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Googie
Posted on 08-30-12 09:02 PM Link | Quote | ID: 152227


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Back in 2007 Me & Dragonsbrethren was working on a MM1 hack, he added the graphics of Darkwing Duck for all the levels of the robot masters & when Infidelity did some MM9 graphics for people to use, Dragonsbrethren ripped those graphics in the hack for the Wily levels.

So the graphics for this hack is 100% done, this is where I need motivational help...
If anyone is will to help out with the level scrolling and getting rid of the repeat screens in the levels please let me know. Dragonsbrethren did a great job ripping these graphics and it'll be sad not to finish this hack.

If you're willing to help let me know, I would really appreciate it. Oh & I forgot to say I edited the title screen. I'd figured I put this here, there's no harm in asking right?

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Zieldak
Posted on 08-30-12 10:17 PM (rev. 7 of 09-01-12 10:33 AM) Link | Quote | ID: 152229


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'Removing' the repeating screens is not hard. You have to give new Room IDs to the rooms in the Room Order Editor. (If you are using Rock And Roll editor.) I have only edited 2 unused room IDs in Ice Man's stage, $1D and $1E. But I'm not sure if you can just freely edit all the rooms, without corrupting other levels. Make a test rom and test it out. And don't forget, two levels are sharing the same Scrolling Data, like Cut Man and Wily 1, so they are sharing the same Room ID table too.

The level scrolling can be really limited if you don't know how to repoint the checkpoints, without corrupting their data. If you are using R&R it's piece of cake, but repointing checkpoints makes checkpoints glitchy. You just have to understand how it works. I'll try to tell you how the scrolling works, and the scrolling codes.
20 is scrolling right
40 is scrolling down
80 is scrolling up
Adding 1 hex means, the scrolling is 1 room longer. 81 means you have to go through 2 rooms before going up, the same with 41 and 20 works exactly the same. I think A0, C0 are special scrolls, but I don't know how they work exactly. Maybe infinite loop scrolls? And it seems 60 is something like that too.

I had short time writing this so this is what I can help. Search for Bisqwit's MM1 Disassembly Document. It will help a lot while hacking.

And something NetSplit gave me:

Posted by NetSplit
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.
That's what I can tell you now. I haven't got much time to make this reply, so I had to cut it short.
And good luck on your hack!

Googie
Posted on 08-30-12 11:39 PM Link | Quote | ID: 152232


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NetSplit's back? He's the MM1 master, he's a good guy...

Thanks for givin' me his info, I'll have to look at them notes carefully cause I'm still ROM Hacking rusty even if I just released a hack. I just don't wanna see this hack die, know what I'm sayin'?

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NetSplit
Posted on 08-31-12 11:42 AM Link | Quote | ID: 152237


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I check the forums every now and then, though I don't usually post unless I have something useful to offer up.

Scrolling is 1 byte per corridor, where the top 3 bits represent the scroll type and the bottom 5 bits represent the screen length (00000 being 1 screen, and so on). The type bits, from highest to lowest, are up, down, and right, and can be mixed and matched so a screen can be exited through any of the 3 directions. When going backward, I believe (haven't checked) that the game will allow you to return to a corridor through the reverse of any of the allowed exit directions for that corridor, and if an edge of the screen is an entrance to both the previous and next corridors, presumably one of them wins out. You can probably figure that out easily enough from Bisqwit's MM1 disassembly or simply testing it out. Having multiple directions set and taking advantage of whether the previous or next corridor has priority can let you build mazes.

If the type bits are all 0, the room is a boss room instead of a standard corridor and will spawn the boss of the current stage. I believe the length bits are ignored if it's a boss room.

Note that going backward through a right scroll has some issues, so the game doesn't allow it by blocking the backward scroll with a solid special object, though solid background tiles will work, as well. The real problem with the leftward scrolling is that the game will snap you to a specific location after completing that horizontal scroll, which will warp you to the left side of the screen if you're coming from the right. This can be disabled pretty easily in the code.

Also, the game doesn't like if you enter the stage in a location that isn't the leftmost side of a corridor. I don't remember if it has any other bad behavior, but the graphics when you scroll to the left aren't loaded correctly, and fixing this requires some assembly.

In case it's of any help with setting up checkpoint scroll data, you can find scroll data for stages at $C81 for Cut Man / Wily 1 and multiples of $4000 beyond that for each of the other 5 pairs of stages (much of the levels' data is in a very standardized location, consuming the first $1000 bytes of each of the first 6 banks).

