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Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
Ness |
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Red Goomba Level: 14 Posts: 18/38 EXP: 11956 Next: 1115 Since: 03-02-17 From: France Last post: 1463 days Last view: 1463 days |
I can't help but I wish you good luck. I'd love to see a MM&B hack.
Maybe try to get into contact with the people who did the translations for it? ____________________ Mega Man 5 - Protoman Edition https://www.romhacking.net/hacks/3638/ |
SOPHIA |
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Micro-Goomba Level: 8 Posts: 9/10 EXP: 1651 Next: 536 Since: 10-31-16 Last post: 2359 days Last view: 53 days |
Thank you
I am sorry but we are currently temporarily suspended remodeling Rockman & Forte. I do not have much technology and SNES hack has a huge amount of materials. I think that Rockman X other SNES Megaman's remodeling should increase someday |
angelamo |
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kuja killer |
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Level: 55 Posts: 566/628 EXP: 1243218 Next: 70971 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 275 days Last view: 16 hours |
just would like to show people that megaman odyssey hasnt died... "yet", just a couple random shots from boss fights. Rapid Man, and Glacier Woman.
Sadly glacier woman does not have any sprite sheet whatsoever period... only 1 frame, but i "more or less" had all of the battle AI's programmed. Graphics credit belongs to MegamanOmega, none of these boss's would ever been possible/brought to life, without him. He's a very talented artist, great friend, and deserves all the thanks in the world, more than i ever do. |
Trinitronity |
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Porcupo Level: 38 Posts: 292/311 EXP: 350845 Next: 19602 Since: 02-04-13 Last post: 1931 days Last view: 574 days |
http://www.rockman-corner.com/2017/06/footage-of-mega-man-4-s-lost-mid-boss.html
You know, I kinda wanna see someone recreate the Sphinx midboss from MM4 now. |
zuschzero |
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Newcomer Level: 7 Posts: 7/7 EXP: 1098 Next: 350 Since: 08-29-14 Last post: 2470 days Last view: 2288 days |
Posted by Trinitronity Only Puresabe would have been capable of doing that. |
DurfarC |
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Shyguy Level: 24 Posts: 93/97 EXP: 71858 Next: 6267 Since: 10-23-08 From: Norway Last post: 1950 days Last view: 349 days |
Posted by zuschzeroIt's not that hard to recreate, even I could have done that (at least if I had the graphics). I don't think it'd be worth it though, it's clear that this midboss was removed for a reason; it plays out pretty badly, with little space to maneuver around the boulders and snake shots, and a platform that's too hard to get up on.Posted by Trinitronity Still, once I'm done with MM4V I might recreate it just for fun anyway and release a patch. |
Ness |
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Red Goomba Level: 14 Posts: 20/38 EXP: 11956 Next: 1115 Since: 03-02-17 From: France Last post: 1463 days Last view: 1463 days |
Apparently you're supposed to jump on the boulder to shoot at the Sphinx's head. I read that somewhere, I think it was on TCRF.
Also apparently that boss was recreated in MM 2.5D. Never played that myself. ____________________ Mega Man 5 - Protoman Edition https://www.romhacking.net/hacks/3638/ |
Ness |
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Red Goomba Level: 14 Posts: 25/38 EXP: 11956 Next: 1115 Since: 03-02-17 From: France Last post: 1463 days Last view: 1463 days |
I know some of you have edited MM4 in the past, so I have a question.
I'm trying to use subroutine DA05 to load new things to the pattern table in the middle of gameplay. For instance I was trying to make it load the debug screen pattern table when MM is jumping. So, when move (ram address 0030) is updated to "01" I jumped to free space in the main PRG bank and added "LDX 12 JSR DA05", but it doesn't work, I'm only getting gibberish. If I change the X for JSR DA05 when opening/closing the weapons menu it works though. So, what's wrong here? What are the conditions for JSR DA05 to work? I've looked at the JSR itself and I've started to understand what it does, but I've never dealt with PPU commands before. I've also looked at the routine that loads enemy sprites in the pattern table when switching screen, but that seems too slow to be used in the middle of gameplay. Edit 2 : deleted my 2nd question, that one I figured out. ____________________ Mega Man 5 - Protoman Edition https://www.romhacking.net/hacks/3638/ |
Insectduel |
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Hammer Brother Level: 68 Posts: 1042/1069 EXP: 2686268 Next: 42532 Since: 02-16-08 From: Insectduel's office Last post: 1250 days Last view: 1249 days |
@Ness, I have been trying to use that method to program Roll Chan Moblie. Mega Man / Rockman 4 wasn't meant to swap sprite animation frames but it is slowly used. For some reason, Puresabe was able to execute it perfectly.
