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Main - ROM Hacking - Megaman 3 Improvement Fix Patch New thread | New reply


Thanatos-Zero
Posted on 10-15-12 08:45 PM (rev. 3 of 10-15-12 09:21 PM) Link | Quote | ID: 152657


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Greetings, as you surely know, Kuja Killer has released recently a fix patch for Megaman 3. However this patch is incomplete, because he got impatient in the end. He is no longer interrested to involve himself in this matter, so I decided to take things into my own hands.

However, I have no knowledge to do these things personally, therefore I need your help and support to get it done. I can only tell you what needs to be done and to test myself the game as a player.

Here the video and the current patch.
Megaman 3 Improvement - Video by Kuja Killer

Megaman 3 Improvement - Final Ver. 1.1 Patch

For those who want to help me here, I have here for you the first objective (the other objectives will appear, if someone is willing to lend me a hand in this matter):

When you look at 1:43-1:45 of the video the city tiles are not going to the bottom as Wily's saucer appears on the black background. It is really odd locking as it doesn't appear natural.
I have prepared a picture, for how to solve it this way.
Solution to solve the problem(click me)
What needs to be done is to make the black background to hide Wily's Saucer as seen on the right side of the picture.

Unfortunatly, Kuja Killer has no sources or documents at hand for this, as he prefers to hack the game in hex purely.

Now I want to hear some of your opiniums, before we can start. Is this okay 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?!".

za909
Posted on 10-15-12 09:54 PM (rev. 3 of 10-15-12 09:56 PM) Link | Quote | ID: 152658


Cheep-cheep
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I think the saucer thing could be solved by making a color other than black the transparent color and then putting black "Foreground" TSA blocks there. It could mess with the buildings and everything else however if you had a palette like this: 20 2A 1A 0F

Or you could just simply "lower the camera" by putting everything lower which would result in having a bit more starry sky at the top.

mickevincent
Posted on 10-15-12 11:36 PM (rev. 4 of 10-15-12 11:41 PM) Link | Quote | ID: 152660


Leever
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Just change the tsa that is used where you dont want to show the ship to foreground. It could also be that color pallette no 1 is used in those tsa's, the first one will always show, not hide.

Yeah that was what za909 just wrote.. sorry

NetSplit
Posted on 10-16-12 12:26 AM (rev. 2 of 10-16-12 12:51 AM) Link | Quote | ID: 152661


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Making the black at the bottom be foreground is not a correct solution. Backgrounds on the NES are not drawn in front of or behind sprites; instead, sprite tiles carry with them a priority that makes them be drawn in front of or behind the background. If you made the black a non-transparent color and made the ship be drawn behind backgrounds, it would also be drawn behind the buildings, which is certainly not what you want.

There are two correct solutions here that preserve the black bar. You can turn off sprites entirely starting after the last non-black scanline, but the timing for this may be difficult and it's possible you could get some onscreen glitchiness. Or, you can place 8 sprite tiles on each row of the black section with a draw priority higher than the ship so that the ship isn't drawn on those rows. Note, however, that many emulators allow the user to turn off this 'feature', which would negate your work, so the first solution is probably more likely to work. For reference, Zelda 1 uses the 8 tile trick to make Link invisible when walking through north or south dungeon doors, and that emulator feature breaks this trick. If the number of tiles you need for this is too much, you could do just one row and change how the ship comes onscreen (having its tiles not be drawn if they're below that row, so it appears row by row), or you could cut the required tiles in half by switching to 8x16 sprite mode.

Edit: Fixed an omitted word.

koala_knight
Posted on 10-16-12 06:00 AM Link | Quote | ID: 152666


Buzzy Beetle
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Is this compatible with that Breakman transformation hack?

kuja killer
Posted on 10-16-12 07:08 AM (rev. 3 of 10-16-12 07:14 AM) Link | Quote | ID: 152667


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Afraid not, must be re-written from the beginning.
When i did that in 2006, he floated up about halfway up the screen until actually teleporting up..

So fixed that, here
-----------------------------
English version:

3A1B7 - 20 85 F4
3A231 - 89
3F495 - 9D E0 05 A5 22 C9 02 F0 01 60 BD 20 05 C9 3C F0 0A FE 20 05 68 68 A9 8A 4C 35 F8 BD C0 05 C9 99 F0 08 A9 99 20 35 F8 FE A0 05 60
-----------------------------
Japanese version:

3A195 - 20 85 F4
3A20F - 89
3F495 - 9D E0 05 A5 22 C9 02 F0 01 60 BD 20 05 C9 3C F0 0A FE 20 05 68 68 A9 8A 4C 35 F8 BD C0 05 C9 99 F0 08 A9 99 20 35 F8 FE A0 05 60
------------------------------
If you want to change how long he stays as breakman,
then test out 3F4A3 (both versions).

mickevincent
Posted on 10-16-12 04:43 PM Link | Quote | ID: 152668


Leever
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Posted by NetSplit
Making the black at the bottom be foreground is not a correct solution. Backgrounds on the NES are not drawn in front of or behind sprites; instead, sprite tiles carry with them a priority that makes them be drawn in front of or behind the background. If you made the black a non-transparent color and made the ship be drawn behind backgrounds, it would also be drawn behind the buildings, which is certainly not what you want.

