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Main - ROM Hacking - Mega Man Reloaded (Progr. Thread) - planned V1.4 New thread | New reply

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XTTX
Posted on 08-19-12 09:57 PM Link | Quote | ID: 152100


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Posted by Zieldak
Reloaded is 80.5% completed right now with the update yesterday.
And a small question.
1.) Shall I release the second demo of the game, the 'Sliced Bomb', featuring Bomb Man and Cut Man, and an obtainable Fire Storm replacing Magnet Beam, then the Third demo, the 'Hot Rocks', with Fire Man and Guts Man, and the Hyper Bomb weapon?
2.) Or I should already release the 'Robot Mastered' demo, with the completed Robot Master levels?
The choice is yours.

And I think you wondered why every stages are stated to be only ~95% completed in the first post. It's because I may do some changes to the stages, even if they are said to be finished.


id release the robot mastered demo, with the all the completed stages, i want to see and play as much of this hack as i can. im lovin it man! looking forward to any releases you do!

NetSplit
Posted on 08-20-12 01:39 AM (rev. 2 of 08-21-12 09:58 AM) Link | Quote | ID: 152105


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Posted by Zieldak
2. Yes, Ice Man was always short, and will always be. I can't really expand his scroll data, because it will bump into an another one (Wily2), and I would have to repoint the map checkpoints. But I can't do that. Even hex editing them (the map checkpoint, the respawn point, the activate point), or with RnR (RockandRoll), the game always goes crazy! So, the scrolling data is really limited, if I don't want to 'destroy' the checkpoints. That's why nobody tried huge scroll rewrites before.


If it's of any help, here's what I have in my notes about checkpoints:

$153B0 - Checkpoint scroll byte numbers
$153D3 - Table of values defining the slot number of the last enemy on the checkpoint page (start, mid, end)
$1540A - A table containing the first screen ID in the scroll byte selected for the checkpoint
$15422 - A table containing the last screen ID in the scroll byte selected for the checkpoint?
$1C2E4 - Screen numbers which activate the checkpoint
$1C2FB - Where Mega Man respawns after dying
$1C52A - Checkpoint y coordinates

These tables should be a multiple of #$0C bytes long, with 1 entry for 12 stage slots in order, and up to one set of 12 entries for each of the 3 kinds of checkpoints, in order. Not every table has a set for every checkpoint; for example, the table at $15422 doesn't have data for the startpoint. Setting the data in all of these tables properly should be enough to make edited checkpoints act correctly.

Edit: I updated the table for enemy slot numbers to include the startpoint data; the address previously started at the midpoint data. For the enemy data, the byte is the slot of the last enemy of the page; if there have been no enemies in the stage so far, that should be FF.


I also seemed to think that changing $150F7 to 4CF690 was a good idea when I wrote this many years ago, but my notes aren't clear on why, and glancing at bisqwit's disassembly doesn't make it immediately obvious. I wrote: "the game calculates the data itself that it needs if you're hacking the ROM. If you don't make this change, it ignores its calculation and uses a table elsewhere in the ROM. Has to do with checkpoints". In the disassembly, I see that all my change does is skip past this chunk of code:

$90E7> A5 AB: LDA LastRestartPointType
$90E9> F0 0B: BEQ + ; $90F6
$90EB> 18: CLC
$90EC> 65 31: ADC CurrentStage
$90EE> AA: TAX
$90EF> BD 0694: LDA Label9412-12,X
$90F2> 85 28: STA CurrentEndScreen
$90F4> E0 08: CPX #$08

I'm betting LastRestartPointType contains #$00, #$0C, or #$18 (Edit: This seems to be the case), representing the 3 checkpoints (start, mid, end). If not 0, it uses it plus the stage number as an index into the table at $15422 (treating the start of the table as $15406 so the midpoint data starts at the actual start of the table). This is used as CurrentEndScreen, so the meaning does match up with the table from my notes. Looking a bit before this code, there is some stuff that does indeed calculate a value for CurrentEndScreen. This strikes me as silly; either they should add an additional 12 bytes to the table and read from that every time, or they should do the calculation every time and do away with the table.

You could try making that change and seeing if it means you don't have to do anything with $15422 anymore. I see two potential problems with this. First, the table may exist because their calculation code does not work properly for mid and end points. Second, there is a compare at the end of this code; I don't know if it's used for anything, but it may have some significance that makes bypassing it a problem (Edit: Following the code briefly in a debugger, it doesn't look relevant anywhere). I'm not planning to dig through the code any further now to see if those actually are problems; I leave it as an exercise to the reader!

