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

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DannyPlaysSomeGames
Posted on 03-04-19 10:00 PM (rev. 2 of 03-04-19 10:00 PM) Link | Quote | ID: 166933


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Posted by kuja killer
i personally dont know how to use the capcom assembler program, and dont need to for my game but about that though.

mm3 has 2 sets of "X and Y positions" for a frame. a left facing and right facing version. again dont know how the capcom assembler handles it though.

This is kind of annoying though that you have to edit both copies to be correct for both left and right. megaman 5 fixed it to only just use 1, which automatically applies to both directions. There is a way to do it for mm3 too by editing the coding directly, for the sprite tile drawing stuff, but i dont remember what it is you have to do exactly.

You think you can give me the addresses that deal with those X/Y values? I haven't used CSA that much so I'm unsure about most of the features. If not, I could check any tutorials/readmes for the Assembler to see if it says anything about mirroring.

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kuja killer
Posted on 03-07-19 09:19 AM (rev. 3 of 03-07-19 09:20 AM) Link | Quote | ID: 166938


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I dont have them offhand, but the main one where megaman's animations are located is in the 32000 area. Every frame or animation has a 1 byte pointer to the table in this area where the X/Y positions are for each tile of the frame.

like an example would be "megaman standing still" pointer 00, which is for like 32000-32014, megaman moving 1 foot in, pointer 01, which is 32015-32028 ..etc etc. something like that.

I'd highly recommend using the fceux "code/data logger" tool to see what gets logged one frame at a time in the hex editor (it'll log the bytes in a blue color) -- and always click the "reset log" button quite often to pinpoint exactly what frames data gets logged 1 at a time and such.

every tile is 2 bytes each, 1 for X position, and 1 for Y position of the tile.

I have a guide of all this stuff, but it's only for Megaman Odyssey though, my mm 3 hack. So it does not apply to orig megaman 3 anymore sorry to say.

DannyPlaysSomeGames
Posted on 03-23-19 02:21 AM (rev. 2 of 03-23-19 02:21 AM) Link | Quote | ID: 166946


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So is there any way to modify the slide's speed in MM3? I checked kuja killer's documents a few times but they don't seem to mention anything about it. I was thinking of making the slide more like a dash, and I wanted it to compensate the fact that "Mega Man" (except not really) is faster now.

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JRIVA
Posted on 06-09-19 04:07 PM Link | Quote | ID: 167014


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Hi friends!
Small inquiry
Mega Man 3
When the damage of Gemini man is modified, using Megaflex (from Level> Enemy_Editor> Weapon / Damage), only the data of one of the twins is modified. But the clone data is not modified.
How do I change the damage of the clone?

kuja killer
Posted on 06-10-19 01:44 PM (rev. 4 of 06-11-19 02:39 AM) Link | Quote | ID: 167016


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Ah that's a weird case. Yes these are 2 completely seperate, different sprite ID's. They both have the same exact damage values for weapons and damage done to megaman, but you CAN actually edit them totally different

look closely at this image:

https://i.imgur.com/Jvw3uyV.png

open the "megafle.dat" file in the megafle folder and scroll all the way down to this area called "enemdmgoffs3" like i showed here, and look for this value here i highlighted in the example with the 8D

this is for gemini man's ID
8D is the real gemini
8E is the fake clone

So replace the 8D with 8E ..click save on your notepad or whatever ...close and re-open megafle to load the clone's own damage and weapon settings.

Like regular gemini can do 6 damage to megaman, and clone can do like less like that example i showed of him doing 1

put it back to 8D in the megafle.dat file ...save, re-load megafle for original gemini.

JRIVA
Posted on 06-11-19 02:34 AM Link | Quote | ID: 167017


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Excellent Kuja!
As usual.
Thanks!

Insectduel
Posted on 06-21-19 01:14 AM (rev. 4 of 06-21-19 01:15 AM) Link | Quote | ID: 167028


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I always have the urge to insert the musics in one of Ridley X's Mega Man romhacks? Is it possible to have all the music without intervening the sounds? This is about Mega Man 4 music editing! I hope it isn't a complicated setup but this kind of technique may take me a week to learn and manage music pointers without hitting one of the sound rom offsets. In fact, in one of my upcoming YouTube videos I can turn off all musics and insert all of the CD quality remix music from Rockman Complete Works since I created my own IPS patch where all levels and title screens musics is muted.

