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Main - ROM Hacking - Mega Man 5 : Indonesian Artefact Final + Misc Patch. | New thread | New reply |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 14/62 EXP: 31499 Next: 4278 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
Posted by kuja killer Thanks for the good comment, Kuja. I really appreciated it. For parallax scrolling, I coded myself based on MM3 Gemini Man's Parallax scrolling. It was just using LSR and ROR (or ASL and ROL to make it fast like RM4MI Dust Man's stage temperature room). And I made a patch of it in MM5 Custom Enemy Ex too... The stage has 3 modes of parallax scrolling which determined by Object ID's position. And I didn't change the boss graphic yet. I found way to add Object ID but I don't know how to add more enemy ID, maybe, I must make one object ID to generate multiple enemies. Once more, thanks... I just remake Darkman 1's AI now... |
Zynk |
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Purple Leever Level: 32 Posts: 14/209 EXP: 195984 Next: 10458 Since: 10-19-12 Last post: 80 days Last view: 6 hours |
@Anandastoon: I can't seem to see the effects of the ceex & eeex patches. Patched it on the MMV (U) roms, but nothing has changed...
Which enemies does each patch specifically do? ____________________ |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 15/62 EXP: 31499 Next: 4278 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
Posted by Zynk After patching it to MMV (U) ROM, open RockMan 5 Editor and put the following enemy : Effect Enemy EX : F3 : Change music based on Y position. F4 : Gravity change based on Y position. F5 : AutoScroll, place the Y position from 0 until 7. That for speed table each Y position. Here the list : 0 : 00,00 1 : 00,A0 2 : 00,C8 3 : 00,F0 4 : 01,4C 5 : 01,80 6 : 02,00 7 : 03,00 And Place F2 in FF at X position to stop the autoscrolling. Custom Enemy EX : Put Enemy ID '7A' to the following position : - Y position is '0', Mega Man will begin teleporting to the its X position after 'READY' state (not as usual in the center of stage). - Y position '1' is for wind. If X position is even number, the direction is right, else is left. - Y position '2' or higher is for parallax scrolling and the mode is determined by modulation X position by 3 : --- X position '0' : the stable/motionless parallax scrolling like MM6 sun in Tomahawk Man stage checkpoint. --- X position '1' : Parallax like Gemini Man stage but a bit faster (like beginning of MM6 Tomahawk Man stage). --- X position '2' : Parallax like Gemini Man stage. --- X position '3' : Fast Parallax scrolling like Dust Man's temperature room in RM4MI. You can limit the parallax positon by set the Y position value. Oh, I found another patch! If you don't want to disable charging while take damage, simply put EAEA to address 3830F. This is works for Rockman 5 and Mega Man V. Thanks... |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 19/62 EXP: 31499 Next: 4278 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
New demo video for Dark Man 3. I need your criticism...
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Zynk |
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Purple Leever Level: 32 Posts: 15/209 EXP: 195984 Next: 10458 Since: 10-19-12 Last post: 80 days Last view: 6 hours |
Aha! That part is now passable? Cool!
So you got your music from popular songs from Indonesia? Could you post the sources of the music used? I think they sound beautiful! ____________________ |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 20/62 EXP: 31499 Next: 4278 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
Posted by Zynk Very thanks for the nice comment Zynk, but I wouldn't post the rest of musics' source until I release it (still a secret )or maybe when I post another video on Youtube but only for that stage. Sorry for this... And I just found something in the music engine for Mega Man 5: 30A50 : Music pointers amount. I read there was a CMP instruction to the address and then subtracted it to calculate amount of the pointer. 30A51 (8A E3) : Pointer for instruments. You can move them to somewhere to expand the pointer data. I didn't know if this is buggy or not, because I just did it and success in some ways. Thanks. Oh, I really didn't know to expand the amount of enemy IDs yet. But I just imported 3 new enemies from other MM NES games in 'one' Object ID... They're determined by X position. |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 21/62 EXP: 31499 Next: 4278 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
Another WIP video with new Marine Man sprite... Hope you like it and I need your criticism...
Thanks... |
Zynk |
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Purple Leever Level: 32 Posts: 16/209 EXP: 195984 Next: 10458 Since: 10-19-12 Last post: 80 days Last view: 6 hours |
Nice work, Anandastoon! I was hoping for a Tune Woman debut though.
BTW I was thinking of the choice of music, they sound nice, but they're too mellow. IMO I would like lively rock-like music in Megaman, maybe remix the music to a livelier toned version? Anyways, I hope you make more cool sprite work! ^^b EDIT: About the poker faced Marineman, you do know that Megaman sprites have separate face & body sprites. Since most bosses have only one face sprite, you could put extra pixels on the body sprite instead to add facial ex ____________________ |
Mnoel02 |
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Micro-Goomba Level: 11 Posts: 8/17 EXP: 5151 Next: 834 Since: 07-13-09 Last post: 2172 days Last view: 2172 days |
nice work Anandastoon I think this will be a great game . |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 25/62 EXP: 31499 Next: 4278 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
Posted by Zynk Oh, thanks for the critics. I already re-remixed almost all of them. And for facial ex And... New video... Hope you like it : |
Kain |
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Goomba Level: 14 Posts: 5/31 EXP: 10960 Next: 2111 Since: 04-12-13 Last post: 3938 days Last view: 3935 days |
Woah! Pretty cool hack!
