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

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NARFNra
Posted on 08-26-12 08:46 AM (rev. 4 of 08-26-12 09:43 AM) Link | Quote | ID: 152173


Koopa
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New release! Demo #3: http://acmlm.kafuka.org/uploader/get.php?id=4297

Changes: Magnet Man (The Underground Dynamo) and Gemini Man's (The Mysterious Warehouse) stages are now completable, meaning all 8 robot master stages are mostly finished! Some palettes have been changed, namely Hard Man's in particular, and boss AI has been slightly altered on a few robot masters.

I think that, if no glaring glitches present themselves, I'll take a break after this update. I start school this week, so I'm going to be a little crunched for time. I've got plans for the Doc Robot stages, though...

Any thoughts?

edit: whoops, link was wrong. it's been fixed

Zieldak
Posted on 08-26-12 11:18 AM (rev. 3 of 08-26-12 11:20 AM) Link | Quote | ID: 152174


Crow
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Magnet Man's stage is good, but it's... Err... Short, like my Ice Man stage. It's much shorter than the original level was. Gemini Man has some glitches, because you have used Ladder Top property for all ladders. Also, at Gemini Man's Room, using Jnes, you can scroll through the right wall, and go into the last room with the black background, before the Boss chamber. Also, I don't really like that red for background in Hard Man's level. I think the blue was better. But it's only me. I only checked 3 levels, more to come later. I have to finish Top Man's beta graphics, huh. And I see you repaired the music.

NARFNra
Posted on 09-01-12 11:25 PM Link | Quote | ID: 152253


Koopa
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I'll fix Gemini's level this week.

Magnet's is short on purpose, because I made the boss sort of bothersome. Not hard, but...

Anyway.

I plan to work on the Doc Robot stages starting Monday. Wish me luck.

Zieldak
Posted on 09-01-12 11:32 PM Link | Quote | ID: 152254


Crow
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I have made a custom tileset which you can have if you want. It was designed for MM1, (32 16×16 tiles) but I can make a 8×8 tileset from it for MM3. It was made from scratch, huh.
And good luck on the Doc Robot Stages!

Zieldak
Posted on 09-14-12 11:12 PM (rev. 3 of 09-26-12 09:33 PM) Link | Quote | ID: 152389


Crow
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It's been almost 2 weeks when you last posted something about your hack... Any news?

EDIT: Well... Almost 4 weeks after the last post already and no new information. It seems the project is either dead or NARFNra doesn't want to share the progress on the hack...

Zieldak
Posted on 09-29-12 01:19 PM Link | Quote | ID: 152525


Crow
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I'm bringing news from NARF. I contacted him through YouTube yesterday.

He's been lately busy with school and he doesn't have much time to work on Memento. That's why there isn't any new information about the hack. Hopefully, the project is not dead, it's just on ice.
NARF doesn't know when he will be able to continue the project, but it won't be cancelled.

Superjustinbros
Posted on 11-25-12 04:55 PM Link | Quote | ID: 152909


Koopa
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I'm considering downloading this when it is in a further stage of development. From what I'm seeing thus far, it's looking very promising.

NARFNra
Posted on 04-14-13 08:07 PM Link | Quote | ID: 153709


Koopa
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I graduate in 6 weeks, so when Summer comes around I may continue this.
Judging from my old work, the hack is pretty mediocre... but I feel that I might be able to make it a little better.

Anyway, just noting that it's not completely dead.

NARFNra
Posted on 01-24-14 03:48 AM Link | Quote | ID: 155515


Koopa
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I've decided to start up this project again.

I'm currently working on making Top Man's level better, but I need some help. I don't know how to make the Cat minibosses in Top Man's stage work properly; I can't seem to figure out how to integrate their pieces so that they disappear after they die and don't appear until they teleport in. Does anyone know how they work?

DurfarC
Posted on 01-24-14 07:07 AM Link | Quote | ID: 155516


Shyguy
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I think I could know why. Normally, enemies per stage have to be sorted by the screen they appear on, then by their X-position and then by their Y-position, in the way that enemy #00 is the first one you will see when playing through a level, then enemy #01 appears, then enemy #02 etc. In Mega Fle X the sorting of enemies is taken care of automatically. However, the cats in Top Man's stage are exceptions to this rule, here it has to be in this order:

Giant Cat (init)
Giant Cat (eyes)
Giant Cat (body)
Giant Cat (tail)
Giant Cat (body 2)

With enemy storting enabled, they will appear in a different order based on their X-position when you move them around, messing everything up. If you go to Config in the menu, you can disable automatic enemy sorting, arrange the body parts in the proper way, and then turn it on again.

I saw that I had fixed the order of the body parts in my own ROM hacks, and I wouldn't bother with that if it wasn't needed, I guess - that's why I think this could be the reason. Let's hope it works anyway!

I think the same rule applies for the final boss actually, if you're going to move that one as well.

NARFNra
Posted on 01-24-14 09:45 AM Link | Quote | ID: 155517


Koopa
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Thanks for replying. I'm not sure that's what's causing the problem, though. I went in and changed the ids so they worked out though, since it'd probably have been a problem later had I not.

My issue is I'm not really sure how the game handles them. I can insert the sprite group that forms the cat, but it doesn't have most of the body. I can try adding that body as tiles, but then it won't disappear if the sprites die and it will sit there before the sprites teleport in.

Is there a sprite or something I'm missing?

DurfarC
Posted on 01-24-14 11:02 AM (rev. 3 of 01-24-14 11:13 AM) Link | Quote | ID: 155518


Shyguy
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Hmmm, weird. Well, at least there are supposed to be tiles/TSA blocks where the cat will appear, and these are set with the last 4 pallette bytes of the level, which are 0F0F0F0F. All black, that is. My guess is that it's the enemy itself that then colors these tiles orange when it appears, and then colors them black again when it's dead. Have you checked that as well? 'Cause if you included all 5 sprites I mentioned and placed them in the correct order, the problem should be something else than the sprites themselves.

