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Main - ROM Hacking - Megaman X Zero Goes Maverick - Progress and help thread | New thread | New reply |
Kain |
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![]() ![]() Goomba Level: 14 Posts: 3/31 EXP: 10411 Next: 2660 Since: 04-12-13 Last post: 3544 days Last view: 3541 days |
Hello all,
Many years ago today, I started this MegaMan 5 hack with some help from MatrixZ (not to mention, his incredibly handy Editors). All the difficulties I encountered (I didn't want to bug MatrixZ too much, plus he told me he'd take more distance from the whole rom hacking thing from that moment on) discouraged me a lot, so I released a demo of the 2 stages I had completed and some playthrough videos on Youtube just to see if there'd be an interest in it. ![]() http://www.youtube.com/watch?v=F688V3lM1k8 http://www.youtube.com/watch?v=-i-jZ6khuiE http://www.youtube.com/watch?v=XW-KQVF6iLc There wasn't, so I didn't have much motivation to continue (too much effort for too little attention to the work in question) plus, I still didn't/don't know ASM and all that mumbo-jumbo (though I tried for a while). I thought to myself "I should just continue doing stuff in Flash instead and probably garner more interest while not being limited on what I can do". Two years later, some people started asking me about my hack (including RirikaStarlight, who sent me an amazing in-progress hack called "Rockman Psychic Signal" in exchange for my demo (in addition to "Rockman & The Amazing Mirror"), though I give out my demo to anyone who asks me for it anyway). This culminated by a video of some guys putting my demo on a NES cart and playing/commenting on it. So, I have decided to finish it no matter what (unless zombie apocalypse or whatever). I don't consider myself a ROM hacker since I'm mainly using Matrixz's Editors, Tile Layer Pro and replace texts in a Hex Editor. Compare this to hackers who made hacks such as Rockman 4 Minus Infinity (HOLY JETSKIING DONKEY! ![]() yeah, I can't do all that snazzy stuff. Sure, my X-themed hack could really benefit from a real dash maneuver and wall-jump among other things, but I'll take anything I can get, and if that anything is nothing, well I'll just continue with what I have and still make something (though not nearly as awesome). ![]() Truth be told, if I had the skills some of these hackers have (or fully teaming up with one), I would be making/designing a totally different hack... Anyway, I finished making the tilesets for the new Spark Mandrill stage and am currently making progress in the actual level. ![]() Now, what about those things I'd need/like help with? I'm going to write a few in order of importance: Necessary: - Disable the M-Tank 1-ups trick http://protipoftheday.com/node/218.html (this will prevent bypassing certain obstacles and enemies that I want to be passed only by using certain weapons) - To be still able to select "Stage Select" when you're Game Over after reaching the Proto Man/Dr. Wily stages (The beginning of the first Proto Man stage can't be passed without Beat, so players need a way to return to the Stage Select and get those MEGAMANV letters) Important but not absolutely necessary: - Switch some of the weapons behavior (I have a few MM5 Rom hacks that can be used as a starting reference) - Limit the maximum amount of E-Tank's you can collect to 4 Would be cool: - Make it so that when you collect a letter item, it permanently changes Mega Man's behavior (for example, pick up the "E" item and X will run faster -- I already have some of the data for this, but I don't know how to make it so that it changes only once you pick up a letter) - Switch the layout of the health bar (I have a few free tiles ready just for that. I can make a detailed image explaining which tile of the PPU goes where for the health bar. It's almost exactly the same health bar, only repeated twice next to each other.) - Switch Boss behavior. I have a few more, but these are the most noteworthy at the moment. Important thing: I don't want any Rom Size expansion or MMC5 expansion -- I want the ROM to remain at the 512KB regular MM5 cart size, however, I don't mind removing some stuff from the game entirely just to make room for cool features. Those who help will also have their name in the opening and ending credits, and I'll ship you a copy of the game on an actual NES cart when it's all done (haven't told this to Matrixz yet ![]() |
Anandastoon |
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![]() ![]() Red Paragoomba Level: 19 Posts: 22/62 EXP: 29972 Next: 5805 Since: 12-02-12 From: Jakarta, Indonesia Last post: 2975 days Last view: 1552 days |
WoW man, that's super awesome...! Welcome to Board 2 too...
