 01:56 AM) Link | Quote | ID: 161994


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ohhh that's it yea. i was too tired to bother thinking or anything, but zeidak got it right.

you just have to simply "touch" each enemy in the level at least once ..just click the up/down arrow button on a enemy's X position, and it should automatically re-adjust it's screen number.

Cause for example ... if there on the wrong screen number, then that's what will cause all the weirdness and problems.

-------------------------------------------------------------
enemy 1, 2, and 3 is on screen 1 fo example.
enemy 4, 5, and 6 is on screen 2....
enemy 7 is on screen 1
-------------------------------------------------------------

that's the problem, 7 is not going to ever appear cause it's not "in order"

Those 2 options i showed you earlier on the configuration window fixes it. ...they should have always been applied by default in my opinion, they shouldnt even "exist" as options period but since they do obviously...
no one should ever leave them "un-checked" though.

Trinitronity
Posted on 11-22-15 12:02 PM Link | Quote | ID: 161997


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Posted by Zieldak
Posted by Trinitronity
Actually, moving around the faulty objects and then back to their original position already fixed the problem with the object appearance. At least that fixed it for TopMan's level, but I assume that this could work for other levels as well, if they should happen to get those problems, too.
Yes, you can do this on all levels. Actually, you don't have to move all the enemies, just the ones that do not spawn correctly.

Posted by Trinitronity
Welp, now only the teleporter problem is left.
Well, by the way, which teleporters are you actually talking about? The first one, the boss teleporters or the end stage one?

I'm talking about both the first one and the end stage one. The boss teleporters work fine, thankfully.
Otherwise, I would have punched myself in the face.

za909
Posted on 11-22-15 12:38 PM (rev. 3 of 11-22-15 12:40 PM) Link | Quote | ID: 161998


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I believe the AI of the teleporters expects the teleporter to be a [certain number]-th enemy in the stage for it to work properly. Same thing with the Hologram Megaman generator boss. So unless we look into the code to find where it does this sort of check, you will have to make sure that you use the same number of enemies throughout the level before and after the teleporters.

Trinitronity
Posted on 11-22-15 02:52 PM Link | Quote | ID: 161999


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Posted by za909
I believe the AI of the teleporters expects the teleporter to be a [certain number]-th enemy in the stage for it to work properly. Same thing with the Hologram Megaman generator boss. So unless we look into the code to find where it does this sort of check, you will have to make sure that you use the same number of enemies throughout the level before and after the teleporters.

Sadly, I actually want to change the enemy/item layout to fit both the new stage layout (which keeps all the previous scrolldata, BTW) and the enemy/item layout standards of Boss Refight stages in later MegaMan games.
I also want to change Wily Stage 3 a lot, but I'm not even sure if I should keep the Holograms there or if I can instead use a Doc Robot that I haven't used yet (with the holograms intact, I would only use 6 of the 8 Doc Robots at max).
But yeah, it's way too early to worry about Wily Stage 3 right now, since its Wily Stage 4 that is giving me problems at the moment.

kuja killer
Posted on 11-22-15 07:26 PM (rev. 3 of 11-22-15 07:31 PM) Link | Quote | ID: 162000


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yes there are tables and hard-coded "CMP" checks i believe, for those teleporters in wily 4. I'll try looking at it sometime when i feel like it.

Something that could seriously have been helpful and added to MegaFLE.

There's plenty other things i can think of i really feel should have been on megafle too, so people dont have to hex edit by hand.

The disappear/reappear blocks defintely which were only in magnet and wily 1. those have some large tables full of X and Y positions, and screen numbers, for every single individual block.

another example is, there's a few different tables for all of megaman's weapons + the 3 rush forms, that specify things like "how much energy does this weapon use per use" and "how many times you can shoot before depeleting energy" (so that you can make a weapon have more than 28 HP like needle/shadow/snake wep)

Zieldak
Posted on 11-22-15 08:48 PM Link | Quote | ID: 162001


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Posted by Trinitronity
But yeah, it's way too early to worry about Wily Stage 3 right now, since its Wily Stage 4 that is giving me problems at the moment.

Stop worrying about Wily 4, work on an other stage for now.

Trinitronity
Posted on 11-22-15 09:22 PM Link | Quote | ID: 162002


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Fair enough.
Anyway, I got TopMan's stage finished in terms of level layout and the only thing missing are sprites for the midboss and the TopMan replacement.

