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Main - ROM Hacking - Mega Man Compilation - NEW Demo Relase (11.2012) New thread | New reply

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Insectduel
Posted on 07-22-11 04:27 PM Link | Quote | ID: 145389


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Cold Man's stage looks well designed! Good job!

Crist_93
Posted on 07-28-11 03:36 PM (rev. 2 of 07-28-11 03:52 PM) Link | Quote | ID: 145557


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Next update.



Thanks for all good words from your side. I hope that you're enjoying this videos.
Just only 2 robot masters left so soon i'll relase this hack one more time.


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Insectduel
Posted on 07-28-11 10:57 PM (rev. 2 of 07-28-11 10:57 PM) Link | Quote | ID: 145558


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You just made Watch Man's edit more crazy. Congratulations, your hack has been nominated to the Hack of the Month for August 2011 along with Mega Man the Hedgehog Trap and Mega Man Evolution. I will begin the poll at my forum August 1st.

But in more serious topic, I need to play this! can't wait!

Thanatos-Zero
Posted on 07-29-11 06:40 PM Link | Quote | ID: 145564


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How far are you now with my Kingman I did for you?

____________________
I was a prisoner enclosed in the void, were everything might end up just as myself.
There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".

Crist_93
Posted on 08-01-11 09:21 AM Link | Quote | ID: 145610


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I started working at King Man. For now I had done tileset for level. It would be mix of castle and checker. I had also almost all sprites of King Man put it ROM.

I've got one question about graphic loader - about tileset.
I put on Watch Man (Bright Man) level tileset from Magic Man (Ring Man) level. It works great until i open weapon menu. When i turn it off some of tilesets are glitchy. Is it possible to do something with that.

____________________



Matrixz
Posted on 08-01-11 09:49 AM Link | Quote | ID: 145611


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When you exit the weapon menu, it loads graphics sets that are different Id's than those loaded when the level begins. It loads the level's graphics back into the upper half of the tile table. In MegaFLE X, those are found, in the Graphics Load Editor, as "Primary Graphics Load" $20 towards $2F. I hope it helps.

Crist_93
Posted on 08-08-11 10:13 PM Link | Quote | ID: 145767


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i tried to do that but it seems that it doesn't work. In editor i tried to click Primary GFX Load (Chosen ID) but every time i exit that menu it changes into Primary GFX Load (Current Level).

Also I've got some problems with boss names and weapon names. Some of them are lost or it didn't change at all (you could see it at cold man stage video) even if i changed name in hex editor. Where could be problem? And about palletes. I've got some problems with animations. If i change one other will change too. Is it any specific numbers or things to know about editing them?

Next level is done and soon i'll show it. Just one more robot master left (I've prepared tileset but i don't have idea for level).

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Crist_93
Posted on 08-16-11 11:10 PM Link | Quote | ID: 146011


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Here's next level as i said:



Need back to work at King Man. And that would be it for now (about robot masters).
I got problem with weapon names (wich you could see in video). It isn't loading even i changed text in hex editor. Where could be problem and how to resolve it. And still I got problem with tilesets.

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Insectduel
Posted on 08-17-11 04:45 PM Link | Quote | ID: 146299


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Just curious about your current video, what graphics did you borrow from?

mickevincent
Posted on 08-18-11 10:52 PM Link | Quote | ID: 146377


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Posted by Insectduel
Just curious about your current video, what graphics did you borrow from?


rockman no constancy i think..

Insectduel
Posted on 08-19-11 05:23 PM (rev. 2 of 08-19-11 05:24 PM) Link | Quote | ID: 146394


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I thought that's where it came from but oh well? I'm not much into my own Mega Man projects that borrows graphics from others unless I know where the original game is from.

Crist_93
Posted on 08-19-11 08:36 PM Link | Quote | ID: 146396


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About the tileset. I found in one forum message that most of tilesets apear in rockman no constancy are ripped from other games. As example you can see tileset for flash man (they are from SMW 2 Yoshi Island) so i think that those are ripped from other game. If i won't find any information about them - i'll replace them.
I got question. I know it is about ASM but i want to make two enemies from other games. Firstly i want to know how to remade (step by step) Sniper or Hammer Joe (rather sniper). This is thing that i care about. Second i was thinking about beams. I want to know if it's possible to remade them as normal enemy (i mean that in editor you put one enemy for one laser). I want them to program as easy as it possible to made that when megaman is on height of laser it will apear or made laser wich apear with 1, 2 or 3 second slowdown.
And about weapons. Is there any place in hex code when special values of weapon are. I'm asking because for ex. I want pharaoh shootgun moving faster.

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Insectduel
Posted on 08-20-11 05:46 PM Link | Quote | ID: 146426


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Someone should make "SpriteTool" for Rockman / Mega Man 4. Expanded or Non-Expanded. Like the SMW version.

Remade these sprites as a normal enemy even unused enemy takes a lot of work. Not if AI, but for graphics and even frames. Let's say if I want to replace the Jumbig into Sniper Joe Riders from Mega Man II will require a lot of experience.

