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

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Quick Curly
Posted on 01-22-16 07:44 PM Link | Quote | ID: 162457


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Yeah, I suppose that that's how I was thinking when I thought Mega Man 3 seemed to be the current main focus around here; the fact that most of the current projects are Mega Man 3 hacks. Though, I didn't mean to neglect considering ROM hacking projects of the other games from in the past, or currently active, ongoing projects like Mega Man 4 Voyage.

Just by considering Mega Man 3 hacks like Megaman Odyssey, Megaman 3 Improvement, Mega Man Crimson, and Togetic, that's primarily why I felt like the game has had some considerably large overhauls to it (regardless of details concerning the projects' statuses and whatnot).

Thank you for your personal insights. I appreciate you sharing them. There are definitely many hacks of the multiple original games overall, and for someone like me who has only played the originals a little bit, it feels a bit overwhelming to consider the thought of trying to play them all, let alone doing well at them.

DurfarC
Posted on 01-23-16 02:14 AM (rev. 6 of 01-23-16 03:32 AM) Link | Quote | ID: 162459


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Posted by Mike-Tech
Hmm if you honestly feel that way check over here, I'm sorry the man had to put this on long term ice or kill the project.
http://acmlm.kafuka.org/board/profile.php?id=2734
Thats something I like in mega man 3 and other hacks, I wish rom hackers would push past the original story for the game.
Like you mentioned on difficulty, no rom hack should be that difficult boss wise and level wise.
If you know how the game is played and you know which certain weapons would rip right through the game.
You adjust around that and balance out everything, hard hack, but great playability.
Let me ask you this while your still here, which one of your rom hacks do you value the most ?
Once you tell me, I'll give it a run and post back later on down the road.
My hack author I prefer is infidelt and some of insect duel, other than that I don't play much of mega man hacks.
I like mega man 3 because it builds upon right after mega man 2, plus the old bosses from then come back ?
yeah longer play time, good quality, don't even need a rock buster to beat the game.
Also go check out super metroid super zero mission, even though its very challenging and daunting at times.
It sure as hell is worth it, this is what I seek out of most rom hackers.
None of them don't go the whole way to make a complete overhaul of their games.
Well yes, I do know about Zieldak's hack, and it does look promising (he's particularly good with graphics). Unfortunately, he has the same problem as me: Progress is going kinda slow. Same for NARFNra's MM3 hack, which also looked promising but suffered the same fate. I'm sure we'll see them completed one day though, and I'm looking forward to that for sure!

Not sure what hack I prefer the most to be honest. Or well, Rockman 4 Minus Infinity is probably my favourite hack, but that's pretty much everyone's favourite, so outside of that, hmmm... MM5 Indonesian Artifact perhaps..? MMForever is also a favourite, though that one is, as we know, unfinished. Of the more casual hacks, the hack of choice is Rockman 5 YH. This one doesn't change graphics and music, but does some change to the bosses and weapons and other minor stuff, and the level design is challenging, but never totally unfair.

But yeah, MM3 is my all time favourite Mega Man game, and I also like the mentioned Doc Robot addition to it. MM3 introduced the slide fuction as well as Rush, while still not altering the gameplay too much, like the charge shot from MM4 and onwards did. I really hope there will be some more good complete hacks of it soon.

I have actually never ever played Metroid of any kind, unfortunately, and I'm so old now that only games I grew up with are fun. Oh well, I guess that's how it goes.

Posted by Quick Curly
Yeah, I suppose that that's how I was thinking when I thought Mega Man 3 seemed to be the current main focus around here; the fact that most of the current projects are Mega Man 3 hacks. Though, I didn't mean to neglect considering ROM hacking projects of the other games from in the past, or currently active, ongoing projects like Mega Man 4 Voyage.

Just by considering Mega Man 3 hacks like Megaman Odyssey, Megaman 3 Improvement, Mega Man Crimson, and Togetic, that's primarily why I felt like the game has had some considerably large overhauls to it (regardless of details concerning the projects' statuses and whatnot).

Thank you for your personal insights. I appreciate you sharing them. There are definitely many hacks of the multiple original games overall, and for someone like me who has only played the originals a little bit, it feels a bit overwhelming to consider the thought of trying to play them all, let alone doing well at them.
Yeah, a lot of the good MM3 stuff seems to happen here at board2, thanks to people such as kujakiller, Zieldak, NARFNra and others (probably forgot some other important individuals as well; sorry!). I'm glad to see MM3 getting this kind of love: Even if the game is over 25 years old now, I hope this enthusiasm will still more or less last.