For setting checkpoint enemy data, you can locate the standard enemy data for each stage using the two-byte pointers at $1A462, which are in the standard stage order. Taking the pointer, reversing the bytes (they're little endian), and adding $10010 to it will get you the ROM address of the enemy data for that stage. The enemies are 4 bytes a piece, representing the screen, x coordinate, y coordinate, and enemy IDs, though I don't remember the order of the bytes (but it shouldn't be hard to figure out). With this information, you may be able to more easily count the number of enemies up to the last one on the checkpoint screen than going by an editor, which may have overlapping enemies, enemies on the edge of the screen, or something like that that makes it difficult to count. Note that a stage's enemy data is terminated with #$FF, and you really should keep the enemies ordered by screen and x coordinate, since enemy spawning probably won't work how you want if enemies are in the ROM in a different order than they are in-game.

The rest of the checkpoint stuff should be easy enough to figure out from an editor, I'd imagine.

If you need anything else, feel free to ask and I may be able to help out.

Googie
Posted on 09-04-12 12:19 AM Link | Quote | ID: 152277


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Okay now I'm stuck, here's a pic where I am in my hack...



This is Gutsman's level (Bridge in Darkwing Duck) Normally you go down, but in my hack I want Megaman to go up. I used the TSA editor and edited the rope to 1, 2, 3 through the TSA editor no dice, Mega Man can't climb up the rope like a ladder.

Any advice? I really don't want to use the same scrolling level like the original, thanks.

By the way, here's my Bombman level which is Mega Volt's level...

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NetSplit
Posted on 09-04-12 06:26 AM Link | Quote | ID: 152278


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I'm not entirely sure from your post, but your problem is just making the rope be a ladder, not changing the scroll direction, right?

Each level can only have 4 different kinds of background properties out of a total of 6 (air, solid, ladder, spike, ice, water. Fireman uses a 7th, but it acts as air). If you're using the Rock and Roll editor, you can change which ones your current stage uses with the Tools -> Level Properties menu. Guts Man doesn't use ladders by default, but it actually only uses 3 types normally, so you can make the 4th type be ladders and then set your rope to use that.

Googie
Posted on 09-04-12 08:22 AM Link | Quote | ID: 152279


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Thanks man I appreciate it, I'm still rusty at this. I got the rope to act like a ladder, it was weird cause when I added the ladder feature the was a spike feature causing me to die so I put both to ladder in order for the ladder feature to take effect.

Here is Gutsman's level The bridge from Darkwing Duck. I plan to fix the flashing effects before the boss fight. Does that has to do with the TSA editing or palette editing?

Another thing I wanted to ask you NetSplit, I touched the checkpoint by accident in Bombman's stage & when I die & go back to the checkpoint Mega Man goes into a drop infinite loop, how do I fix that? Sorry for the Q's, I wanna make this better than that MM1 hack I did in 2005.

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NetSplit
Posted on 09-04-12 09:58 AM Link | Quote | ID: 152280


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When you enter a boss room, the game makes the screen flash briefly using a separate palette that you haven't set up to use colors similar to your standard stage palette. My notes say that stage palettes are at $xxCB0, so I'd guess the palette you need to edit is somewhere between $14CB0-14D0F. I haven't messed with Rock and Roll much in a while, so I don't know if it supports editing this palette, so you may have to do it in a hex editor.

Actually, I just did a quick check (played to Guts Man, checked the palettes, and did a search) and found that it is the 16 bytes of background palette at $14CD0 that are used for the flashing. Just change them to work with your stage's palette and you're good. If you want the correct flashing effect to stay, you'll probably want to leave the first 4 bytes as 0F302010.

For the checkpoints, you must have moved the checkpoint such that it drops Mega Man at a coordinate that doesn't end in 4. The low nybble has to be 4 or you'll get that behavior. You can easily fix that with the table at $1C52A, where there are sets of 12 entries for the start, mid, and end points. The entry order is cut, ice, bomb, fire, elec, guts, wily1-4, unused (wily5), and unused (ending). Just find the Bomb Man stage checkpoint you moved and make it end in 4 and it should work fine.

Also, in that video, be careful around 1:47, since the way you set up the stage makes it so someone could conceivably scroll onto that screen too low, which would cause them to get stuck in the floor, zip to the right, and die in the pit, which is a cheap death and probably not what you intended.

Zieldak
Posted on 09-04-12 07:55 PM (rev. 3 of 09-04-12 08:04 PM) Link | Quote | ID: 152281


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Oh, this stage (Guts Man - Bridge) is much better than Bomb Man's (Mega Volt) level. And I also see you gave the shining effect on the Metool's helmet.
And the Stage Select... It's brilliant! Oh, and that right scroll before the Big Eye can glitch you into the ground if you jump too low. It should be changed a bit.