Edit: I print screen'ed the data that I think have to be set in a specific way:



To be sure that the correct cat graphics are there in the background, just edit these colors temporary, so that you can see it, like this:


NARFNra
Posted on 01-24-14 11:13 AM (rev. 3 of 01-24-14 11:15 AM) Link | Quote | ID: 155519


Koopa
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Post temporarily removed.

EggplantPimp
Posted on 01-26-14 01:38 AM Link | Quote | ID: 155533


Buzzy Beetle
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Can't wait to see what else is in store...

____________________
- Nikki

NARFNra
Posted on 01-26-14 02:16 AM (rev. 2 of 01-26-14 02:17 AM) Link | Quote | ID: 155534


Koopa
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Ahaha, wow, I apparently forgot to put in the proper tiles like you said. You were right, thanks for your help.

Anyway, I think I've done a pretty good job on fixing up Top Man's stage so far. I'm gonna try and make the other stages better soon, expect a demo within the next month or so.

I haven't touched it in a while so I've lost some practice, but I'm looking forward to making things more interesting. A quick question: Does anyone know how large the Wily stage data is? One big issue with MM3 is short Wily stages, and I was wondering if expanding them would be easy or if they run right up into other data.

DurfarC
Posted on 01-26-14 07:15 AM Link | Quote | ID: 155537


Shyguy
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Posted by NARFNra
A quick question: Does anyone know how large the Wily stage data is? One big issue with MM3 is short Wily stages, and I was wondering if expanding them would be easy or if they run right up into other data.
You can expand them, apparently. I wil quote what some others said about it when I asked long ago:

Posted by TrinitroMan
About the Wily levels, I don't know, what the garbled data is, BUT Gauntlet from the Mechanical Maniacs has got a theory:

After the levels are over, there's still room left. In it are garbled bits of data and what appear to be bits of test layouts for bits of various stages with little or no changes. Just kibbles and bits and bits and bits. This is true for most all of the Megaman games, except for most of Megaman 1.

Posted by kuja killer
You can actually use those extra screens and make the stages longer. yea they were just all garbled nonsense numbers, there's tons like this throughout the whole rom, it's all unused free space whenever you see a bunch of random numbers everywhere that's NOT code or data at all.

You can have up to 1F total screens for a level. that's the limit (1F screen presets and and screens) Dont type a number higher than that in the box.

Wily stage 5 (the fake Dr. Wily boss) seems to be an exception though - I noticed that this exact level still only has 2 screens in every MM3 hack I played. I guess there could be similar problems with Wily stage 4 because of the teleporters, although it could be that the data for those can be found somewhere.

But Wily 1-3 should be no problem, and Wily 6 can be extended too - it has been extended in many hacks.

NARFNra
Posted on 01-26-14 11:24 AM Link | Quote | ID: 155539


Koopa
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I think I've figured it out.

I've done some fiddling and it looks like Wily Stages 2, 3, and 5 don't just share graphical data; they're actually sharing screen presets as well. Wily 2 is presets 0-A, Wily 3 is presets B-17, and Wily 5 is presets 18 and 19.

Which means that if you want to expand any of them you have to take possible expansion away from the others... Hm. I wonder how hard it'd be to repoint those away into some empty space in the rom? Is there any empty space in that block? How would I check?


Either way, if 1F is the max number of presets, you can expand those three levels a total of 6 screens. Not very much, but if you're willing to make do with a short Wily 2, you could have a long Wily 3, or vice versa.. hmmm.

DurfarC
Posted on 01-26-14 10:02 PM (rev. 2 of 01-26-14 10:02 PM) Link | Quote | ID: 155540


Shyguy
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Posted by NARFNra
I think I've figured it out.

I've done some fiddling and it looks like Wily Stages 2, 3, and 5 don't just share graphical data; they're actually sharing screen presets as well. Wily 2 is presets 0-A, Wily 3 is presets B-17, and Wily 5 is presets 18 and 19.

Which means that if you want to expand any of them you have to take possible expansion away from the others... Hm. I wonder how hard it'd be to repoint those away into some empty space in the rom? Is there any empty space in that block? How would I check?


Either way, if 1F is the max number of presets, you can expand those three levels a total of 6 screens. Not very much, but if you're willing to make do with a short Wily 2, you could have a long Wily 3, or vice versa.. hmmm.
Oh that's right, I totally forgot about that. Pointing to some empty space and use that sounds like a good idea - unfortunately I don't know which data is used or not throughout the ROM, so hopefully someone with more knowledge can answer that.

If nothing can be done or it's way too hard to fix, then at least you have the 6 extra screen presets you mentioned. You could also reuse some screen presets if, say, you want to make a Rush Jet section like the one in Needle Man's Doc Robot stage (some screens with many enemies and no solid ground at all), a spike drop (scrolling downwards multiple screens, using a preset, then another preset, then repeat the two same presets) or something like that.

NARFNra
Posted on 02-27-14 10:45 AM (rev. 2 of 02-27-14 10:46 AM) Link | Quote | ID: 155821


Koopa
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Just a reminder that this project isn't dead. Watch this space, cause I'm gonna be uploading an actual preview video soon.

In the mean time, have this...




First stage theme I've ever imported. I'm really proud of this.

I wonder if anyone knows the original?

Zynk
Posted on 02-27-14 12:32 PM Link | Quote | ID: 155822


Purple Leever
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The first tune would be from SRW's SRX/Banpresto theme?

Btw, how did you get Megaman on the titlescreen?

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

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