Edit: As an additional note, if you're specifying the index in the scroll data for this corridor and the screen at the start of the corridor, you shouldn't need to include the screen the corridor ends on because it's easy to calculate. This table doesn't seem like it has much of a real point.

My curiosity won out and I wound up putting this to the test. At every checkpoint I tried (Cut Man mid and end, Fire Man mid and end, Wily 1 mid and end, Wily 2 mid), the table always yielded the same value calculated by the routine. I'm pretty sure that you can just do that 3 byte assembly change and ignore that one table, but feel free to check up on this yourself.



Good luck to you.

Zieldak
Posted on 08-21-12 12:46 PM Link | Quote | ID: 152125


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MMR-Demo02-RobotMastered-DuoPack
Mega Man Reloaded - Mega Man 1 hack, August 21 2012, Robot Mastered Demo 1.00, Electric Ice Demo 1.02

The second demo of Mega Man Reloaded, 'Robot Mastered'.
The downloadable zip file contains Demo 01, Demo 02, their documents, and a Weakness Table for Demo 02. Also Lunar IPS, in case if someone is missing it. That's why this is a 'DuoPack'.

Only the Robot Master stages are completeable in Demo 02. You can access every Wily levels, but you can't continue, only with savestates from other games, but most likely, they will reset or freeze the game. This way, you can only access the Robot Master levels. All of the graphics are also deleted, so you won't be able to search for other things in the ROM. However, none of the enemies were deleted from the levels, so you can still see the current enemy placement.

Posted by NetSplit
If it's of any help, here's what I have in my notes about checkpoints...

Thanks for these notes, NetSplit, I'll look into it, when I will have time. I have much more important things to do in these days.

Zieldak
Posted on 08-23-12 06:13 PM Link | Quote | ID: 152154


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Please, tell me your opinions about the levels if you have tried Demo 02. Anything you say can make the game much better.
And is it like an official Capcom game? I'm trying to make it more "official", because it's still for MM's 25th anniversary.

All Wily levels are getting finished now, and Wily 4 is finished. Just to keep you updated.

Wily 2 - Skull Base Level 2
'I hope Wily is not that evil to lead me into a Spiked Wall Room. It's my weakness!' ~50% Completed.

Wily 3 - Skull Base Level 3
'Eww, that thing stinks.' ~90% Completed.

Wily 4 - Skull Base Level 4
'Something tells me I'm very close to Wily now.' ~95% Completed. A 'fake' recover system has been added to the boss rush, to make life easier.

Zieldak is off.

Googie
Posted on 08-25-12 05:03 AM Link | Quote | ID: 152165


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I can't wait to see this finished, you're puttin' alotta love into this project now I feel like workin' on my MM1 hack that's been on ice since 2007.

____________________
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Zieldak
Posted on 08-25-12 12:40 PM Link | Quote | ID: 152166


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Posted by Googie
I can't wait to see this finished, you're puttin' alotta love into this project now I feel like workin' on my MM1 hack that's been on ice since 2007.

Yes, but this is not my only project. I'm redrawning Rockman 3 Beta's Snake Man and Top Man's old beta graphics!
Snake Man's graphics is almost done, but the Small Snake Head and the Giant Snake Head sprites aren't complete yet. Once it is finished I think I'll upload the scan which I draw these from and the finished tileset somewhere to show I really redrawn these sprites. There's a lot of work in it, but it's worth it. And it looks pretty neat. It's actually much better than the current graphics in MM3. I don't even know why did they even redraw these tiles... But Capcom is Capcom, isn't it?

za909
Posted on 08-25-12 06:08 PM Link | Quote | ID: 152169


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There's a lot more unused stuff in MM3 that they actually left in! There's a shot of megaman from the back which was probably intended for the weapon get screen (they probably wanted a spinning animation like in MM4 but with his whole body and not just his head)and there's a missing screen with a cityscape that is supposed to play when Wily shows up in his soucer.

Zieldak
Posted on 08-29-12 04:37 PM (rev. 3 of 08-29-12 05:07 PM) Link | Quote | ID: 152205


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I haven't got much time nowadays to work on MMR, but there is some progress on it:
Note: The game's levels are really close to be finished now, but they are only the levels. It's still missing important things like Weapon and Boss AI changes, and remixed or new music.

Ice Man's stage - Chill Dungeon
'Another icy place, but the ground isn't slippy' Finished, redesinged a bit.
Made some changes to the level, and the graphics is a bit upgraded. There are no places where the ground is slippy now.

Wily 2 - Skull Base Level 2
'I hope Wily is not that evil to lead me into a Spiked Wall Room. It's my weakness!' ~85% Completed.