There are two correct solutions here that preserve the black bar. You can turn off sprites entirely starting after the last non-black scanline, but the timing for this may be difficult and it's possible you could get some onscreen glitchiness. Or, you can place 8 sprite tiles on each row of the black section with a draw priority higher than the ship so that the ship isn't drawn on those rows. Note, however, that many emulators allow the user to turn off this 'feature', which would negate your work, so the first solution is probably more likely to work. For reference, Zelda 1 uses the 8 tile trick to make Link invisible when walking through north or south dungeon doors, and that emulator feature breaks this trick. If the number of tiles you need for this is too much, you could do just one row and change how the ship comes onscreen (having its tiles not be drawn if they're below that row, so it appears row by row), or you could cut the required tiles in half by switching to 8x16 sprite mode.

Edit: Fixed an omitted word.


Oh yeah, only Mega Man's sprite is the one that will be drawn behind graphics. I dont even think he's shots will. Don't know how it is with rush, I guess not.

kuja killer
Posted on 10-16-12 07:19 PM (rev. 3 of 10-16-12 07:29 PM) Link | Quote | ID: 152670


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sheesh... alright fine..
Im forced to have to update this again, im not happy about it at all...

stupid little 1-byte bug on japanese version that prevents a couple levels from being played properly, english version is un-affected...

Was reported by puresabe...
i really HATE having to keep reposting over and over when 50+ people have already downloaded... but fine i'll update AGAIN for the last freaking damn time!

gadesx
Posted on 10-16-12 07:22 PM Link | Quote | ID: 152671

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Nice hack. I wanna ask you about if you have fixed the bug in the
gemini stage (the second time) after finish with the first boss, that if you don't have a rush coil you have to make a reset.

NetSplit
Posted on 10-16-12 07:26 PM Link | Quote | ID: 152672


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mickevincent: No, that's not what I was saying. Every single sprite tile onscreen has a priority bit that indicates if it's foreground or background. My point is that this is a property of the sprite, not the background, so while you can make the black bar at the bottom be non-transparent and make each tile of Wily's ship be drawn behind the background, they will also be drawn behind the buildings. There's no way to properly do the transition from background to foreground smoothly in this case because there is no ~8-pixel tall background segment that is transparent-only in which to do the transition.

What you're thinking of is in-game tile properties, where the game checks to see what tiles Mega Man is colliding with and does the appropriate behavior, which may be setting Mega Man's entire sprite to be background instead of foreground. There probably isn't any background collision in this cutscene, though, and the problem I describe above still affects it.

Thanatos-Zero
Posted on 10-16-12 08:21 PM (rev. 3 of 10-17-12 04:54 PM) Link | Quote | ID: 152673


Nipper Plant
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As I told before, I am unable to make the changes myself as it would take to much of my time away as I will never reach the level of skill which Matrixz, Infidelity, Kuja Killer and Puresabe possess.
Still, I can create for your projects sprites of high quality, if you are willing to take action and create an enhanced patch.

Now that you have made your responses, I will call now the other objectives.
------------------------------------------------------------------------------------------------------------------

2nd Objective:
Make Rush Marine operational on water surfaces and/or on the ground.
I have been talking with Kuja about this a while ago.

Hypothetical Scenario in a Romhack:
You walk to a cliff with a "bottomless pit" which is filled with water and has underwater "no ground" to walk on. At the end of the screen there is a wall. The wall reaches from the ceiling till the water and as you can see on the screen there is a underwater way to the next screen.
Because of the patch Rush Jet cannot be used underwater, neither can it enter as a jet the water except for the surface.
The only option now is Rush Marine, but because of the bottomless pit, it cannot be formed underwater as it is currently the only way.

To solve this problem, Rush Marino has to be modified to work either on land, so you can jump from the cliff into water without harm, or/and or on water surfaces, as you only need to jump into the Rush Marine.
------------------------------------------------------------------------------------------------------------------

3rd Objective:
Make weapons more useful so that they are used more often.

Spark Shock:
It should be able to harm enemies. First calculation for damage, second calculation for paralysis. Paralysed enemies should be able to be harmed further by Spark Shock. Each shot resets the paralysis.

(optional) Hard Knuckle:
It should fly right away against the enemies like the Mega Arm, without to wait for the Knuckle to launch.

(optional) Magnet Missle:
Double the ammo.

(optional) Shadow Blade:
Make it possible to shot two at a time.

(optional) Gemini Laser:
Make it to a piercing weapon which can hit the enemy multiple times with one shot, while it retains the ability to reflect from any hard surface.
------------------------------------------------------------------------------------------------------------------

4th Ojective:
Recreate the soundeffects from Megaman 2 for the Doc Bots.