Ridley's Mega Man 4 Hack #10 has all Mega Man 5 stages and Ridley's Mega Man 5 Hack #4 has all Mega Man 4 stages which wanted me to insert the musics. Not to mention I am hoping that Ridley's Mega Man 5 Hack #4 is Protoman Compatable.

JRIVA
Posted on 06-24-19 02:25 AM Link | Quote | ID: 167031


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Ridley is very good editing graphics. Their hacks were my inspiration.
With regard to music. I have tried it.
But you end up making the passage track to track. You must have a lot of patience, apart I not konw using Capcom Music Editor properly.
My expectation is that somebody will perform a Megaman 3 hack with music of 4; 5 and 6; or of Megaman 4 with music of 3; 5 and 6, etc., etc. That way, hackers can use them in their hacks

caesur4
Posted on 07-02-19 02:09 AM Link | Quote | ID: 167046


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Posted by rock5easily
Posted by Trinitronity
Posted by DurfarC
I have to agree with Zieldak on this one, though if you're going to carry on anyway, at least make sure that you tried to reach the authors through every single possible channel, that they've been gone for many, many years and that you specify that your modifications are not official upon releasing them to the public.

Well, if I cannot contact DHI, then I will at least credit him, where credit is due.
Anyway, I would love it, if someone could tell me, how too contact DHI and if he understands english, because I can't speak japanese and Google Translate likes to fuck up speeches.

I agree with Zieldak and DurfarC.
I do not desire to participate in the modification, while permission has been ambiguous.
DHI is active by the name of DhiArk. But I don't know he is still continuing MM hack...


By the way, I translated my editor in English.
There are probably many translation mistakes.
http://rock5easily.sakura.ne.jp/archive/r2e_eng.zip



I was digging around looking for some tools to help on a new hack idea...
Mega Man 2 - Zip Practice *working title*

Got fed up with guessing at what the buttons meant.

Rockman2 editor English translation is here now:
https://www.himaq5.xyz/rock5easily/archive/r2e_eng.zip

Hope that's official; it's where I found it, and is working fine for me.
Couldn't find the translation on RHdN.

EggplantPimp
Posted on 07-27-19 10:33 PM Link | Quote | ID: 167073


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So I messed up in my MM1 hack, I moved the checkpoint in Bombman's stage, and when MM dies and goes to the checkpoint, he keeps falling in a loop, and doesn't land.

Where's the offsets located in MM1 that has Bombman's first checkpoint already fixed so I can fix it in my hack?

Thank you.



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Insectduel
Posted on 07-29-19 08:13 PM Link | Quote | ID: 167074


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Hi EggplantPimp, the answer to your question is simple since the Rock n' Roll editor uses a complicated setup! I haven't used in a while. I think it does move the checkpoint in the editor 1 pixel at a time but I can't remember.

Here's the following bytes by default. Bombman is stage 03. It begins at ROM OFFSET x1C2E4.

Checkpoint 1

.byte $0A,$0A,$0E,$08,$07,$0A
.byte $22,$24,$2F,$1D,$1D,$1D

Checkpoint 2 (usually the boss room)

.byte $14,$14,$14,$10,$14,$0F
.byte $27,$29,$2F,$21,$1C

EggplantPimp
Posted on 08-05-19 01:50 AM Link | Quote | ID: 167077


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Posted by Insectduel
Hi EggplantPimp, the answer to your question is simple since the Rock n' Roll editor uses a complicated setup! I haven't used in a while. I think it does move the checkpoint in the editor 1 pixel at a time but I can't remember.

Here's the following bytes by default. Bombman is stage 03. It begins at ROM OFFSET x1C2E4.

Checkpoint 1

.byte $0A,$0A,$0E,$08,$07,$0A
.byte $22,$24,$2F,$1D,$1D,$1D

Checkpoint 2 (usually the boss room)

.byte $14,$14,$14,$10,$14,$0F
.byte $27,$29,$2F,$21,$1C


Thanks for looking into this, I really appreciate your help, when I looked at the offsets you gave me, they're the same in my hack, and when I added them just to make sure the problem I'm having is still there, I don't know what else to do at this point.