I never got a chance to do the Weapon AI as of yet except for Toad's weapon after I put my Mm4DLC project to rest. The Pharoah Shot's info is found at Rom offset.

x79055: Entry Point of Pharao Shot Code
x79110: Pharao Shot Code

It's very easy for me to find on sight and took me only 10 minutes to make it go faster but I got no time since I'm too busy on the weekend.

Swimsuit contest perhaps!

Crist_93
Posted on 08-20-11 08:16 PM Link | Quote | ID: 146431


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Posted by Insectduel
Someone should make "SpriteTool" for Rockman / Mega Man 4. Expanded or Non-Expanded. Like the SMW version.

Remade these sprites as a normal enemy even unused enemy takes a lot of work. Not if AI, but for graphics and even frames. Let's say if I want to replace the Jumbig into Sniper Joe Riders from Mega Man II will require a lot of experience.


When I was talking about sniper joe I though about making him as "new enemy" (not graphical remade of it) Like in Rockman 4 MI. I saw on editor that they are unused enemies (if I not wrong something like 25, 26 to 2E or 2F). They looks like megaman but as far as i know it is possible to program new enemy in ASM and that's what i try to say. For ex. not only in Rockman 4 MI but in Megaman Forever I saw that it was programed Hammer Joe as a "new enemy".

First official relase is comming so i have a small request for everyone who want to do it. I'll need some beta level tester who could actualy check my levels if they aren't any bugs yet (I mean about that I don't know yet). Soon I'll have done King Man level and eight robot masters will be done. If anyone would like to help you could send me PM or write in this topic. Every kind of help would be pleasant .

PS: What is that Effect Enemy EX and where I can actualy download it (I looked at datacrystal and i just find only some infos).

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kuja killer
Posted on 08-20-11 09:14 PM (rev. 3 of 08-20-11 09:19 PM) Link | Quote | ID: 146434


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im afraid insectduel is right.
It really takes alot of work in order to make a new enemy. doesn't matter if it's starting from a new unused sprite that's totally empty, or trying to modify an existing thing already.

If you wanna really change the graphics...and i dont mean just trying to make something be the exact same size and pixel height and width of the enemy your editing...but something new instead that's all different sizes...it really takes alot.

You gotta edit all the frame animation data by hand. The tile ids + color for each tile, and the individual X and Y positions for each tile. All that stuff is spread out all over the entire mm 4 rom, it's a real big un-organized mess where everything else.

As for coding, i really hate the way mm4 had the enemies and bosses programmed. mm3 did a much cleaner and understandable method. but you gotta have moderate to high experience with programming in the 6502 NES ASM...before being able to really actually do anything for reals.

editing some settings and numbers like speed of attacks and moves and projectiles...whatever....that's super easy, zero effort, but trying to make a whole new enemey from one of the other NES mm's is not easy at all.
-----------------------------------------

here take this:
http://acmlm.kafuka.org/uploader/get.php?id=4003

and this:
http://www.romhacking.net/docs/363/

Crist_93
Posted on 08-20-11 11:19 PM Link | Quote | ID: 146435


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Thanks for that documents. I looked at them, they looks realy useful and they are making possibility of making King Man without changing his graphic.

I read also documents about music hacking for MM 4 but still i'm not sure what i should done to change music. I got .NSF file but it contains much diffrent themes and songs and i don't know how to find that song wich i want to use. And later where to find song in my rom that i want to replace.

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XTTX
Posted on 08-26-11 10:27 PM Link | Quote | ID: 146517


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lookin good man, cant wait for your next release.

Crist_93
Posted on 08-27-11 11:04 PM Link | Quote | ID: 146527


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Because soon i will relase demo for now i want to share with you my trailer:



You can see here some things that appear previously and some new things that i never showed before. There are some parts of cossack and wily fortress and small piece of King Man stage. I insert also small piece of storyline.
Hope you like it.



____________________



Insectduel
Posted on 08-29-11 08:19 PM (rev. 3 of 08-29-11 08:26 PM) Link | Quote | ID: 146547


Hammer Brother
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You mention something about Effect Enemy EX. It's one of the custom unused sprites from F0-F4 with one of it's own effects. My video will explain it.



The video never explain sprite F4 but it turns the lights on and off on the Y coordinate.

I did use to have that patch from Rock5easily and inserted to my (U) version of Mega Man IV rom by hand after applying to the Rockman 4 (J) rom but it's gone and never got a chance to archive it. When my computer starts to act up and taken to the shop, I have lost that IPS patch! :'( It's gonna take a long while to ask someone who has it even from Japanese rom hackers.

Cool trailer by the way!

Crist_93
Posted on 03-27-12 11:15 PM Link | Quote | ID: 150555


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Got back to work !
Some major changes will come, because my new rom crash i got only rom with old data so i decided to make some new levels and change plot a bit. I started at clean rom because i changed all cossack and wily stages and than i got problems with bosses so here it comes.

For now some screens with 1st new stage (it would be dust man but i didn't decided who he'll be and how i change it)





PS: I will need some help with screen warp speed. I want to make screens move faster but i'm not sure how to do this.

PS2: And about King Man he'll be in Hack

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Main - ROM Hacking - Mega Man Compilation - NEW Demo Relase (11.2012) New thread | New reply

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