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


All what I can do is to reward you with sprites. I will do the request no matter what you want.

____________________
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?!".

koala_knight
Posted on 10-17-12 01:13 AM Link | Quote | ID: 152675


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Posted by kuja killer
Afraid not, must be re-written from the beginning.
When i did that in 2006, he floated up about halfway up the screen until actually teleporting up..

So fixed that, here
-----------------------------
English version:

3A1B7 - 20 85 F4
3A231 - 89
3F495 - 9D E0 05 A5 22 C9 02 F0 01 60 BD 20 05 C9 3C F0 0A FE 20 05 68 68 A9 8A 4C 35 F8 BD C0 05 C9 99 F0 08 A9 99 20 35 F8 FE A0 05 60
-----------------------------
Japanese version:

3A195 - 20 85 F4
3A20F - 89
3F495 - 9D E0 05 A5 22 C9 02 F0 01 60 BD 20 05 C9 3C F0 0A FE 20 05 68 68 A9 8A 4C 35 F8 BD C0 05 C9 99 F0 08 A9 99 20 35 F8 FE A0 05 60
------------------------------
If you want to change how long he stays as breakman,
then test out 3F4A3 (both versions).


Cool. Thanks for that.

Thanatos-Zero
Posted on 10-18-12 09:57 PM (rev. 2 of 10-18-12 09:57 PM) Link | Quote | ID: 152688


Nipper Plant
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As I was playing with the newest patch, I have found a terrible bug in Spark Man's stage.
The spot where you have to jump down, becomes a bottomless pit.
I have made a FCEUX (ver.2.14a) movie, in case you want to check it out.
Megaman3 Improved-0.fm2
You need to rename your patched ROM to "Megaman3 Improved.nes" in order to play it with FCEUX.

____________________
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?!".

kuja killer
Posted on 10-20-12 01:13 AM (rev. 2 of 10-20-12 08:14 AM) Link | Quote | ID: 152703


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Since: 03-20-07
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http://www.romhacking.net/hacks/992/

OK guys... this is it. I don't want to do anymore this time!

Only had to update again because there was a problem on the japanese version, that i didn't catch. Puresabe told me about it.

He then gave me an ASM file to implement, which has some changes to megaman's gameplay mechanics/physics. So i inserted that in successfully.

Moved the City down since you guys made such a big dang deal out of it.

Breakman Transformation added

1 of the Crash Bomb sound effects for Crash Man fight
Flasher Stopper for Flash man fight ----- That's it for sound effects

The dieing thing fixed, happened because of Weapon Switching

Zieldak
Posted on 12-20-13 08:36 PM Link | Quote | ID: 155259


Crow
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Whew. Just one question. Kuja killer, can you reprogram the Breakman transformation to Doc Gemini Room 9 from Geminiman Room 9? I know you made it stage specific. That's why I ask you for this. Or just tell me where the transformation ASM is, and I'll try to fix it with my not existing knowledge.

Also. I've doing some research while hacking.
Why Breakman transforms in Geminiman's stage? If the player completes that stage, and goes to Magnetman, he isn't transformed here. Ain't it odd? I think the creators originally wanted to transform Protoman into Breakman on Doc Gemini stage! Why? Protoman doesn't appear on any other Doc stages, only after them, already transformed for the battle! This should be happened on Doc Gemini not on the normal stage! And you know, CAPCOM DIDN'T EVEN FINISH THE FIRST PART OF THE STAGE! The fights on robot master stages are really odd too if he should be Breakman after that stage, not just Proto. You know what I mean.

Chaobomr
Posted on 12-21-13 12:34 AM Link | Quote | ID: 155261


Buster Beetle
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Posted by Zieldak
Also. I've doing some research while hacking.
Why Breakman transforms in Geminiman's stage? If the player completes that stage, and goes to Magnetman, he isn't transformed here. Ain't it odd? I think the creators originally wanted to transform Protoman into Breakman on Doc Gemini stage! Why? Protoman doesn't appear on any other Doc stages, only after them, already transformed for the battle! This should be happened on Doc Gemini not on the normal stage! And you know, CAPCOM DIDN'T EVEN FINISH THE FIRST PART OF THE STAGE! The fights on robot master stages are really odd too if he should be Breakman after that stage, not just Proto. You know what I mean.
Maybe they rushed at the end? It happens...

____________________
Sorry for the stupidity. That jerk will be dealt with in the most insane way possible.

Zynk
Posted on 12-21-13 04:11 AM Link | Quote | ID: 155262


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Maybe Protoman should've appeared as Breakman first. It doesn't seem right that Protoman faces Megaman as himself on the 3 Robot Master stages. On Geminiman's stage seems alright that he transforms to Breakman.

____________________

Main - ROM Hacking - Megaman 3 Improvement Fix Patch New thread | New reply

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