It's has been many years that you came back again to work of this superb project. I currently work in MM5 too, and I had a bunch of MM5 data which I found it myself. --------- For M-Tank trick, go to offset 103F8 + Enemy ID, some of the values are B6. Nah, change to 00 to disable it. For limiting E- Tank, go to 3AECD and change to 84 if you want to limit only 4 E-Tanks. --------- For bosses offset, here the data in ROM: Gravity Man : E010 Charge Man : E2A0 Crystal Man : E46B Stone Man : C010 Napalm Man : 10010 Star Man : 101DE Gyro Man : C465 Wave Man : C208 --------- Others are not found yet. But if you have a little of ASM experience, I'll give you some 'templates' for MM5 AI behavior. For example : - How to make object projectiles. - How to make object platform work once Mega Man stand on it. - How to make the enemy projectiles follow Mega Man. - How to make gravity changes. - How to make random generator and subroutine, etc. --------- And then, good luck of your project! Hope I can play the demo immediately. ![]() |
infidelity |
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![]() ![]() Fuzz Ball Level: 65 Posts: 354/968 EXP: 2291424 Next: 44204 Since: 05-24-07 Last post: 565 days Last view: 421 days |
Ill be keeping an eye on this project! I looooove the title screen, and Kuwanger's tileset, looks awesome! :-) |
Zieldak |
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![]() ![]() Crow Level: 42 Posts: 115/387 EXP: 489624 Next: 31738 Since: 12-01-11 From: Hungary Last post: 917 days Last view: 808 days |
Oh, great! I love the title screen too, it's just too awesome! It almost looks like 16-bit! And Gravity Beetle's stage. Those mazes and stuff. Everything goes pretty smooth, almost like in an actual SNES game just 8-bitted down! Just fantastic! And the sprites are very good looking too. Looking forward to a demo release!
About the "I don't consider myself a ROM hacker" thing. Many users here and there (like me) don't have the talent or a brain either to do that "snazzy stuff" like you said. When it comes to custom ASM, I'm almost clueless where to begin. ![]() // Oh, err, this is not really important, but... When you make a demonstration or gameplay video with inserted (not hacked-in) music you shall disable the music for that stage also mute the boss theme and keep the sounds on and when the recording is complete add a song to the video with a video editor, but make sure it's not too loud compared to the sound effects. You shall also mute and then reset the music like in the actual games when you die. It's also a good idea to insert a custom boss music at the end. With these stuff, these videos will be much better, huh. But this whole thing is an another story. // Anyway, welcome to Board 2, and good luck too! |
Moo |
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![]() ![]() Micro-Goomba Level: 8 Posts: 5/10 EXP: 1917 Next: 270 Since: 03-05-13 Last post: 3235 days Last view: 3228 days |
The spritework looks pretty good. Adding in the dash should be a good addition too. |
Kain |
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![]() ![]() Goomba Level: 14 Posts: 4/31 EXP: 10411 Next: 2660 Since: 04-12-13 Last post: 3544 days Last view: 3541 days |
Wow, thanks guys! ![]() I made an ISP patch of the current version (I always used to just send the rom pre-patched, but I'm not sure if it's frowned upon here. Taking no chances! ![]() The two completed* stages are in Gravity Man and Star Man. (* Though I'll be making some other changes in the future, mainly to make it easier -- I want the first 8 stages to range between MM2 and MM3 difficulty, then the it would progressively become more challenging in the Proto/Wily stages) Spark will be in Crystal Man's stage (you can see a few screens of it in the patch). The reason why Spark Mandrill's stage is less visually impressive is because there will be a bunch of animations (faked through the use of animated palettes) used later in the stage, so I have to keep all 4 palettes-swaps of the stage just for that, all while making sure that the current tiles will still look good when these effects will kick in. :O Thanks Anandastoon! ![]() Do you want you to be credited as "Anandastoon" in the game? Thanks for the kind words Zieldak, I did think to do what you suggested in italic when I was making the video, but back when I made them I was like "baaaah, I shouldn't waste more time just for the sound effects..." Perhaps when I make other videos, if I still don't have the new music implemented, then I will do what you mentioned. I'll come back later to share some of the MM5 data I have and also with a sketch demonstrating how I'd change the Health/weapon bar. PS: Sometimes I make some English mistakes, sorry if that happens (it's not my primary language). |
Anandastoon |
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![]() ![]() Red Paragoomba Level: 19 Posts: 24/62 EXP: 29972 Next: 5805 Since: 12-02-12 From: Jakarta, Indonesia Last post: 2975 days Last view: 1552 days |
Oh, very thanks of your kindness... No problem to me, but I suggest you to complete your project first because I think it's still quite far to complete. ![]() For change weapons' AI, all of the objects including almost enemies are located in Bank 1D (3A010 - 3BFFF) and Mega Man 5 has many,,, many... Unused memory. For example : 22010 - 22D0F (Bank 11) and much more from bank 0 until 1F. You can make new stuff or expand bosses AI in that locations. ![]() |
Kain |
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![]() ![]() Goomba Level: 14 Posts: 6/31 EXP: 10411 Next: 2660 Since: 04-12-13 Last post: 3544 days Last view: 3541 days |
Thanks, though I'm so not-good-enough that I wouldn't even know what to do with that memory. But I'll get back to that later, here's the MM5 data I took note in a txt. Most of it is from MatrixZ and sometimes I can't even understand my notes today...
