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

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BaronHaynes
Posted on 09-26-17 07:30 AM (rev. 2 of 09-26-17 09:20 AM) Link | Quote | ID: 165927


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Kuja, do you know if it's possible to move the parallax effect on Gemini screen 1 onto a different scroll map? I'd like to start the stage higher up and eventually drop into a screen that has a scrolling backdrop (mountains instead of stars, I already know how to remove the starfield object though)

https://www.youtube.com/watch?v=go-YVduIU2s&feature=youtu.be

kuja killer
Posted on 09-26-17 09:17 PM (rev. 3 of 09-26-17 09:21 PM) Link | Quote | ID: 165928


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japanese version --
3E3A7:
2060F5

3F570:
206BFFA522C909F004C902D00EA52BC902D008A99F855EA90285F860

this code includes both gemini levels, if you only want doc gemini, then...

3F570:
206BFFA522C909D012EAEAEAEAA52BC902D008A99F855EA90285F860

and, edit 3F580 for which scroll map id number to start on. NOT screen number, use MegaFLE for reference for which map number to start on.

and, edit 3F584 to control how high or low you want the "dividing line" to be. does not have to be the same as the original gemini.
Default value is 9F (a little below half-way down screen)

------------------------------------------------------------------------------
This is only for "dropping down" into a screen like you said. This example i did was scroll map 02, which is immediately after the Proto Man event

This location above is not compatible with Megaman/Rockman 3 Improvement, unless you were using that, it'd have to be put in a different spot

BaronHaynes
Posted on 09-26-17 09:59 PM (rev. 2 of 09-26-17 10:10 PM) Link | Quote | ID: 165929


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This mostly works, but the position of the background shifts once the screen is fully loaded (by 2 structures to the right, it looks like). Any way to make them match? This is on scroll map 03, if that matters.

https://www.youtube.com/watch?v=FnBaMVvWGtU&feature=youtu.be

Also, I actually need the parallax in Gemini but NOT Doc Gemini - however, if they're linked in a way that's awkward to change, I can make the accompanying scroll map in Doc Gem a vertical fall with no background or something.

(I'm gonna pick and choose parts of the Improvement but I'm waiting until I'm further along in the hack and know which ones I want)

kuja killer
Posted on 09-27-17 04:28 AM (rev. 4 of 09-27-17 04:32 AM) Link | Quote | ID: 165930


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--------------------------------------------------------------------------------------------
206BFFA522C902D012EAEAEAEAA52BC902D008A99F855EA90285F860

regular gemini only -- just changed the 09 to 02 (level id number)

(not a glitch) yea i cant really help much with how the bakground starts at the very beginning, i notice that happened when dropping down from the proto man screen, it's kinda hard coded and cant be controlled directly, but it like is based on the current screen number,

that 1st screen below protoman is screen A (the 10th screen) and it's like shifted by half a screen length i think. Because i think the parallax is divided by 4 at a time..im not sure how many.

So it's like in multiples of 4 (40 pixels hex), and cause it was screen A, it "started" shifted by 80 pixels...i think

or whatever the "divided by" amount is -- if it started on screen 4, 8, C, 10, 14 ...then i think it may be proper.

BaronHaynes
Posted on 09-27-17 05:41 AM (rev. 5 of 09-27-17 05:51 AM) Link | Quote | ID: 165931


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Ok, I think it's working now - I set the scroll map to 4 (which is also the 4th screen) and made a downward exit to that scroll map. When I was using a horizontal exit to the parallax screen, the game loaded screen 4 visually no matter what screen I set for the next map (scroll map 5), and seemed to be permanently offset on the correct screen to display after that.

I'm gonna do a temporary level layout all the way to Gemini Man to make sure everything's working properly, but it seems ok so far. Appreciate the help!

----------------
Small glitch: If you die during the parallax, screen 1 is garbled and offset when it first loads, but then corrects itself after Mega Man teleports in. This doesn't matter to me, but figured I'd document it.

kuja killer
Posted on 09-27-17 04:29 PM Link | Quote | ID: 165932


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yea that happens in mm3 originally too, when ya die anytime from the beginning of level, til before scrolling to proto man, not really sure why though, i didnt try looking at that before. but ya like ya said, just automatically fixes somehow right after teleport. weird

BaronHaynes
Posted on 10-06-17 09:40 AM Link | Quote | ID: 165937


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Kuja - do you remember specifically what this bit of code from the MM3 Improvement Patch notes does? A friend and I are looking for some free space to modify Spark Shock's behavior and he was planning to put it in the same place as this:

--------------------
Sprite projectile no disappear bugfix for several enemies and bosses

english only:

88B8:
20D8A8

3A57B, 3BB5B:
4CB0BF

3A763:
20BEBF

88E8, 3BFC0:
BDE003D0034C79F7A9009D000360

3BFCE:
18BDE003D0F44C42F6

__________________________________________

japanese only:

88B8:
20D8A8

3A559, 3BB19:
4C70BF

3A741:
207EBF

88E8, 3BF80:
BDE003D0034C79F7A9009D000360

3BF8E:
18BDE003D0F44C42F6

kuja killer
Posted on 10-06-17 10:26 AM (rev. 2 of 10-06-17 10:36 AM) Link | Quote | ID: 165938


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im not sure which enemies or bosses, but there's some whose bullets do not disappear officially when leaving the screen vertically via the top or bottom edge of the screen. usually bullets, like the snake heads in snake man, the needles from hedgehogs, and metools (the diagonal bullets, not the straight horizontal one)

They'll be hidden off the screen, which you cant see, but still be loaded in memory, this fixes it so there deleted properly to not fill up enemy object slots.