Wily 3 - Skull Base Level 3
'Uh, why would wily build a place like this into his base?' ~95% Completed.


As a sidenote, I have finished redrawning Snake Man's beta graphics in my spare time, the big and small snakes are redrawn too. I'm going to redraw Top Man's in my free time. The graphics may not have the corresponding palette, and the graphics may not be totally the same. Redrawning graphics from scans is pretty hard, huh.

Click here to see the scan.
Click here to see the redrawn graphics.

Thanatos-Zero
Posted on 08-30-12 08:39 PM (rev. 3 of 08-30-12 08:44 PM) Link | Quote | ID: 152226


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Have you tried out the recently released japanese Rockman ROM with the MMC6 mapper?
I think with this you have more options at your disposal.
http://www.youtube.com/watch?v=n1FXOboDD-g&feature=plcp

Edit: Before I forget here Insectduel's description from the video

Spoiler:
Posted by Insectduel
Do you ever wanted to program the charged Rock Buster into a Rockman 1 game?
Or do you ever want to add Blues as a playable character, or Rockman's rival into a Rockman 1 game?
Or do you wanted to add 8 to 11 weapons into a Rockman 1 game?
Or do you wanted to include number of E-Tanks into a Rockman 1 game?
Or do you wanted to add future Rockman sprites such as Quint, Dust Man, Bubble Bat, Up n' Down, etc?
Or do you wanted smoother fade-in and fade-out screens like in Rockman 3 through 6?
Or if your Rockman 1 rom will add the SRAM feature or Passwords?

Well this special mapper can do almost ANYTHING! Just apply the IPS patch into Rockman 1 and your rom will turn your original 128KB into 512KB. That's 4 times the original size. Other Rockman roms have the 512KB size is Rockman 4, 5, & 6.

It's also tested with Mega Man (U) version but so far I haven't experience any lockdowns or any crashes during play so it's best not to use any Mega Man versions unless you create your own mapper without patching.

Also, if you're making levels and you wanted to extend or customize TSA blocks like with Rockman 3 through 6, I suggest you code it or design your Rockman 1 editor that has the same features as MEGAFLE X.

Unfortunately, you have to be elite experienced if you want those options! Or just create your PC Mega Man game if ROM-Hacking isn't your skill. The rom patch is created by Ririka Starlight and I'm not sure if is public release.

However, it does not guarantee that I'll be making future major Rockman 1 projects.

The reason why I recorded this on desktop is to prove that I'm not lying what I said and I'm sorry if my video is too lag. IT HAS NOTHING TO DO WITH MMC6 ROM EXPANSION! IT IS THE VIDEO DESKTOP RECORDER THAT IS MAKING THE VIDEO LAG.



Good luck Zieldark.^^

____________________
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?!".

Zieldak
Posted on 08-30-12 10:42 PM (rev. 6 of 09-01-12 07:05 PM) Link | Quote | ID: 152230


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Posted by Thanatos-Zero
Have you tried out the recently released japanese Rockman ROM with the MMC6 mapper?
I think with this you have more options at your disposal.
[...]

No, I haven't tired it yet but I know it exists. I don't think the MMC6 mapper will be used in this ROM Hack.

Zieldak
Posted on 09-01-12 07:04 PM (rev. 5 of 09-01-12 11:33 PM) Link | Quote | ID: 152249


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Update:

Cut Man's stage has been remodelled. The pipeline has a new background, and was expanded with 2 other tiles. The grass graphics has been changed too. I won't put up a screenshot of it.
Wily levels are now finished! Check the first post for further information.

Also, some screenshots from the first post are removed. 2 screenshots per level is enough I believe.

I'm going to start Boss AI editing. But I'm not really an expert in AI edits. It will take a lot of time for me to edit it. I would appericate any help or advice.

Oh, and Insectduel has gave us a preview run of Demo 02's Cut Man and Guts Man stages:



Thank you Insectduel!

Thanatos-Zero
Posted on 09-02-12 03:24 AM (rev. 2 of 09-02-12 03:25 AM) Link | Quote | ID: 152256


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@Zieldak
You reminded me now of that project that was put on ice a long time ago.

http://www.youtube.com/watch?v=z4bIxaIkH3M

Try to recreate those water physics, if you are up to the challenge.



____________________
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?!".

Zieldak
Posted on 09-02-12 10:09 AM Link | Quote | ID: 152259


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Oh, there was a project like that? I bet it's NetSplit's.
I'm not sure about it. It would take a lot of time for me, cuz I'm still a beginner hacker, and I don't want to steal his idea. But it seems, I've already made a similar level. But with much less water. And without a Guts Man.