This is like 1000x better than what I can do... The wind in Batik Man's stage, I wanted something like that in my Storm Eagle stage (but in the other direction) T_T In Tune Woman, I actually said out-loud "he made a miniboss?! He made a fucking miniboss!! What wizardry is this!?" I can't figure out how to pass that screen in Sultan Man with the moving platforms and it seems you have to pass under some spikes but there are more spikes right below. Oh, can I ask the $address for the climbing speed? :o (It's actually one of the things I wanted to change in my hack, but it wasn't high in the priority) The icy floor thing is really nice too but anyway, I'm just getting ahead of myself, sorry. A few songs sounds familiar but I can't recall what they actually are (I think they might be from non-videogames songs?) Like the song in Frozen Man and the Password screen... |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 27/62 EXP: 31499 Next: 4278 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
Errr,,, but, the demo was so old... I never update it for one month. But thanks for your comment.
For wind, this not too hard, just write some values to RAM addresses $39, $3A, and $3B And, I've made patch for this already. For miniboss, a little painful in coding too, because I just noob in 6502 experience at that time. For Sultan Man, the purple block is shootable... In my videos on my channel in Youtube, I was give a link for some musics' source code. I just uploaded a new WIP video (Wily 1) several hours ago. EDIT : Change 36183 and 3764F for climbing speed high 3617E and 3764A for the low one. Password screen's music is from well known 'J. S. Bach' composers and I remixed his song. I didn't make the bass in the previous demo, but now was available in current work. Check this link and download the 'bachos2'. That's the source file for password screen music. |
Kain |
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Goomba Level: 14 Posts: 8/31 EXP: 10960 Next: 2111 Since: 04-12-13 Last post: 3938 days Last view: 3935 days |
Thanks!
Yeah I only saw this hack after you bumped it with your update. Thanks for Sultan, I even tried to shoot the spikes but I didn't think to shoot the purple blocks. (Btw, the link "Mega Man 5 Custom Enemy Ex" in your first post doesn't work anymore.) |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 28/62 EXP: 31499 Next: 4278 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
Posted by Kain I've made a plan for uploading the new demo soon, although the boss graphics are still very unfinished. Because this is the first time I change all of the bosses AI and adding some stuff. I hope there's no 'screen freezes' because of wrongly written ASM codes (especially for branching error reason). Thanks for noticing me, I just changed the link and I hope it's work. Mega Man 5 Custom Enemy Ex |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 29/62 EXP: 31499 Next: 4278 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
This project is so close to be completed. I already made almost all of the bosses' graphics (except Frozen Man, also I didn't have any ideas yet to draw the body) and re-remixed some music in some stages.
I also changed Sultan Man's BGM because I can't find any MIDI files for the song so I must creating notation data from scratch (well, this is a little pain because I'm not a 'perfect pitch' person ). BTW, Which one should I write for my title? 'Artefact' or 'Artifact'? Because Google Translate gave me both answers. And in Wiktionary 'Artefact' is the alternate word for 'Artifact'. Perhaps I'll post the last demo before releasing and I hope there's no more 'fatal glitch' in current project. (Well, usually I made some screen freezes just because of branching error ) |
Kain |
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Goomba Level: 14 Posts: 11/31 EXP: 10960 Next: 2111 Since: 04-12-13 Last post: 3938 days Last view: 3935 days |
Wow, you work fast!
I would definitely go for "Artifact", it is waaay more widely used. As for Sultan's BGM, what were you looking for? Since you're helping me out with my hack, I'd love to return the favor. Plus, music is my forte ( haha, Forte...), I could make and give notations AND a midi of what you'd want. I can make it for 4 monophonic channels so it's already 8bit style. |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 33/62 EXP: 31499 Next: 4278 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
Oh, thanks Kain for the answer...! Someone from Youtube also made suggestion that the name would be better with 'Artifact'. I'll change it soon... Once more, thanks... And for your Forte... Oh, I very appreciated your kindness, but I was done writing it.
And,,, this is maybe the last demo I give. Because this is very, very close to be completed. Perhaps I'll submit it to RHDN early in May. Some music was completed except Dark Stage 1 and Get Weapon. But I hope that's not really matter. Boss graphics is semi complete (Space Man is still monotone) and there's still some graphical and programming error. This is the v0.8 : Mega Man Indonesian Artifact v0.8 Thanks... |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 35/62 EXP: 31499 Next: 4278 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3369 days Last view: 1946 days |
Friends, finally this project meets the final form.
Mega Man Indonesian Artifact Final Very thanks for following my project... |
NARFNra |
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Koopa Level: 25 Posts: 35/114 EXP: 87654 Next: 1966 Since: 02-13-10 From: Texas Last post: 1807 days Last view: 1807 days |
This is excellent! I like almost everything you've done here. The best part is probably the music, it's nicely done, but your AI is also pretty great. More hacks need AI changes, imo. |
NARFNra |
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Koopa Level: 25 Posts: 36/114 EXP: 87654 Next: 1966 Since: 02-13-10 From: Texas Last post: 1807 days Last view: 1807 days |
Ok, sorry to double post, but I wanted to make sure you saw this. I patched a Mega Man 5 U copy and get pretty far, but there's a glitch with the scrolling in Frozen Man's stage that ruins the area directly after the check point. Is this just me that ran into it? |
Main - ROM Hacking - Mega Man 5 : Indonesian Artefact Final + Misc Patch. | New thread | New reply |
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