@NetSplit - It doesn't supports editing it, but it's not a big deal, if you know how to use a hex editor, and if you can find the palettes.
You have to just search for the current palette and scroll down by 32 bytes (2 16-byte lines) to get the first palette, or just search for the original game's first palette. It's much easier. And you can even Copy and Paste the palettes, so, editing that palette us not a big deal.
But disabling the flashing effect would be a much better way to do this. It must be possible somehow, however I don't know how to do that. And I don't bother to look into it right now.
Yes, that scrolling at ~1:47 is a bit dangerous when you jump too low.

Also, you are hacking the (U) version of the game right? I can tell you where the enemy healths are (actually these are not the health of the enemy, but the weapon damage chart to enemies. It seems an enemy has a maximum of 20 health in this game.) and the Wily Machine #1 palette locations, and the Yellow Devil's after death palette. That means you can 'remove' the outlines of it!

If you will edit the damage data, don't forget, $14 (20) means the enemy can be destroyed with a single shot. $1 means the enemy will need 20 shots, $2 is 10 shots, $3 is 7 shots... The enemies are in the same order as they are in Rock and Roll. The first byte belongs to the Blader, the next is Metool and so on.

$1FC61 - The first byte of Plasma Cannon's damage data chart.
$1FC9C - The first byte of Rolling Cutter's damage data chart.
$1FCD7 - The first byte of Ice Slasher's damage data chart. Don't worry because 00's are everywhere. It only means no enemies can take damage from it. But you can power up it against some enemies to not only freeze but deal damage on the enemies. I did this for Tackle Fire.
$1FD12 - The first byte of Hyper Bomb's damage data chart. Mostly $14s...
$1FD4D - The first byte of Fire Storm's damage data chart. Mostly $14s again...
$1FD88 - The first byte of Elec Beam's damage data chart. $14s...
$1FDC4 - The first byte of Super Arm's damage data chart. The same as above...

$1CB10-$1CB11 - Boss 6 (Yellow Devil) Killed Palette. Change 0010 to 0f0f to 'remove' the Yellow Devil's outline.

$CD04-$CD0B - The flash colours on the Wily Machine #1 when it's hit. This is actually the alternate/flashing palette for Wily 4 too.
$1F079-$1F07B - Um. Yeah, I actually didn't touch this 3 byte palette before, but I think this is Boss 9 (Machine #1) Killed Palette.
$1F272-$1F275 - Err, I think this is the colour of the glass of the Wily Machine #1, but I'm not sure. My memory isn't the best, huh.
$1F276-$1F291 - The colours of the Wily Machine #1 while it is appearing.
$1F3A8-$1F3AA - The palette of a small part around of Wily of the Wily Machine #1, after the first phase of the battle.

$1F3F2-$1F3FC - Also, the background palette animations, the first 5 bytes are the green red blue, and the next 5 bytes are for the lava. I'm sure you would edit these.

I'm pretty sure you will need these offsets later in the future.

Googie
Posted on 09-05-12 12:23 AM Link | Quote | ID: 152284


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Posted by NetSplit
Also, in that video, be careful around 1:47, since the way you set up the stage makes it so someone could conceivably scroll onto that screen too low, which would cause them to get stuck in the floor, zip to the right, and die in the pit, which is a cheap death and probably not what you intended.


Nah I wasn't thinking about that, but here I fixed it making the ledges higher & you don't have to jump now.



Uploaded with ImageShack.us

Thanks alot for the help fellas, I do really appreciate it.

@NetSplit: I plan to fix Bombman's checkpoint later on tonight, I just fix his flash & Gutsman's palette. After fixing Bombman's checkpoint then I'll edit Cutman's stage.

@Zieldak: Thanks, Dragonsbrethren did a great job with the graphics.

I'm glad you guys got my back with this hack, I'm gonna put you guys in the credits when this is done.


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NetSplit
Posted on 09-05-12 10:37 AM Link | Quote | ID: 152289


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Posted by Zieldak
But disabling the flashing effect would be a much better way to do this.


You can disable the flashing effect by changing $1532D to EA EA.

I figured this out by watching for reads to the flashing palette (happens at the start of a stage), watching for reads to the RAM copy of the flashing palette, finding the routine that was responsible for the flashing, looking at how it generally gets called in bisqwit's disassembly and finding the value at $37 for controlling it, and then watching for writes to $37 right before the flashing began.


Googie: I noticed in your video that your ropes end in solid objects, which I generally advise people to avoid because of the crazy behavior you get when you climb to the top of those ladders, but given the theme of your hack, there doesn't seem to me to be a reasonable way around the problem. So, I developed a small change that should hopefully fix the problem; I haven't tested it thoroughly, but it seems to work for me without any obvious bugs, at least.

$15861: 4C 76 BF
$17F86: B0 01 60 A5 14 29 10 D0 F9 4C 6E 98


I haven't done too much testing, but this looks like it works. I don't intend to support this assembly hack in the future, but if you find a problem with it, I might be willing to take a look. The problem is that this delves into internals that I'm not at all familiar with, so I had to fumble around a bit to arrive at this.