But yeah, all in all, there are lots of Mega Man hacks available, and many of them have some great changes done to them, from fun and challenging levels to new graphics, music, emenies and weapons. If you have never played any hacks of it before, you certainly have a lot you can spend your time on if you wish. If you want to play any someday, my biggest recommendation is to check romhacking.net's reviews on the various hacks - I have read all reviews of the MM hacks I think, and I (could be biased, once again) agree with almost all of them.

Also, I don't feel that my hack is ignored by people (my videos of it on YouTube have quite a lot of views I don't know where comes from), so don't worry about that, and thanks for mentioning it anyway.

MiniCompute
Posted on 01-23-16 01:57 PM Link | Quote | ID: 162460


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Posted by DurfarC
Well yes, I do know about Zieldak's hack, and it does look promising (he's particularly good with graphics). Unfortunately, he has the same problem as me: Progress is going kinda slow. Same for NARFNra's MM3 hack, which also looked promising but suffered the same fate. I'm sure we'll see them completed one day though, and I'm looking forward to that for sure!

Not sure what hack I prefer the most to be honest. Or well, Rockman 4 Minus Infinity is probably my favourite hack, but that's pretty much everyone's favourite, so outside of that, hmmm... MM5 Indonesian Artifact perhaps..? MMForever is also a favourite, though that one is, as we know, unfinished. Of the more casual hacks, the hack of choice is Rockman 5 YH. This one doesn't change graphics and music, but does some change to the bosses and weapons and other minor stuff, and the level design is challenging, but never totally unfair.

I have actually never ever played Metroid of any kind, unfortunately, and I'm so old now that only games I grew up with are fun. Oh well, I guess that's how it goes.



LOL too old as an adult to play games especially metroid oh please I'm in my early 30's and still beat all 4 originals with no problems.
I'll host up something tomorrow so you and any others can see just how far snes and gba metroid hacking has come so far.

DurfarC
Posted on 01-23-16 11:41 PM Link | Quote | ID: 162461


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Posted by Mike-Tech
LOL too old as an adult to play games especially metroid oh please I'm in my early 30's and still beat all 4 originals with no problems.
I'll host up something tomorrow so you and any others can see just how far snes and gba metroid hacking has come so far.

You didn't quite understand what I meant. To put it simple, I don't find game franchises I've never played fun, as a result of getting older (it's quite common - it's the "everything was better when I was young"-effect that grandparents talk about all the time). I guess that doesn't happen to everyone, but I have never been a big gamer or anything like that; at least for the last 10 years, I seldom played video games for more than 1-2 hours a week (with the notable exception of that one month every second year when I love Mega Man to death and will work on a ROM hack all the time, having absolutely no life).

Metroid is a game I never played as a kid. Not on the NES, not on the SNES, not later. Therefore, I am never going to play it: It just doesn't interest me at all.

Of course, you can still post them if you like, for others to see.

MiniCompute
Posted on 01-24-16 01:18 AM Link | Quote | ID: 162462


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Posted by DurfarC

Metroid is a game I never played as a kid. Not on the NES, not on the SNES, not later. Therefore, I am never going to play it: It just doesn't interest me at all.

Of course, you can still post them if you like, for others to see.


Hmm same thing can go the other way around, when you've grown up and see games of the past vs today thats not really all that. :/
It just bores living the daylights out of me "new super mario bros" or "mega man network", however if new games kept the some old school game play and style.
It would still be doing absolutely great, so yeah I understand how you feel.


synnae
Posted on 01-28-16 07:24 PM Link | Quote | ID: 162469


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Hi guys. I have an account at romhacking.net but I just registered for one here. I'd like some help with a problem.

I used rock5easily's Rockman 2 editor to do a palette swap test. I changed the colors of Air Man and Crash Man's stages. But it didn't go very well...

Instead of explaining everything that happened, I'd rather show through a video. Here it is:
https://www.youtube.com/watch?v=GHVz9q-n8wM

As you can see, the little red faces on Air Man's foreground and the cloud animations were changed successfully. But the background remained blue instead of changing to orange.

