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Main - ROM Hacking - Mega Man 3 Memento - Project Revived! New thread | New reply

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za909
Posted on 08-09-12 11:17 PM Link | Quote | ID: 151910


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If you know where the problem is and you're going to replace the song anyway I suggest my method: I locate the channel data for the song. Then simply hold 0 and replace everything with $00 until I reach the End command for the noise channel. If I end up with a song that takes less space than the original I move the pointers of the next song upwards. It's tedious to learn but when you get the hang of it it's really easy.

NARFNra
Posted on 08-10-12 07:25 PM Link | Quote | ID: 151926


Koopa
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Alright, thanks guys. I'll probably go with kuja's method for now, and work with za's later. I don't want to screw with the music until I have the levels down, I think.

Thanks.

za909
Posted on 08-10-12 08:40 PM (rev. 3 of 08-10-12 08:44 PM) Link | Quote | ID: 151928


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Oh also, have this table I've made to make porting music from Famitracker (or any other music making software really) easier. Might contain some false info I never bothered to update mostly with the effect commands though.
http://acmlm.kafuka.org/uploader/get.php?id=4283

Note lengths equal the following in tracker programs:
64th = 1 row
32th = 2 rows
16th = 4 rows
8th = 8 rows
Quarter = 16 rows
Half = 32 rows
Whole = 64 rows

NARFNra
Posted on 08-11-12 01:39 AM Link | Quote | ID: 151938


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Posted by za909
Oh also, have this table I've made to make porting music from Famitracker (or any other music making software really) easier. Might contain some false info I never bothered to update mostly with the effect commands though.
http://acmlm.kafuka.org/uploader/get.php?id=4283

Note lengths equal the following in tracker programs:
64th = 1 row
32th = 2 rows
16th = 4 rows
8th = 8 rows
Quarter = 16 rows
Half = 32 rows
Whole = 64 rows


Thanks, but I already made my own music data file based on Matrixz. Still, the effort is appreciated and I thank you for your assistance.

NARFNra
Posted on 08-13-12 01:39 AM Link | Quote | ID: 152032


Koopa
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Just to keep you guys updated, I've got Hard Man's level mostly constructed and under control and I'm going to work on Snake Man's.

The next Demo will come after Snake Man is complete.

Zieldak
Posted on 08-13-12 02:05 AM (rev. 2 of 08-13-12 02:05 AM) Link | Quote | ID: 152033


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Don't forget. Giving out demos every week is not a very good idea. Wait until people get hungry for a demo. Also, giving out a demo after making 2 levels, like 5-7 days after you gave out the last demo. Is not very lucky. A small demo is enough every 2 weeks I think.

NARFNra
Posted on 08-13-12 02:39 AM (rev. 2 of 08-13-12 03:31 AM) Link | Quote | ID: 152034


Koopa
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Posted by Zieldak
Don't forget. Giving out demos every week is not a very good idea. Wait until people get hungry for a demo. Also, giving out a demo after making 2 levels, like 5-7 days after you gave out the last demo. Is not very lucky. A small demo is enough every 2 weeks I think.


While I appreciate the advice, I think I'll release this demo when the stage is finished anyway. Magnet Man and Gemini Man's stages will take some time, after all.

NARFNra
Posted on 08-15-12 05:08 AM Link | Quote | ID: 152060


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Just a sneak peek of Snake Man's level.

Zieldak
Posted on 08-15-12 12:04 PM Link | Quote | ID: 152063


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Posted by NARFNra


Just a sneak peek of Snake Man's level.
A desert themed level? I bet we will have to go into a piramid.

NARFNra
Posted on 08-18-12 11:19 PM Link | Quote | ID: 152084


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By the way, I thought I should mention something I plan to do with this hack.
The weapons in this hack are probably a bit OP, but the thing that I was going to try to do was make it so that every boss in this game actually has /two/ weaknesses! If I recall correctly, the only other hack to ever do this was a RM3 hack called Rockman Peercast 2.

Here's the weaknesses I have, which are already coded into the game. Fair warning, some of these are really hard to use effectively and probably not worth doing, but they do exist:

Needle Man: Weak to the Magnet Missile and Search Snake
Magnet Man: Weak to the Gemini Laser and Spark Shock
Gemini Man: Weak to the Hard Knuckle and Shadow Blade
Hard Man: Weak to the Magnet Missile and Top Spin(although it's very hard to use against him)
Top Man: Weak to the Needle Cannon and Search Snake. Also, in the rematch, the Top Spin kills him instantly!
Snake Man: Weak to the Top Spin and Shadow Blade
Spark Man: Weak to the Gemini Laser and Needle Cannon!
Shadow Man: Weak to the Hard Knuckle and Spark Shock!