The assembly:

$9851:4C 76 BF  JMP $BF76


$BF76:B0 01 BCS + ; This is the code we clobbered at $9851
-
$BF78:60 RTS
+
$BF79:A5 14 LDA JoyPad0
$BF7B:29 10 AND #$10 ; Check if up is held.
$BF7D:D0 F9 BNE - ; If it is, we don't want to release the ladder, so exit.
$BF7F:4C 6E 98 JMP Ladder_Release


Note that the bulk of this is in free space I chose in the same bank. If this conflicts with other custom code (free space is limited), you can move the stuff at $17F86 (that code is position-independent) and update the jump at $15861 to point to the new location.

Googie
Posted on 09-06-12 02:50 AM (rev. 2 of 09-07-12 04:25 AM) Link | Quote | ID: 152305


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Thanks for those notes NetSplit, I did the disable flash hex values & tonight I'll do the others with the ropes & solid objects. Well, it took me a few hours but I'm done with Cut man's level (Bush root level)

Here's the video, hope you guys like it. I think this'll be a better MM1 hack than that hack I did in 2005. ^^;



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Zieldak
Posted on 09-06-12 08:03 AM Link | Quote | ID: 152307


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Posted by NetSplit
You can disable the flashing effect by changing $1532D to EA EA.

So it IS possible.

Umm... Err... Yes, the repeat screens leading to different places. Remember, you can use unused Room IDs for the levels. Not all, I think after ID#20 some screens are not garbage layers. The only thing I don't like about the level is before 0:50, that room full with water. I don't like the fact the water is... Is in the air! And there is no water below that room which looks a bit weird. There are other screen scrolls which are looking weird too, becuase of the emptyness under the water. And I see you prefer making 'Overworld' type levels. Pretty good overall, but needs some fixes.

XTTX
Posted on 09-06-12 03:03 PM Link | Quote | ID: 152322


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looking good googie! keep up the good work!

koala_knight
Posted on 09-06-12 07:14 PM Link | Quote | ID: 152323


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Nice job, dude. On a side note, I always thought Darkwing Duck would have made a good base for a Protoman hack.

Googie
Posted on 09-06-12 09:01 PM Link | Quote | ID: 152324


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@koala_knight & XTTX: Thanks for the feedback.

Zieldak: I dunno what I did but I fixed up the repeat levels & they work now in Cut man's level accordingly. Cause when I did it the first time, the boss room didn't show. But I'm glad the boss room shows now. I also got ridda that water part, yeah it didn't make sense so here's the new section...



Hopefully I won't have much of a prollem with Elec man's level (Moriarty's level)

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Googie
Posted on 09-11-12 01:20 AM Link | Quote | ID: 152364


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A little update...

I'm gonna have to go with the original scrolling in Elec Man's stage, when I edited a few screens to test it out, the level got all wacky on me & when I would test the level in the editor I would pass the boss room & go into a garbage screen.

I've been messin' with the level for a while now, so lemme get into some editing now...

I'll post some screens and/or a video when the level is finished.

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NetSplit
Posted on 09-11-12 03:07 AM Link | Quote | ID: 152366


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If you can be more specific, I can help out. This shouldn't be very hard to fix.

Googie
Posted on 09-13-12 05:58 AM Link | Quote | ID: 152381


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Thanks NetSplit, I haven't worked on Elecman's level yet, I've been busy these past couple of days. I did get to fix the scrolling problem, I was off by one screen. Now when I go ahead to other screens in the level it doesn't pass the boss room.

I should start Elecman's level tomorrow. ^_~

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Googie
Posted on 09-26-12 01:06 AM (rev. 2 of 09-26-12 06:20 AM) Link | Quote | ID: 152470


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My bad for the delay, I started working on Elecman's level. Here's a sneak peek...



I gotta look at the level scrolling again, I don't wanna make the same mistake like I did with Cutman's level. I'll have to make a few screens that go up go right, that's be it for this level.

---------------------------------------------------------------------------------------------------

EDIT:

Okay I hit a snag in the hack... I had to work around solid objects that weren't seen in the editor for some reason, so I edited the levels to work around 'em which were a pain in my opinion.

When I made it to Elecman's room this is what I see in the game...



And this is what I see in the editor...



I'm like, okay this might be a TSA prollem but even though I added special like in the original game it still comes out like the pic on top. Is it because I moved the level around with the scrolling?

Oh yeah and for some reason, when Elecman beats me & I'm climbing up the ladder to fight him again the game resets itself.

I'll make a video tomorrow so you guys can see what the level looks like, I'm tired right now this level took alot out of me.

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