As for Crash Man, everything changed perfectly. But from the long ladder segment and onward, the palettes remained the same.

Does anyone know how I can fix this? I need some help since I'm still a beginner on all of this.

MiniCompute
Posted on 01-28-16 09:51 PM Link | Quote | ID: 162471


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Posted by synnae

Instead of explaining everything that happened, I'd rather show through a video. Here it is:
https://www.youtube.com/watch?v=GHVz9q-n8wM

As you can see, the little red faces on Air Man's foreground and the cloud animations were changed successfully. But the background remained blue instead of changing to orange.

Does anyone know how I can fix this? I need some help since I'm still a beginner on all of this.


Maybe wrong here, but after looking at that, did you remember to save your changes before moving on to the next level ?
If you did save, my only guess is that background palette maybe asm hard coded.
You'll have to wait for abit until someone else more experienced in mm rom hacking to help you out.

synnae
Posted on 01-28-16 11:30 PM Link | Quote | ID: 162473


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Posted by Mike-Tech

Maybe wrong here, but after looking at that, did you remember to save your changes before moving on to the next level ?
If you did save, my only guess is that background palette maybe asm hard coded.
You'll have to wait for abit until someone else more experienced in mm rom hacking to help you out.



There's no need to save level by level. Rockman 2 editor remembers everything you did on your last "session" as long as you save the rom. I re-loaded the test rom on the editor after finishing the video and the changes are still there.

I guess I will have to wait then...

Insectduel
Posted on 01-28-16 11:57 PM Link | Quote | ID: 162474


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Posted by synnae
Hi guys. I have an account at romhacking.net but I just registered for one here. I'd like some help with a problem.

I used rock5easily's Rockman 2 editor to do a palette swap test. I changed the colors of Air Man and Crash Man's stages. But it didn't go very well...

Instead of explaining everything that happened, I'd rather show through a video. Here it is:
https://www.youtube.com/watch?v=GHVz9q-n8wM

As you can see, the little red faces on Air Man's foreground and the cloud animations were changed successfully. But the background remained blue instead of changing to orange.

As for Crash Man, everything changed perfectly. But from the long ladder segment and onward, the palettes remained the same.

Does anyone know how I can fix this? I need some help since I'm still a beginner on all of this.


You clearly didn't change all the transparency colors. That is mandatory in all NES games.

synnae
Posted on 01-29-16 12:20 AM Link | Quote | ID: 162475


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Posted by Insectduel

You clearly didn't change all the transparency colors. That is mandatory in all NES games.


This isn't helpful at all. I said I'm only a beginner.

How to change the transparency colors, then?

MiniCompute
Posted on 01-29-16 04:39 AM Link | Quote | ID: 162476


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Posted by synnae
Posted by Mike-Tech

Maybe wrong here, but after looking at that, did you remember to save your changes before moving on to the next level ?
If you did save, my only guess is that background palette maybe asm hard coded.
You'll have to wait for abit until someone else more experienced in mm rom hacking to help you out.



There's no need to save level by level. Rockman 2 editor remembers everything you did on your last "session" as long as you save the rom. I re-loaded the test rom on the editor after finishing the video and the changes are still there.

I guess I will have to wait then...


Why don't you head back for romhacking.net and ask them, since you seem abit too impatient to get this done in a hurry ?
Just so you know when I watched your video, I didn't see you saving in the first menu select.

Insectduel
Posted on 01-29-16 05:08 PM Link | Quote | ID: 162692


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@synnae what I mean is that I watched the whole video. I saw that you changed.... wait!

I wasn't fully how to understand it but why is the transparency colors 0F on palette quad 1, 2, & 3 while 21 on palette quad 0 that is shown in the video at 0:13. That doesn't make sense. I should take a look at it and may come up with a better answer. My gut tells me is the transparency colors is the one you need to edit as one color.

Shown in the video that you changed hex 21 but not all the transparency colors shown but in this case most of the NES games are required to use it.

Quick Curly
Posted on 01-29-16 09:00 PM Link | Quote | ID: 162697


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Hello, synnae. Welcome to Board 2. Thank you for joining us. We're happy to have you here.

Unfortunately, I'm not a Mega Man/Rock Man expert by any means, but I watched your video, and then I took a look at the "Rockman 2 - Dr. Wily no Nazo (J) [!]" ROM really quickly.