Thanatos-Zero
Posted on 09-02-12 12:58 PM Link | Quote | ID: 152261


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Posted by Zieldak
Oh, there was a project like that? I bet it's NetSplit's.

This fortifies my own suspicion over NetSplit. We both can be wrong about it though.

Posted by Zieldak

I'm not sure about it. It would take a lot of time for me, cuz I'm still a beginner hacker,

That will change with the time, in 10 years or less you should be over Puresabe's skills on condition, that you keep trying on making hacks and later even own games.

Posted by Zieldak

and I don't want to steal his idea. But it seems, I've already made a similar level. But with much less water. And without a Guts Man.

MAH BOI! Nothing is new under the sun. Rockman 2 had that idea in the gameplay, before he or others came. If you use the ideas of others, credit them by making them immortal in the game credits.

____________________
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?!".

Zieldak
Posted on 09-02-12 10:03 PM (rev. 3 of 09-03-12 05:52 PM) Link | Quote | ID: 152268


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Update:

The enemies in the game has just got more health, that means, most of the enemies will need more shots to be destroyed now. You will be even able to destroy the Ground Detector with the Plasma Cannon. But it will need a lot of shots. All enemies will be able to deal more damage to Mega Man. Big Eye (10), Flame/Electricity Thrower (8), and Fire Wall (8) are much more deadly now as you see the numbers next to their names. And no, no more Energy Capsules will be added to the levels, the game is still very easy, even if the enemies can hit this high. Elec Beam will be really underpowered, because of the 2 unit cost, as well as the Fire Storm, but it doesn't mean you won't be able to destroy anything with them. Most of the enemies will need 2 shots to be destroyed with these weapons now. The best weapons in the game are now the Rolling Cutter, and the Fire Storm. Elec Beam was the best, and most overpowered weapon in the whole series, but this is now drastically changed. It's now a weak weapon, but it can do equal damage to 3 or more enemies at a time, as the Fire Storm, because it shoots in 3 directions.
Also, High School is starting tomorrow for me, so I will have much less time to work on the hack. I hope I will be able to fully finish the hack in 2 months. Boss AI and Music hacking will take a lot of time for me, as I said before too, huh.
After the hack is totally finished, I'm planning to make some secret unlockables after defeating the game. But it's not very secret now.

Be sure if you get the next demo or the final version of the game, use your weapons sparingly! Oh, and I think I'll add some puzzles to the game, what won't be completeable without certain weapons. Like on small platforms you need to destroy a Screw Bomber on the floor, but no weapons can reach it, only one. So you will have to use Hyper Bomb.

That's all this time.

Zieldak
Posted on 09-08-12 09:42 PM Link | Quote | ID: 152336


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Well, It was a lot of time when I last posted.
Hmm... Update?

The music will not be drastically changed, they will be mostly remixes of the original musics. I haven't touched Boss AI's yet.

Also, some levels will be changed again, soo... Um... Yes...

After Wily 2 is fully completed, I'll give out the next demo, with the Robot Master levels, Wily 1 and Wily 2 levels.

Zieldak
Posted on 09-14-12 04:02 PM (rev. 3 of 09-20-12 11:51 AM) Link | Quote | ID: 152385


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Well, as you see the project is halfly on ice. I don't have much time to work on the project. I wasn't even able to use my computer this week! Anyways, all levels seem to be truely completed, but Music Mod and Boss AI changes are still missing. No changes on them at all. I won't give out any more demos, so don't wait for any. I'll release the final version when it's finished.
Sorry to keep you waiting, but if I'm busy, then I'm busy, like Googie. Luckily, I'll have some time this weekend so I will be able to make some changes on the music. That's all this time.

Insectduel
Posted on 09-14-12 04:40 PM Link | Quote | ID: 152386


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I recently taught myself to make music in Mega Man 1. But I can only rip them from some Rockman 2 hacks. It was kind of a pain to look at the data and the ram address to tell where the song is located. Is there a easier method so I won't get a headache!

I've inserted about 8 custom songs onto my new Rockman 1 hack already.

XTTX
Posted on 09-14-12 08:42 PM Link | Quote | ID: 152388


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Still keeping my eye on this thread and project, youve done alot of freat work.

@insectudeul: Can you point me where i can go to to look at info on the new STH?

kuja killer
Posted on 09-15-12 01:17 AM Link | Quote | ID: 152390


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http://www.geocities.jp/yosaku_tea/
yosaku's site for Sparking to Hero

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