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

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Ness
Posted on 05-09-17 10:25 AM (rev. 2 of 05-09-17 10:25 AM) Link | Quote | ID: 165584


Goomba
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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 V - Second Strike
http://www.romhacking.net/hacks/3343/

SOPHIA
Posted on 05-09-17 10:52 AM Link | Quote | ID: 165586


Micro-Goomba
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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
(post deleted) ID: 165606

kuja killer
Posted on 06-24-17 10:15 AM (rev. 11 of 06-25-17 11:32 PM) Link | Quote | ID: 165729


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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
Posted on 06-25-17 08:30 PM Link | Quote | ID: 165733


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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
Posted on 07-15-17 08:36 AM Link | Quote | ID: 165773

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Posted by Trinitronity
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.


Only Puresabe would have been capable of doing that.

DurfarC
Posted on 07-15-17 10:21 AM Link | Quote | ID: 165774


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Posted by zuschzero
Posted by Trinitronity
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.


Only Puresabe would have been capable of doing that.
It'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.

Still, once I'm done with MM4V I might recreate it just for fun anyway and release a patch.

Ness
Posted on 07-18-17 10:49 AM Link | Quote | ID: 165778


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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 V - Second Strike
http://www.romhacking.net/hacks/3343/

Ness
Posted on 08-29-17 01:54 PM (rev. 6 of 08-29-17 05:04 PM) Link | Quote | ID: 165870


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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 V - Second Strike
http://www.romhacking.net/hacks/3343/

Insectduel
Posted on 08-30-17 10:42 PM (rev. 2 of 08-30-17 10:43 PM) Link | Quote | ID: 165873


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@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
Posted on 08-31-17 09:33 AM (rev. 2 of 08-31-17 09:35 AM) Link | Quote | ID: 165875


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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 V - Second Strike
http://www.romhacking.net/hacks/3343/

Zynk
Posted on 08-31-17 12:54 PM (rev. 2 of 08-31-17 12:55 PM) Link | Quote | ID: 165876


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Posted by Ness

Who's Puresabe and what's Sakugarne?
The 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
Posted on 09-04-17 09:23 AM Link | Quote | ID: 165891


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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
Posted on 09-04-17 10:12 AM (rev. 2 of 09-04-17 10:32 AM) Link | Quote | ID: 165892


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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 V - Second Strike
http://www.romhacking.net/hacks/3343/

BaronHaynes
Posted on 09-06-17 03:34 AM Link | Quote | ID: 165898


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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
Posted on 09-25-17 02:10 AM (rev. 2 of 09-25-17 02:10 AM) Link | Quote | ID: 165922


Red Goomba
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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
Posted on 09-25-17 02:23 AM Link | Quote | ID: 165923


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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
Posted on 09-25-17 03:47 AM (rev. 3 of 09-25-17 04:35 AM) Link | Quote | ID: 165924


Red Goomba
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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
Posted on 09-25-17 04:25 AM Link | Quote | ID: 165925


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english. i didnt know you were on japanese ver

but if you want japanese ver then:

3E2D2:
EAEAEAEA

BaronHaynes
Posted on 09-25-17 04:35 AM Link | Quote | ID: 165926


Red Goomba
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Appreciate it!
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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