Since you're using an emulator in the FCEUX/FCEUXD series already, perhaps it would be a possible option for you to use the built-in tools, including the PPU viewer and the hex editor, in order to modify the palettes directly, one byte at a time, through trial and error, to achieve the changes and results that you're hoping and aiming for.

I understand that you're just beginning with this, and there's no problem with that. We all start somewhere, and work at different paces. Please don't feel rushed, and we can all try our best to help you out, one step at a time.

For Air Man's stage, the swapping palettes appeared to start at the 0x7E10 region of the ROM file. I used the built-in Code/Data Logger tool to highlight the active bytes (blue bytes are data, like the palette data applicable in this case, and yellow bytes are code; green bytes are used as both data and code). Here are a few images to provide some visuals.







In the FCEUX/FCEUXD hex editors, you can change the value of any number of bytes, and after reloading a level in the main emulator window (usually with a save-state set before the point in the game that you want to test out, or by resetting or powering off) the game will use your changes, and you can see how those changes affect the game. The changed bytes will be shown in red until you actually save them by going into the File menu to do so. This way, you don't have to make the changes permanent until you're absolutely sure that they're what you want. If you want to remove your changes, you can use the Undo option under the Edit menu, and/or use the Ctrl+Z key combination to go back as many changes as you need to, starting from your most recent modifications.

Also, Insectduel made a great observation that I noticed as well. For some reason, the transparency color is "0F" black in the other parts of the original palette instead of the actual background color used. However, that doesn't appear to make a difference.

Simply put, as you can see in the PPU viewer in the above images, there is an object/image palette, and an enemy/sprite palette. Each palette has 16 color values, in 4 4-byte groups. All Insectduel meant in so many words is that the first value in each 4-byte group has to be/have the same value.
In the case of the original game, in this specific stage, that value is 21.
In the case of my temporary, likely blinding edit, that value is 05.

Since I'm not familiar with the game-specific editors at all, unfortunately, I missed if there was anything more to your palettes not changing. However, direct modifications through a hex editor is a potential alternate solution; and again, while you might just be trying this out and are learning as you go along, having the additional visual-friendly features of FCEUX/FCEUXD can help you out with working in a hex editor, and hopefully you'll be able to work things out as you continue with more trial and error. Being able to work with a ROM directly outside of visual, game-specific level editors is a very handy, worthwhile skill to learn and have when it comes to more complete ROM hacking.

Sometimes, with game-specific editors, you aren't seeing how the editor itself is making/saving your changes, and you could be affecting unintended parts of the game without even knowing it, depending on how the editor is programmed. Working directly, you can see and even keep a personal record of every individual ROM offset that you're changing, what it originally was, and what you're changing it to. Thorough personal documentation on a project can help you keep better track of everything that you're doing, so if you take an extended break from it and come back to it later, you can remember everything that you've done so far. Not only that, but if there's something that you need to fix, you can more easily reference where any potential problematic source could be.

Best of luck, and I hope that this post is helpful in some way. My apologies for the length of it and multiple topics covered all at once, but for anything that you might benefit a more slow, in-depth analysis of, please feel free to ask for myself and/or other fellow members. Thank you, and I hope that you enjoy your stay.

synnae
Posted on 02-05-16 08:17 PM Link | Quote | ID: 162729


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Thank you very much for the warm welcome and for being so nice, Quick Curly. I also appreciate your patience to cover so much information to help me. However, I'm still a little confused on things and I only hope you'll have a little more patience with me...

Posted by Quick Curly

For Air Man's stage, the swapping palettes appeared to start at the 0x7E10 region of the ROM file. I used the built-in Code/Data Logger tool to highlight the active bytes (blue bytes are data, like the palette data applicable in this case, and yellow bytes are code; green bytes are used as both data and code). Here are a few images to provide some visuals.



I'm confused on this part. What did you do to find out the swapping palettes appeared at 0x7E10, and how exactly do you highlight the active bytes? I can see a few options on Code Data Logger such as "Reset Log" or "Start" but I'm not completely sure what I need to do there. I know I'm a much better learner through videos, but asking you to make a short video tutorial could be a little much. I don't want to bother you so much...