As for the demo, it's coming along slowly. Snake Man's stage is taking a lot more time than I thought! I'm working on Magnet Man's as well, it might be done by the time I release.

Zieldak
Posted on 08-18-12 11:33 PM Link | Quote | ID: 152085


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Oh, I did the same thing when I started hacking MM1, huh. I gave every bosses 2 weaknesses. But it's a great idea.

XTTX
Posted on 08-19-12 09:59 PM Link | Quote | ID: 152101


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looking good man! looking forward to any releases you make. its awesome to see all the awesome megaman hacks you guys are doing!

NARFNra
Posted on 08-21-12 03:28 PM (rev. 4 of 08-22-12 12:16 AM) Link | Quote | ID: 152126


Koopa
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SECOND DEMO!

http://acmlm.kafuka.org/uploader/get.php?id=4294

The following is in this patch:
Some of the already-edited stages have been altered
Hard Man and Snake Man's stages are now completable
Mega Buster movement speed has been increased
Stage Select colors are fixed

Also, some weapon balancing.
The Shadow Blade(now known as the Assassinator) is capable of being fired in 8 directions. As a tradeoff, it uses 1 bar of energy per fire and does not go as far.
Search Snake (Tsuchinoko) uses 1 bar of energy and does an upwards arc before descending to the ground and acting like a normal Search Snake.
Hard Knuckle (Control Fist) is much slower and easier to aim up and down.
Magnet Missile (Hunter Magnet) is faster and uses less energy.

Warning: Magnet and Gemini Man's stages are still incompletable! Additionally, there may be some glitches in Snake Man's stage. I am not sure why, any help figuring it out would be appreciated.

Warning 2: Graphical errors still abound, and I apologize. I'll fix those as soon as possible, however, gameplay is my first priority.

MiniCompute
Posted on 08-21-12 05:31 PM Link | Quote | ID: 152127


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I tested your recent patch, graphic wise, its alright for now.
Palettes throughout the game work on them more.
Music I'm sure you whats wrong, but between transitioning screens and taking out certain enemies, it will speed up or stutter.
When you release your next ips patch assign me and a few others to work with you closely.

Zieldak
Posted on 08-21-12 07:14 PM (rev. 5 of 08-21-12 08:02 PM) Link | Quote | ID: 152128


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Some bugs I have found while trying it out.
And I knew it we will have to go through a piramid!

1. Snake Man's stage - In room ID #14 (0E) you can scroll through the wall, next to the ladder. It seems the wall is not solid there.

2. What the...? If you die in Snake Man's Boss Room and go into there again. He won't be there until you turn back! Weird... You have also made 2 safespots there, the two platforms in the air. Snakes can't get there, Snake Man is easy to avoid from there, huh.

3. In Needle Man's stage, you can't take the E-Tank without taking damage. That yellow jumping enemy (I forgot it's name, seriously) will always hurt you.

More to come.

za909
Posted on 08-21-12 08:05 PM Link | Quote | ID: 152129


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Oh the second glitch is a common mistake with enemy numbers that kuja told me how to fix. Basically there's an enemy number corresponding to the screen fo the two checkpoints. Since you have changed the numbe rof enemies in the stage you need to set the mid and bosspoints again once you're done with the level otherwise you might get stuff like sprites not appearing once you die or sprites that won't appear until you push left on the d-pad.

NARFNra
Posted on 08-22-12 12:09 AM (rev. 3 of 08-22-12 08:17 AM) Link | Quote | ID: 152134


Koopa
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Posted by za909
Oh the second glitch is a common mistake with enemy numbers that kuja told me how to fix. Basically there's an enemy number corresponding to the screen fo the two checkpoints. Since you have changed the numbe rof enemies in the stage you need to set the mid and bosspoints again once you're done with the level otherwise you might get stuff like sprites not appearing once you die or sprites that won't appear until you push left on the d-pad.


Oh, okay. I'll fix that really quick.

Revision complete: http://acmlm.kafuka.org/uploader/get.php?id=4295
all other links to be changed

NARFNra
Posted on 08-23-12 12:12 AM (rev. 3 of 08-23-12 12:33 AM) Link | Quote | ID: 152146


Koopa
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Note: I corrected all the links to this file last night, while I was prevented from double posting. Many of you probably already have it, but this post will tell you what you've got anyway. Additionally, I figured making an announcement would get things done quicker.

