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

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Zieldak
Posted on 11-23-15 10:04 PM Link | Quote | ID: 162011


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


Now I have no clue... I'm totally clueless. I've replicated your scrolling and stuff... So your layout is... R3 UR7 DR3 R3...? Are you sure your rooms are in the right order in the Screen Editor? All Scroll Points are there?
Make a copy of your ROM, and modify the scrolling. Maybe... I dunno... It will have a different result? Or try making it URx6 D1 DR3 temporarily in a copy of your ROM. Try to remake the layout on an other stage that you have not touched yet. Or... I dunno, I ran out of ideas. Maybe, you could send Kuja Killer or me a hex dump of the stage data... (no graphics, only scroll, TSA setting, Structures, room order and other stuff.) -
A10-2010

Okay, it would contain game code too, but that doesn't matter. Simply C+P that area into an empty BIN or ROM file using a hex editor and save it.
Maybe it could help us to figure your issue out much easier.

And I say it the last time. I have no f*&@>$ß idea.

kuja killer
Posted on 11-24-15 12:21 AM Link | Quote | ID: 162014


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Okay i checked it out, that's defintely a new bug i've never experienced with megaman 3 ever before. i saw what you mean - i just tested by slighty editing a couple of the screens a tiny bit with an upright, then downright, then right, and when i climbed down the ladder ...an auto-scroll happened immediately (like the level data was reading the right ...instead of downright) very very weird.

well there is a solution - have a full 1 block wide wall on the side of the screen like this screenshot example below, and then it wont trigger the "right xx" immediately.

http://postimg.org/image/7uzbe43a7/

if there was only "half block" wide block between these areas ...or on the very top right corner of the "downright" hallway...then the glitch happens. just have a 1 block wide tile and it should be fixed, at least when i tested anyway. but dont have a ladder to try going back up like i did there, cause it wont work unless a ladder is between X position 00-7F (left half of screen) on that combination of scroll's

Trinitronity
Posted on 11-24-15 12:06 PM Link | Quote | ID: 162017


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Oh wow, that really fixed the problem.
Man, it sure is weird that it only does that kind of scrolling when you're at a certain point of the screen, but scrolls normally when not.
But thanks for giving the fix. Now NeedleMan's stage is also finished for the most part, although I'm now trying to make it graphically look less like NeedleMan's stage while still keeping my main idea (abadoned city with a lot of plants and growth).
Actually, using the original stages as a base and go crazy from there on seems like a good idea so far, although that definitely doesn't really work in MagnetMan's case, since it's still too much like MagnetMan's stage...

Zieldak
Posted on 11-26-15 12:05 PM Link | Quote | ID: 162048


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Posted by kuja killer

Okay i checked it out, that's defintely a new bug i've never experienced with megaman 3 ever before. i saw what you mean - i just tested by slighty editing a couple of the screens a tiny bit with an upright, then downright, then right, and when i climbed down the ladder ...an auto-scroll happened immediately (like the level data was reading the right ...instead of downright) very very weird.
So it was indeed that bug from those two hacks I mentioned, huh. But I've tried to reproduce it in my hack, and I couldn't. Well, maybe I should have used Needle's level instead of Gemini's.

Oh, yeah, Trinitro, always check the scrolls backward too. And make sure you cannot fall down on the first half of the screen. Down-right always does the down part too in a case like this:



The only thing that annoys me in all MM games is how the Up and Down scrolls work if their length is 2+. But it could be used for a maze... Maybe...

Trinitronity
Posted on 11-26-15 02:10 PM (rev. 2 of 11-26-15 02:11 PM) Link | Quote | ID: 162049


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Not enterily sure if that could work out without the level layout screwing up a lot...

Anyway, with that out of my way, I would like to do a minor edit to a weapon.
So, Hard Knuckle has a special way of being fired off, but I want to revert it to the generic way of firing off. I tried to tinker with the values, but sadly, I cannot make it like that so there is little delay between the button press and the shot and on the same time make the shooting animation show up longer and decreases the amount of time where MegaMan's arm disappears to 0. In other words, how can I make the Hard Knuckle replacement (which is now planned to be a bouncing rock) being fired off like a regular shot instead of how the Hard Knuckle is usually shot?