For example, the sprite gone INSTANT when Rockman got on the Sakugarne without any delays. |
Ness |
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Red Goomba Level: 14 Posts: 26/38 EXP: 11956 Next: 1115 Since: 03-02-17 From: France Last post: 1463 days Last view: 1463 days |
I've noticed that loading new pattern tables for enemies in between scrolls was particularly slow, however it seems pretty fast when opening/closing the weapons menu.
But maybe I'm wrong and it all happens while everything is black and disabled, and that's why it's so fast? Should I try to write my own routine instead of using the ones the game has then? I've never dealt with PPU stuff yet (which is why i'm having such a hard time comprehending this) but then again 6 months ago I couldn't read assembly at all so I just keep learning. Perhaps I could look at how MM5 does it and take inspiration from that. Who's Puresabe and what's Sakugarne? ____________________ Mega Man 5 - Protoman Edition https://www.romhacking.net/hacks/3638/ |
Zynk |
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Purple Leever Level: 32 Posts: 172/209 EXP: 195821 Next: 10621 Since: 10-19-12 Last post: 73 days Last view: 5 days |
Posted by NessThe man who made Rockman 4: Minus Infinity - http://www.romhacking.net/hacks/910/ Sakugarne is a support unit for Quint in Mega Man 2 Gameboy, also featured in the hack. ____________________ |
BaronHaynes |
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Red Goomba Level: 15 Posts: 29/43 EXP: 16089 Next: 295 Since: 05-22-15 Last post: 2370 days Last view: 2354 days |
Is anyone aware of an existing patch for quick-weapon switching in the US version of Mega Man 5? I'd like to patch Second Strike and some of the Ridley X hacks with it for speedrun purposes, but the Rockman 5 patch doesn't work correctly on these hacks since they're based on the US version. |
Ness |
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Red Goomba Level: 14 Posts: 27/38 EXP: 11956 Next: 1115 Since: 03-02-17 From: France Last post: 1463 days Last view: 1463 days |
Which patch are you trying?
Rock5easily's patches all worked perfectly fine with the "Mega Man 5 (USA).rom", including the weapon select one: https://www.himaq5.xyz/rock5easily/ips.html It used to worked for v1.2 of Second Strike as well, but v1.3 uses a lot more code written in free space so there is the slight chance we used the same free space location which is why it wouldn't work. In in the readme of v1.2 I used to mention that rock5easily's patches are compatible with Second Strike, but in the v1.3 readme I took that out because I didn't take the time to check they were still compatible. Edit: actually I just tested it out, and the weapon select still works perfectly with v1.3 of Second Strike, and it even works with both versions of Protoman Edition as well (the OG one and the Second Strike one), so you can use rock5easily's patch: https://www.himaq5.xyz/rock5easily/archive/rock5_weaponselect.zip His "optimization" (lag reduction) patch wouldn't work with Protoman Edition for sure though, because I know we both edited the hit detection routine in different ways at the very least. I doubt it'd work with v1.3 of Second Strike either. ____________________ Mega Man 5 - Protoman Edition https://www.romhacking.net/hacks/3638/ |
BaronHaynes |
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Red Goomba Level: 15 Posts: 30/43 EXP: 16089 Next: 295 Since: 05-22-15 Last post: 2370 days Last view: 2354 days |
Ahhh, thank you. I couldn't remember if there was a separate patch for quick-switching and was just using the standard optimization patch. Appreciate it, and thanks for the hack as well! |
BaronHaynes |
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Red Goomba Level: 15 Posts: 33/43 EXP: 16089 Next: 295 Since: 05-22-15 Last post: 2370 days Last view: 2354 days |
I'm having an issue trying to use the 2nd bank of tile graphics in Doc Gemini - on Scroll Map 1 the game loads CHR bank 41 (Snake stage graphics) into that spot and I can't figure out how to tell it not to do that. Any ideas? |
kuja killer |
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Level: 55 Posts: 568/628 EXP: 1243218 Next: 70971 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 275 days Last view: 16 hours |
Just did a write breakpoint on $E9 in debugger right before that screen with protoman, and it points to E2CC so...
3E2DA: EAEAEAEA that should affect both the regular gemini and doc gemini. wont load the alternate graphics page. |
BaronHaynes |
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Red Goomba Level: 15 Posts: 34/43 EXP: 16089 Next: 295 Since: 05-22-15 Last post: 2370 days Last view: 2354 days |
Is this for the US or JP version? I'm on Rockman 3 and it's having some strange results (game crash in Gemini, warped Mega Man graphics in Doc Gemini). Sorry, I should've specified! |
kuja killer |
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Level: 55 Posts: 569/628 EXP: 1243218 Next: 70971 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 275 days Last view: 16 hours |
english. i didnt know you were on japanese ver
but if you want japanese ver then: 3E2D2: EAEAEAEA |
BaronHaynes |
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Red Goomba Level: 15 Posts: 35/43 EXP: 16089 Next: 295 Since: 05-22-15 Last post: 2370 days Last view: 2354 days |
Appreciate it! |
Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
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