Edit: also, here's my VERSION_LOG.txt that I update as I make changes (or keep notes of what I'd want to change). There might be some useful info (but probably not)
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Googie |
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![]() ![]() Giant Red Paratroopa Level: 77 Posts: 946/1401 EXP: 4021989 Next: 169140 Since: 02-19-07 From: Brooklyn, NY Last post: 186 days Last view: 186 days |
Pics & the videos look real smooth, can't wait to see more! ![]() ____________________ My Linktree |
za909 |
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![]() ![]() Cheep-cheep Level: 31 Posts: 159/196 EXP: 181065 Next: 4298 Since: 04-27-11 Last post: 2659 days Last view: 2370 days |
Woah, this looks amazing! Too bad the only thing I could help you with is something you probably already know how to do (which is music hacking), but otherwise I'd love to help this project. Hope you'll finish it one day! |
Kain |
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![]() ![]() Goomba Level: 14 Posts: 12/31 EXP: 10411 Next: 2660 Since: 04-12-13 Last post: 3544 days Last view: 3541 days |
za909, I know music, but not music hacking!
All I have is this capmusfrm.txt (Capcom "6C80" Sound Engine/Music Format Documentation) written by Matrixz, which I haven't even dived (dove?) in yet. But if you're already good with this, then yeah, that would be a load off for me! Can you read music notations and/or guitar/bass tabs? I'd likely make/give you all you'd need to just "translate" it into the chunk of hex to replace to in the Rom. (I would like to do the arrangement though, I don't like how some people leave out an harmony or counter-point and such). Btw, I've searched the forum... so apparently there's no PM system here? ![]() |
Anandastoon |
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![]() ![]() Red Paragoomba Level: 19 Posts: 30/62 EXP: 29972 Next: 5805 Since: 12-02-12 From: Jakarta, Indonesia Last post: 2975 days Last view: 1552 days |
If you want to send someone a PM, just click the target username profile, and scroll to the bottom.
You'll see this : View threads | Show posts | List posts | Send Private Message And, click the last one... That's it... If I not bothered you, can you 'move' the notation data to certain musical software like Fruity loop or whatever? I'm pretty sure that will be much easier for reading them, even if they have a bunch of chord notations... ![]() |
Zynk |
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![]() ![]() Purple Leever Level: 31 Posts: 19/207 EXP: 183909 Next: 1454 Since: 10-19-12 Last post: 67 days Last view: 3 days |
Heys, Kain! Y'know there's a hack for MMV called Air Sliding. Maybe you could integrate it X's dashing?
http://www.romhacking.net/hacks/1177/ ____________________ ![]() |
Anandastoon |
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![]() ![]() Red Paragoomba Level: 19 Posts: 31/62 EXP: 29972 Next: 5805 Since: 12-02-12 From: Jakarta, Indonesia Last post: 2975 days Last view: 1552 days |
YuP! Zynk is Right... Maybe I can help you for the programming to implement the ASM for this one... ~
(If I can... And I hope I can... Since I just learned 6502 now ![]() |
Kain |
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![]() ![]() Goomba Level: 14 Posts: 13/31 EXP: 10411 Next: 2660 Since: 04-12-13 Last post: 3544 days Last view: 3541 days |
Woah, actually, one thing I would have liked is that the Charge Kick ability can be done in mid-air (it's going to be like Flame Stag's Speed Burner. I'll make a X-on-fire-dashing graphic.)