I'm sorry if my questions sound too dumb, I've worked with finding values with another program (Cheat Engine, to be specific) before, but it's been so long I did this sort of stuff my mind is extremely hazy now.

Also, I'm sorry for taking 1 week to answer. I got sidetracked with other things...

Quick Curly
Posted on 02-14-16 05:11 PM (rev. 2 of 02-14-16 05:16 PM) Link | Quote | ID: 162765


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You're welcome. No problem.

Sorry for the delayed reply. You might have already figured things out for yourself by now, but I'll still try my best to answer your questions.

To find the palette(s) used for Air Man's stage, I opened the PPU Viewer window, and then hovered the mouse cursor over each individual color square to obtain the values. Next, in the hex editor window, I opened the Find window from under the Edit menu. Without spaces, I entered the values for at least 1/4 of the palette (for example, 21313030) and then searched. In the case of this palette specifically, if we would have tried more than 1/4 of the values, we wouldn't have been able to find what we were looking for because, as it was previously pointed out, the transparency color is not always "21" in each quarter like it should be.

The other method of finding relevant bytes is by using the Code/Data Logger tool. You'll likely want to make a save-state at the main menu before loading the level, so that you can reload the save-state immediately after you run the relevant game sequences for the Code/Data Logger tool to log all of the bytes that are being used.
In FCEUXD, you can use the F5 key to save, the F7 key to load, and the 0-9 number keys to select multiple possible save points to use. You can also use the F2 key to pause emulation in the main window.
In FCEUX, you can use the I key to save, the P key to load, and the 0-9 number keys to select multiple possible save points to use. You can also use the Pause key to pause emulation in the main window.

With the main emulator, hex editor and Code/Data Logger windows open, after setting your save-state point, in the Code/Data Logger window, press the Reset Log button (just to make sure everything is cleared out before you start), and then press the Start button.
Now, in the main window, you play the game so that all of the bytes can be logged from what's currently going on, as long as the Code/Data Logger tool is running.
So, what I did was select Air Man's stage, allow it to load, and then when Mega Man spawned, I paused emulation in the main window, and then in the Code/Data Logger window, I pressed the Pause button (which is the same as the Start button, but this way, you can tell if it's currently running or stopped).

Once the Code/Data Logger is paused, you can navigate to the hex editor window, and once you click within the hex editor's display area or the scroll bar, bytes will light up. All of the bytes that are lit up were used while you were running the Code/Data Logger tool.
Blue bytes are data, yellow bytes are code, and green bytes are both data and code.
Now, you can quickly scroll through the hex editor window to look for highlighted bytes that resemble palettes, and/or search for specific value combinations that would lead to palettes (like the 21313030 example from before), and in the possible case that that specific combination shows up multiple times within the ROM file, the highlighted case(s) will help you eliminate which ones you aren't looking for at that specific time.

To test whether or not specific bytes are what you're looking for, you can change the values (they will become red until you save them, but don't save them right away until after you test them), reload your save-state, and then run through the part of the game again that you just did. This time, the game will load your edited values instead of the original values, and you can see how they change the game. As seen in my images before, my modified values changed the palette colors that were used.

I realize that these methods are a bit more involved. However, with practice, the process becomes more and more familiar, and you'll naturally apply it to each unique situation as needed.

If you have anymore questions and/or require more help, please feel free to ask. As always, best of luck.

Dracula X
Posted on 02-17-16 06:50 AM Link | Quote | ID: 162786


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A little something that I've been working on:

https://youtu.be/RhK48fSaJtE

MiniCompute
Posted on 02-17-16 12:08 PM Link | Quote | ID: 162787


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Name of the song port please, also is the song going to be longer than 7 seconds ?

Dracula X
Posted on 02-17-16 02:49 PM Link | Quote | ID: 162788


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The song is from "Monster Party" stage 7 Dark Tower. That's the whole song from the game.

MiniCompute
Posted on 02-17-16 02:56 PM Link | Quote | ID: 162789


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Posted by Dracula X
The song is from "Monster Party" stage 7 Dark Tower. That's the whole song from the game.


Hmm didn't know bandai made that, nice port then.

Dracula X
Posted on 02-17-16 03:03 PM Link | Quote | ID: 162790


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Thanks! I'm making another one today. Thanks to za909's guide and Matrixz sound engine!
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