Okay guys. I hate pulling a Chiko and making a gazillion revisions of everything I post, but I took a good long look at my hack last night, as well as looking at some videos of past Mega Man and Rock Man hacks both good and bad. After much thought, I went back in and changed a good number of rooms, even minutely, because I decided that some of my rooms were unpleasant both visually and gameplay-wise.

I also fixed several enemies' placement, which you may have noticed as odd in the past. Bosses are mostly back where they're supposed to be.

I've fixed the problem with the E-Tank in Needle Man's level, as well as the respawn problems in Spark and Snake Man's levels. Spark Man's level in particular has had some major design changes in a few rooms. Snake Man's has been altered to be a bit more interesting, and the enemy choice has been changed up. Also, that nasty green color in the pyramid is now a dark gray/black variant, which I think works much better. Some tiling has also been changed, and the boss room is different.

Needle Man's rooms have had some minor alteration to be more interesting, especially the long part after the midpoint. They're also a bit easier, I think. Hard Man's stage is mostly unchanged, but the latter half of the level has been streamlined and I took out the Unused Gorilla I tossed in there. Oh, and the blocks have shadows now.

Top Man's stage has been made more even, and I've taken advantage of space I had previously clogged. I think it's much more enjoyable now. Magnet Man's stage is still unfinished, and I apologize, but I'm working to get the last part with the disappearing blocks at a reasonable level.

Shadow Man's stage has been left unchanged.

Also, I was a little wrong about the weapons. Shadow Blade actually uses 3 bars of energy every 2 shots.

Demo 2, Revision #2 is up for download here: http://acmlm.kafuka.org/uploader/get.php?id=4295

Once again, I apologize, but this should be the final version of Demo 2 unless I have to fix any glitches brought to my attention.

Is this revision any better, you think?

Zieldak
Posted on 08-23-12 12:42 PM (rev. 4 of 08-23-12 02:17 PM) Link | Quote | ID: 152149


Crow
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Posted by NARFNra

I've fixed the problem with the E-Tank in Needle Man's level, as well as the respawn problems in Spark and Snake Man's levels. Spark Man's level in particular has had some major design changes in a few rooms. Snake Man's has been altered to be a bit more interesting, and the enemy choice has been changed up. Also, that nasty green color in the pyramid is now a dark gray/black variant, which I think works much better. Some tiling has also been changed, and the boss room is different.


You haven't fixed that problem. You still fall on that enemy. If I were you I would have made that sliding point under the Giant Spring Head to be opened, but unreachable from the ladder. Yes, the grey colour is much better for the pyramid.
Other levels seems to be fine to me. Also, a Snake Head is placed into the platform in Needle Man's stage.

Also, now the Password Screen Music is weird too now. Or it was weird before too?

And... A bug that can be done in the original too, without the wall, but with a fall. This is why I hate those platforms. Grr... Those platforms can throw you into the wall if you're standing at a certain point on the ground.


NARFNra
Posted on 08-24-12 01:11 AM Link | Quote | ID: 152159


Koopa
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Posted by Zieldak
Posted by NARFNra

I've fixed the problem with the E-Tank in Needle Man's level, as well as the respawn problems in Spark and Snake Man's levels. Spark Man's level in particular has had some major design changes in a few rooms. Snake Man's has been altered to be a bit more interesting, and the enemy choice has been changed up. Also, that nasty green color in the pyramid is now a dark gray/black variant, which I think works much better. Some tiling has also been changed, and the boss room is different.


You haven't fixed that problem. You still fall on that enemy. If I were you I would have made that sliding point under the Giant Spring Head to be opened, but unreachable from the ladder. Yes, the grey colour is much better for the pyramid.
Other levels seems to be fine to me. Also, a Snake Head is placed into the platform in Needle Man's stage.

Also, now the Password Screen Music is weird too now. Or it was weird before too?

And... A bug that can be done in the original too, without the wall, but with a fall. This is why I hate those platforms. Grr... Those platforms can throw you into the wall if you're standing at a certain point on the ground.




I'll work to fix the Needle Man thing, not sure I've found a solution I like yet.
As for the Snake Man platforms, I have a few choices there...
And the password music has been bugged for a long time. My work edition of the hack has the music back to normal though, so it'll be cleaned up.
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