However, I do get a new problem with NeedleMan's stage.
After I tried to extend it by three screens and updating the scroll data, door data and enemy data for the stage to still be correct, the scroll data glitches up.
If I enter the room with the spikes, the player does a transition to the next screen on the right, ending up inside a wall, even though the Screen Editor in MegaFLE X is still properly set as "Downright x $3" in that room.

Why is this happening to me?

za909
Posted on 11-23-15 04:09 PM Link | Quote | ID: 162004


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Wily 3 also has another stage-specific bit of code, namely that the boss, whatever you decide to use, will have no invincibility period. It applies to any boss battle in Wily 3 and it's not a part of the Hologram Megaman AI.

Trinitronity
Posted on 11-23-15 04:38 PM Link | Quote | ID: 162005


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Posted by za909
Wily 3 also has another stage-specific bit of code, namely that the boss, whatever you decide to use, will have no invincibility period. It applies to any boss battle in Wily 3 and it's not a part of the Hologram Megaman AI.

Well, that's nice and all, and I will thank you for that, but you ignored my question:
Posted by Trinitronity
However, I do get a new problem with NeedleMan's stage.
After I tried to extend it by three screens and updating the scroll data, door data and enemy data for the stage to still be correct, the scroll data glitches up.
If I enter the room with the spikes, the player does a transition to the next screen on the right, ending up inside a wall, even though the Screen Editor in MegaFLE X is still properly set as "Downright x $3" in that room.

Why is this happening to me?

Seriously, I have absolutely no idea why this is happening.
BTW, I extended the stage by adding a 3-screen room inbetween the spike room (which has still the first checkpoint) and the vertical stretch.

Zieldak
Posted on 11-23-15 06:18 PM (rev. 3 of 11-23-15 06:20 PM) Link | Quote | ID: 162006


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Posted by Trinitronity
[...] you ignored my question:
Posted by Trinitronity
After I tried to extend it by three screens and updating the scroll data, door data and enemy data for the stage to still be correct, the scroll data glitches up.
If I enter the room with the spikes, the player does a transition to the next screen on the right, ending up inside a wall, even though the Screen Editor in MegaFLE X is still properly set as "Downright x $3" in that room.

Can you add more details please? It's hard to answer this question without enough data. Maybe, you also should include one or two heavily edited screenshots, to prevent spoiling. A video would be even better, but duh.
But I think I know what your problem is actually... Is the wall there, 1 TSA wide? Like in... Uh... one of Mega Man Memento's stage? Also, Sloth's Overdrive (Shadow Man's stage I think).
And does this always happen, or only after dying once? If that's the case, Re-Set the Mid checkpoint. Aaaand, also the boss one.

Trinitronity
Posted on 11-23-15 06:45 PM Link | Quote | ID: 162007


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Posted by Zieldak
Posted by Trinitronity
[...] you ignored my question:
Posted by Trinitronity
After I tried to extend it by three screens and updating the scroll data, door data and enemy data for the stage to still be correct, the scroll data glitches up.
If I enter the room with the spikes, the player does a transition to the next screen on the right, ending up inside a wall, even though the Screen Editor in MegaFLE X is still properly set as "Downright x $3" in that room.

Can you add more details please? It's hard to answer this question without enough data. Maybe, you also should include one or two heavily edited screenshots, to prevent spoiling. A video would be even better, but duh.
But I think I know what your problem is actually... Is the wall there, 1 TSA wide? Like in... Uh... one of Mega Man Memento's stage? Also, Sloth's Overdrive (Shadow Man's stage I think).
And does this always happen, or only after dying once? If that's the case, Re-Set the Mid checkpoint. Aaaand, also the boss one.

Well, that definitely happens when I first enter the room (as in not dying).
Anyway, the problems happens at screen A, and between the screens C and D, I included the new screens 13, 14 and 15.
I also have re-set the Mid checkpoint and boss checkpoint, and the problem still persists...

Zieldak
Posted on 11-23-15 06:51 PM Link | Quote | ID: 162008


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TOO MANY QUOTES... Soo... And what are the scroll points before and after this?

xxx
DownRight3
yyy

Trinitronity
Posted on 11-23-15 08:03 PM Link | Quote | ID: 162010


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That would be this:
UpRight x $7
DownRight x $3 <- problem room
Right x $3 <- new room
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