Trinitronity
Posted on 12-02-15 05:29 PM Link | Quote | ID: 162072


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Just when I thought that NeedleMan's stage is finished, I have now witnessed a problem again.
It probably is connected to my previous problem as well.
So basically, the player can open the first gate, but not the second gate, thus not being able to enter the boss room.
This is true for both starting from the start and starting from the first checkpoint.
And yes, I did set the Mid-Stage Checkpoint and Pre-Boss Checkpoint correctly, and the transitions are correct as well.
So I have absolutely no idea why this is happening. Anyway, here is the complete scrolldata:
Right x3 (0-2)
UpRight x7 (3-9)
DownRight x3 (A-C) [MidPoint]
Right x3 (13-15)
Up x1 (D)
Up x1 (E)
UpRight x2 (F-10)
Right x1 (11) [BossPoint]
Right x1 (12)

And yes, I did not made any typos. My stage really contains screens 13-15 inbetween screen C and screen D.

MiniCompute
Posted on 12-02-15 06:11 PM Link | Quote | ID: 162073


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Do you have 2 midway bosses setup for that stage or not ?
if there is no midway boss there I could see why it wouldn't trigger,
If I'm not mistaken airman and some other doc robots is the other boss for needle man.

https://youtu.be/9AI2ATbY-gs

Trinitronity
Posted on 12-02-15 06:53 PM Link | Quote | ID: 162074


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Uhm...the regular NeedleMan stage is giving me problems, not the Doc Robot version.

MiniCompute
Posted on 12-02-15 07:09 PM Link | Quote | ID: 162075


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Posted by Trinitronity
Uhm...the regular NeedleMan stage is giving me problems, not the Doc Robot version.


Give kuja killer or zieldak your rom hack and let them see what might be the issue.

Trinitronity
Posted on 12-02-15 07:18 PM Link | Quote | ID: 162076


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Hmm...I will if Kuja Killer or Zieldak will agree on that.

Zieldak
Posted on 12-02-15 07:42 PM (rev. 2 of 12-02-15 07:46 PM) Link | Quote | ID: 162077


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Posted by Trinitronity
Just when I thought that NeedleMan's stage is finished, I have now witnessed a problem again.
It probably is connected to my previous problem as well.
So basically, the player can open the first gate, but not the second gate, thus not being able to enter the boss room.
This is true for both starting from the start and starting from the first checkpoint.
And yes, I did set the Mid-Stage Checkpoint and Pre-Boss Checkpoint correctly, and the transitions are correct as well.
So I have absolutely no idea why this is happening. Anyway, here is the complete scrolldata:
Right x3 (0-2)
UpRight x7 (3-9)
DownRight x3 (A-C) [MidPoint]
Right x3 (13-15)
Up x1 (D)
Up x1 (E)
UpRight x2 (F-10)
Right x1 (11) [BossPoint]
Right x1 (12)

And yes, I did not made any typos. My stage really contains screens 13-15 inbetween screen C and screen D.
The scrolling data seems to be fine. The problem is, you have an empty scrolling and the game thinks there are no more rooms left.
To fix this, check the Scrolling Map Position (top-right corner) in the Screen Editor for each screen. It seems Scroll Map Position 7 is skipped because it has zero length or in special cases no direction either, which causes the scrolling data to stop at Pos 6. You can easily fix this by addig back the skipped scroll point to Right x1 (11) [BP] and changing the length at least to 1, so it won't be removed from the scroll data by the editor. Make sure to disable the scrolling after the Boss room too by using an Up, Down or zero-length scroll, so you won't glitch out yourself of the Boss room if you reach the right end of the screen.

Trinitronity
Posted on 12-02-15 09:33 PM Link | Quote | ID: 162079


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Actually, I found out why I get the problem, and that's because the boss room used the wrong Scroll Map Position number. Now I can enter the boss room.
Sure, the second door leaves a glitchy trail behind when opening, but I will worry about that later.

Zieldak
Posted on 12-02-15 10:54 PM Link | Quote | ID: 162080


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You can fix that in the Door editor, select your door point and there's the Screen stuff right under it. Scroll one on it, so you can change the screen preset for the second screen relative to the door point room number.