Would that be hard to pull off? Like, no air-sliding normally, but air-sliding with the Charge Kick? Posted by Anandastoon I'm not sure if I understand correctly, but yeah I can work in Fruityloops if one prefers to look at blocks instead of notations. Heck, I've also worked in Famitracker, so if all games were using the same music engine, I could just work in Fami, export then copy-paste the hex, but that wouldn't work. Thanks for the PM tips! |
Anandastoon |
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![]() ![]() Red Paragoomba Level: 19 Posts: 32/62 EXP: 29972 Next: 5805 Since: 12-02-12 From: Jakarta, Indonesia Last post: 2975 days Last view: 1552 days |
Whhoopppss... I mean :
"If I not bothered you, can you 'move' the notation data to certain musical software like Fruity Loop or whatever?" Sorry for that typo... Yeah, I usually converting music to the hex value via FL Studio by reading notation blocks each of them... If you wonder the instrument table for MM5, I'll tell you some : Common instruments index : 00, 01, 02, 05, 07 : Regular. 03 : Like Piano / Guitar, because this one have low sustain. 10 : Vibrato. 12 : Large Vibrato like Bright Man's middle song or Dust Man's intro. 14 : Percussion. 15 : Melodic Tom for Bass. 16 : Like Flute, Clarinet, Harmonica, Violin or any windy instruments. 19 : Star Man's Percussion (weird one, because 7th byte instrument setting is 80). 24 to 3F : I guess that's for SFx. For X dash only for Charge Kick, yep, that easy for conditional branching ![]() ![]() |
za909 |
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![]() ![]() Cheep-cheep Level: 31 Posts: 160/196 EXP: 181065 Next: 4298 Since: 04-27-11 Last post: 2659 days Last view: 2370 days |
Would you like to have 8-bit ports of the SNES stage themes, or something custom? If ot's the former, I can do that on my own, I just need to know exactly where the music data begins and ends for every channel, since in MM3 there are bits of junk data in between some of them and there could be in MM5 as well, but I could find it all myself, and no, I can't read tabs, I'm sort of a self-taught artist, but as an example, I'll show you what I got out of an unmodified Capcom engine.
I use Famitracker to cover (or write) the song I want to put into the game and then use it as a template, as it's really easy for me to convert it to hex data by hand that way. Hill Top zone Jungle Book Boss Theme |
Kain |
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![]() ![]() Goomba Level: 14 Posts: 14/31 EXP: 10411 Next: 2660 Since: 04-12-13 Last post: 3544 days Last view: 3541 days |
Posted by za909 It is the former, but like I already mentioned, I'm quite adamant on doing the arrangements myself. I'll probably regret it when I'll be fiddling in the Rom with the music data, ![]() ![]() It's just that... all you've seen in my hack so far, the graphics and level designs, they're not what I have decades of theorical knowledge and practice. I'd just like to cover the only subject that I'm already trained at for my hack. Anandastoon, I have worked in FL many times yeah (I still have the old "FruityLoops 3"). If that would work and make it super easy for you, then I can actually make and send .flp files for songs. Also, is it just me or is the board slow all a sudden (intermitent problem loading complete pages)? |
kuja killer |
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![]() Level: 54 Posts: 330/625 EXP: 1195430 Next: 38440 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 142 days Last view: 1 hour |
i kinda wish a person was able to do songs for odyssey too.
The only problem is there's very few people (music composers) that know how to do stuff with the mm3-6 music format besides Matrixz, and infidelity, and za909 There was Hertzdevil, who was supposedly going to make some kind of program dedicated to inserting songs with the mm3-6 format without having to ever use hex, but he doesn't seem to really ever talk about it though.. And i just recently inserted matrixz's MMC5 mapper music expansion thing into odyssey. So there can be 2 more Square-Pulse channels. A total of 6 sound channels for songs/sounds now instead of 4. ------------------------------------------------ Oh hey kain, you might possible be interested "maybe", in combining the "rockman 5 mapper upgrade" to your hack. It will change the game to MMC5 mapper, give you tons more graphics space. And it may be possible to apply matrixz's music upgrade too. I'm not sure if my rockman 5 mapper upgrade patch will work with US megaman 5 roms though, because i originally did it on a japanese rockman 5 ROM only. so.. sorry then. ![]() |
Insectduel |
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![]() ![]() Hammer Brother Level: 68 Posts: 794/1069 EXP: 2596770 Next: 132030 Since: 02-16-08 From: Insectduel's office Last post: 863 days Last view: 862 days |
I was hoping if someone may use an idea like that. Kelvin's custom maverick bosses in Mega Man 5 if you rather use them or you rather create your own sprite unless you have the artistic skills to do so.
MegaLion 2 Don't mind this falsified 8-Bit music. GXSCC is the shit! Anyway, I know some of the basic ASM stuff like limit the E-Tanks to 4 or anything I can manage them if you want! I really like the custom 8-Bit stage progress I've seen so far. @kujakiller Posted by Kain |
Main - ROM Hacking - Megaman X Zero Goes Maverick - Progress and help thread | New thread | New reply |
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