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Insectduel
Posted on 11-08-19 10:00 PM Link | Quote | ID: 167156


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What if I wanted to make a Mega Man game based on the Summer Olympics and Pokémon Spaceworld 1997. Mega Man III is the base rom I should be using but I should be ready to go back to Mega Man Rom Hacking. Don't know about using Mega Man 3 improvement as a base because it requires a specific editor to view and edit levels. This video below is Capcom's Gold Medal Challenge 1992 and the Olympic stage should be used.



I'm also thiniking about finishing Rockman AF (Rockman 1 hack) since I completed all the levels but not the enemy placements coding assets within the levels including enemy graphics. I should also design a Mega Man X Sprite which the game is based on. Mega Man X is the protagonist character for Rockman AF. It's started since 2012 but on hold.

kuja killer
Posted on 11-10-19 12:04 PM (rev. 2 of 11-10-19 12:06 PM) Link | Quote | ID: 167159


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Posted by Insectduel
Don't know about using Mega Man 3 improvement as a base because it requires a specific editor to view and edit levels.

I'm also thiniking about finishing Rockman AF (Rockman 1 hack) since I completed all the levels but not the enemy placements coding assets within the levels including enemy graphics. I should also design a Mega Man X Sprite which the game is based on. Mega Man X is the protagonist character for Rockman AF. It's started since 2012 but on hold.


you dont need to worry about this at all for using mm3 improvement, i mention in the readme that all you do is just replace the megafle.dat file in the MegaFLE folder, that's all nothing else. And it will work with improve, but not orig mm3 (unless you keep a backup of the DAT file before over-writing it with my custom one)

I'd say to go with the mm1 still ...yea i know it's a pain. Just only getting enemy placement dealt with.

I'm in that type of situation now with Glacier Woman level, on mm odyssey -- the level is mostly all mapped out already... all the enemies are coded and ready ....but no enemy placement... same as you.

Insectduel
Posted on 11-14-19 10:05 PM (rev. 2 of 11-14-19 10:06 PM) Link | Quote | ID: 167161


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Okay cool! I have started using Mega Man 3 Improvement as a base since it has empty graphics and free space to start with. This game will have minor to little 6502 ASM coding based on the level design. Later I may release a 1-level demo on my YouTube page but I'll start with Hard Man's stage design first.

Each of the 8 robot masters are based by Japan regions from Hokkaido to Kyushu and the Doc robot stages are the 1964 based Japan stages. It's possible to include a "Middle Level" like in Mega Man 7 or 8 (or Rockman World 2) before the last 4 robot masters but eventually I'll be able to program it.

kuja killer
Posted on 11-14-19 10:52 PM (rev. 3 of 11-14-19 10:55 PM) Link | Quote | ID: 167162


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okay, great. by the way i updated a little bit after 4 years. I included a copy of the MegaFLE X.exe -- just replace that with the original megafle x in it's folder. I should of mentioned that in the readme a little more clear to move those DAT and megafle program to the 0.701 folder.

It adds the animation and Multi Path editors from megaman 5... for mm3 improvement. And i made an example with the gemini/doc gemini stages with the really cool animated bubble fish, from gameboy megaman 3.

hope you got this - version 2.2
http://www.romhacking.net/hacks/992/

Insectduel
Posted on 11-14-19 11:15 PM Link | Quote | ID: 167163


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I haven't picked this one up! With the new updates it's very useful to design levels easier not to mention some CHR animations since Mega Man 6 Yamato Man's stage into a Mega Man 3 game requires another graphic set and there is no scroll gfx load in Mega Man 3. Thanks for all the hard effort for the Mega Man 3 community.

Kuumba
Posted on 12-19-19 01:33 AM Link | Quote | ID: 167194

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Does anyone know where the addresses for the Rockman 2 Enemy patterns are ? and not the damage table , the actual enemy patterns . I am aware that there are stored in banks but for some reason I can't use FCEUX's debugger to see whats inside banks , only its hex editor

kuja killer
Posted on 12-21-19 09:56 PM Link | Quote | ID: 167198


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I dont have hardly any experience with mm2, but this was what I was able to find out.

39300-3937F: low byte of address
39380-393FF: high byte of address

Enemy AI's between 3949D-3BFFF

Kuumba
Posted on 12-23-19 12:57 AM Link | Quote | ID: 167199

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╹◡╹thank you very much Kuja Killer, but um what does low byte of address and high byte of address mean? Does that mean there broken up into multiple parts like HP and stuff ?
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