BaronHaynes
Posted on 10-06-17 10:29 AM Link | Quote | ID: 165939


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Gotcha, thanks. I think we found a way to do what we wanted with Spark without using that space, so I'll probably use that in the final rom.

BaronHaynes
Posted on 10-14-17 09:35 PM Link | Quote | ID: 165948


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When using Mega FLE X, is it safe to overwrite all of the additional BG palettes for each stage in MM3? Some of them have random colors and I wasn't sure if it was pulling values for important code, or if that's just junk data and can be overwritten in stages like Shadow and Hard.

kuja killer
Posted on 10-16-17 10:20 PM (rev. 3 of 10-16-17 10:25 PM) Link | Quote | ID: 165953


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yea it's totally safe to edit the palettes 0 to 4 which is the maximum number of sets allowed

be careful with the "screen preset" textbox though when editing/making level designs. Sometimes you might see random garbage numbers like A0, 63, B9, FF ..etc especially after the boss room for Needleman.

You can only go up to screen preset 1F -- do not make screens with numbers higher than "preset" 1F or you will overwrite level data. (again cause it was leftover "garbage" stuff)

BaronHaynes
Posted on 10-18-17 04:01 PM Link | Quote | ID: 165958


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Ok, cool. I knew about the 1F preset limit but appreciate the heads-up.

BaronHaynes
Posted on 10-23-17 01:11 AM Link | Quote | ID: 165960


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Are GFX sets for enemy sprites after 39 also okay to use? I don't recognize the palettes in them and the banks they pull from are in the AA to FF range.

Insectduel
Posted on 10-25-17 11:25 PM (rev. 2 of 10-25-17 11:27 PM) Link | Quote | ID: 165962


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This is actually going to be a short Rockman 5 project and you probably remember the infamous project that Chiko worked on that ONE game over the years, right? Constant updates, tweaking level designs and plagiarism graphics from other Rockman rom hacks. Game expected to be released on 11/17/2017 which is my 12th anniversary.

I am working on the Protoman Edition of that infamous game made from Chiko!

I tried the IPS itself and OF COURSE there are crashes! Data and is completely different and the Protoman patch most likely works for the (U) version of Mega Man 5.

First thing is I am working on levels that consists a Protoman path. Protoman has a different path than Rockman kinda like Sonic 3 & Knuckles. Wave Man and maybe Gravity Man may be unchanged or if you have suggestions of how to improve Gravity Man's stage.

Crystal Man and Napalm Man's stage is different than Rockman and is a restoration of the deleted level from Chiko. Dark Man 1 and Dark Man 4 will be my original level design. All Wily levels unchanged unless I'll find an open path for Protoman.

Once I design all the levels, then I'll import the Protoman data which takes about 1 to 3 days depending on the JSR's, LDA's, JMP's, Graphics and free space locations.

SOPHIA
Posted on 11-03-17 08:20 AM Link | Quote | ID: 165967


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https://www.youtube.com/watch?v=0fzp9_qXEdo&t=2s
my megamanX2 hack
I would like to release it if it can be released in the beginning of next year

Insectduel
Posted on 11-20-17 12:39 AM Link | Quote | ID: 165978


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My game still on the Protoman/Blues data conversion process so this is going to take another week or two.

I know PC Fan games or even M.U.G.E.N has 0 to 256 palette limits when making such sprites and D.Va from Overwatch is so popular in the cosplay category. I am hoping that Blizzard don't take down the IP I am going to design for the NES for any Mega/Rockman romhack.

Can D.Va be made possible on the NES? Depending how many colors and sprite tiles. Too many sprites on 1 character can lead to flickering and Mega/Rockman 5 is extremely BAD and causes lag. Usually for Mega/Rockman NES games, you are allowed the first 6 palettes (not counting transparency) while the other 6 goes to the enemies.

JRIVA
Posted on 11-26-17 01:41 AM Link | Quote | ID: 165982


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Hi Friends!

Game: Megaman 3 Improvement

Does anyone know how to change the BG CHR Bank as we move through a stage?

I'm trying with fceux

thanks!

Insectduel
Posted on 11-30-17 11:01 PM Link | Quote | ID: 165991


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Photobucket is POINTESS and unreliable when it used to be since I am required to pay to continue sharing my photos. Say HELLO to Imgur!



I have finally transferred the Protoman Data and this game is on beta-testing before I release it to the public. It's not just a sprite-swap version but a new gameplay. Blues and Rockman have different versions. Yeah, I was never a fan of Chiko's projects but DWL seems original when it's actually not.

My next projects, I might try the expand the Mega Man 5 rom to experiment to 1024KB. Both modes will be Mega Man and Proto Man mode with 2 different rom data.

Roll Chan Mobile to Rockman 5. I seriously need to do Roll Chan official into Rockman 3 or 5 since the fourth series is way to complicated. Rockman AF which is my original Rockman hack series will eventually go back on my feet soon.




imraldata
Posted on 12-02-17 01:48 AM Link | Quote | ID: 165993

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Does anyone have any behavior documentation of the enemies in Mega Man 3?

____________________
SHOOTMAN VOL. 1, COMING OUT SOON!

FlashPV
Posted on 12-03-17 09:47 AM Link | Quote | ID: 165995

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Posted by kuja killer
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.






Wow, this is really impressive!
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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