If you wish to use WAY TOO MANY DOORS for your hack, you can do that. Actually, there are two door points, and 7 screens for each. That means you can have up to 14 doors on one level, but for example, if a door point begins at Room 10, the last working door for that door point will be in Room 16. And stuff.
I don't understand either.

It is a really good idea to have the door and backgrounds at the same locations in the TSA data for many stages, so you can reuse the same preset on a different stage and stuff. For example, in my hack, Hard Man's, Shadow Man's and Snake Man's doors are using the same presets, freeing up two others. Well, the palettes could be a problem sometimes.
The last safe-to-use door preset is 17. I think. I mean... I have not found any glitches or other stuff yet...

Okay I'm tired, and I really should read za's post. But not today!
No, seriously, it's late here.


This reply makes no sense.

Trinitronity
Posted on 12-03-15 11:46 AM Link | Quote | ID: 162081


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Well, your trick usually works.
However, NeedleMan's stage seems to be the grand exception.

In the original MM3, the gates in NeedleMan's stage were special in the sense that the first gate leaves just the sky behind as the background, but the second gate leaves tiles for the interior background behind. This was made like that so the transition would look correct.
I do not want to remove it, but I want to have more control over it, since I have overwritten the original background tiles with different tiles (since I use the other tiles for the interior background anyway).

Trinitronity
Posted on 12-08-15 12:04 PM (rev. 2 of 12-08-15 05:58 PM) Link | Quote | ID: 162155


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The purpose of this post is gone now, so naturally, it was deleted.
Nothing to see here anymore.

Termingamer2-JD
Posted on 12-23-15 11:55 AM Link | Quote | ID: 162228


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just wondering, would it be a good idea to start playing the MM hacks before the original games or not?
if so, what would be good ones to play?

____________________
Jamie Dignam

MiniCompute
Posted on 12-23-15 12:23 PM Link | Quote | ID: 162230


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Play the orginals first and master them, that way when your done.
You'll have a very good idea of where everything is and the boss weaknesses and patterns.
If you do that. start out with infidelts mega man hacks then move up by rom hack author.

If you walk into their hacks without playing the originals first it'll be difficult for you to get the hang of.

Back in 1993, my cousins use to play the mega man games, his older brother gave me MM2.
Surprisingly I beat it within 3 weeks during summer time, after that I rented MM3 and mm4.
Beat MM3 within a short week, didn't beat MM4 because school work kept getting in my way.

Termingamer2-JD
Posted on 12-23-15 12:31 PM Link | Quote | ID: 162231


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Thanks for giving a suggestion

Generally I've heard they're one of the hardest series on the NES and I'm not that great of gaming, probably because I didn't play much Nintendo games at all in 2014 and until July this year, so I lost a lot of skill since then.

(however I've got better at platform games since the last time)

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Jamie Dignam

MiniCompute
Posted on 12-25-15 12:28 AM Link | Quote | ID: 162254


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Posted by Termingamer2-JD
Thanks for giving a suggestion

Generally I've heard they're one of the hardest series on the NES and I'm not that great of gaming, probably because I didn't play much Nintendo games at all in 2014 and until July this year, so I lost a lot of skill since then.



If you mean infidelts I highly doubt his mega man hacks being that hard especially from his mega man ultra hacks.
However there are other mega man hack authors who will give you a run for your money.
If zidelt finished his hack and released it I give myself for a week before I beat it.
Also just beat the originals, once you do that and you do it over for kicks.
You'll knock the game out more quickly and be able to master a mega man hack in no time at all.

Insectduel
Posted on 12-31-15 07:39 PM (rev. 2 of 12-31-15 07:41 PM) Link | Quote | ID: 162299


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PureSabe of Neoぼろくず工房 wishes you a happy new year.
This post in the USA as of 1:36PM of 12/31/15 and is 3:37AM of 1/1/16 in Japan.
PureSabe's latest project is Mega Man X or Rockman X they call it in Japan. Currently I won't show you any spoilers of screenshots and videos until later. Play for yourself!

Neoぼろくず工房 Website: http://borokobo.web.fc2.com/
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