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Main - ROM Hacking - Mega Man Upgrade Patch | New thread | New reply |
RetroRain |
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Fuzz Ball Level: 66 Posts: 653/994 EXP: 2437867 Next: 23984 Since: 09-30-07 Last post: 1933 days Last view: 955 days |
Things are so quiet around here, I figured I post this.
A month ago, I came up with a whole list of really great ideas that I could implement into Mega Man 1. Especially after watching gameplay videos of Goonies II. I documented all of these ideas. Mega Man 1 is perfect for me to practice, and get some experience. Why? The game uses mapper MMC1, which is such an easy mapper to do mapper conversions with, and it has a ton of free space! 1. First up, I upgraded the mapper from MMC1 to Mapper 4, MMC3. 2. I expanded the ROM. It now has 16 PRG ROM banks, and... 3. 16 CHR-ROM banks!! (may require more CHR-ROM for sprite conversion) And in the process of converting the game to CHR-ROM, I freed up even more space. All of that PRG that was used for graphics is now precious free space waiting to be utilized!! 4. The game is now battery backed. It can use SRAM. 5. I removed the score. 6. Half of the game is converted to CHR-ROM. All backgrounds have been successfully converted!! I am currently in the process of converting all of the sprite CHR. infidelity wasn't kidding when he said setting up CHR for Megaman can be tedious. I see the road that I have to go down to convert it. It simply will require some patience. I know how to do it though!! Thank you infidelity for the notes you have given me in the past! When the game is fully converted to CHR-ROM, I will release a patch, that anyone can use to make ASM hacks even more easily for Megaman 1. But when the conversion is done, I'm considering taking all of my ideas and putting it into the ROM. My project, Mega Man Nemesis, isn't dead. The project is very much alive, and I hope to be able to do some amazing things to Megaman 1, that infidelity is able to do with Zelda. Thank you infidelity for inspiring me! This is my first CHR-ROM conversion, and it is going really really well! ____________________ My YouTube Channel |
infidelity |
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Fuzz Ball Level: 66 Posts: 407/968 EXP: 2367747 Next: 94104 Since: 05-24-07 Last post: 957 days Last view: 813 days |
Im looking forward to seeing what you design/come up with! Glad my notes were usefull, and good luck with CHR-ROM, its alot of fun. :-) |
Vanya |
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Red Koopa Level: 27 Posts: 12/139 EXP: 105067 Next: 11092 Since: 01-22-13 Last post: 3292 days Last view: 3291 days |
Sounds really cool. With all that extra space the first thing that comes to mind is adding in Timeman and Oilman along with their stages, a revamped stage select, and a few new tunes from Powered Up. ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
XTTX |
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Flurry Level: 36 Posts: 173/251 EXP: 304273 Next: 3837 Since: 04-14-08 From: DTOWN Last post: 2389 days Last view: 65 days |
Awesome! Can't wait to see the patch. Thanks for updating us on everything! |
RetroRain |
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Fuzz Ball Level: 66 Posts: 659/994 EXP: 2437867 Next: 23984 Since: 09-30-07 Last post: 1933 days Last view: 955 days |
No problem! I can't wait to release this patch to everyone!
Conversion is 65% done. Cut Man and Ice Man Stages done. Tomorrow, I will be converting the other 4 robot master stages! All of the graphical CHR work was done a while ago, and all of the major coding is done. I'm simply putting the tables in for the stages now (This is the fun part of it! ) At the rate I'm going, I hope to have this patch out by December 1st. After I get done with the stages, I have to take care of the inventory/weapons, play through and test the whole ROM, and write up a document of all of the new addresses/offsets so you can use this ROM to your advantage. It would be out a lot sooner, but there's this really annoying thing called a job I have to go to 5 days a week. You have no idea how frustrating it is when you are in the middle of something, and you know exactly what you have to do, but you simply don't have the damn time to do it. Thank God I'm off from work tomorrow, so I can get a lot of work done on this. Oh, and I don't know if I'm ever going to do another CHR-ROM conversion after this. The work load is insane! ____________________ My YouTube Channel |
Moo |
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Micro-Goomba Level: 8 Posts: 7/10 EXP: 2016 Next: 171 Since: 03-05-13 Last post: 3627 days Last view: 3620 days |
One of the downsides of hacking MM1 is there are 6 boss robot masters total. Do you plan to fix that? |
RetroRain |
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Fuzz Ball Level: 66 Posts: 660/994 EXP: 2437867 Next: 23984 Since: 09-30-07 Last post: 1933 days Last view: 955 days |
No. I'm making this patch so that you can do that yourself. With this patch, you should be easily able to add 2 more stages, possibly even 3 or 4, revamp the stage select, even add a full inventory menu. The sky's the limit. There's a lot of free space just sitting there now, waiting to be used! ____________________ My YouTube Channel |
dreamerman |
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Red Paragoomba Level: 18 Posts: 16/52 EXP: 27087 Next: 2810 Since: 01-10-10 From: Santiago Last post: 947 days Last view: 947 days |
Please, create
MegaMan Powered Up Nes Version!!! |
Insectduel |
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Hammer Brother Level: 68 Posts: 829/1069 EXP: 2687405 Next: 41395 Since: 02-16-08 From: Insectduel's office Last post: 1255 days Last view: 1254 days |
@dreamerman Don't you think that people make Mega Man fan games that bypass the NES limitations? Mega Man Unlimted, Mega Man Rock Force, Mega Man 4+ & Mega Man Revolution are fan based Mega Man games that don't use any NES programming. Maybe you should start learn how to program a game without hacking a NES game.
@RetroRain, any plans for TSA custom blocks? Jimmy already created the bounceblock so far that almost kinda like Mega Man VI. |
Vanya |
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Red Koopa Level: 27 Posts: 13/139 EXP: 105067 Next: 11092 Since: 01-22-13 Last post: 3292 days Last view: 3291 days |
Posted by dreamerman Ah! My old Megaman project makes another appearance. I should like to mention that the above image is actually from a MM4(?) hack I was working on long ago. Here it is in action: http://www.youtube.com/watch?v=tBxw3Zhh9zA @RetroRain I'm eagerly looking at your project as a base for resurrecting my "Megaman: Powered Up!!" hack. I haven't touched the hack or the fan game version in ages, but I would definitely welcome anything that would help make it a reality. Also, I can totally relate to knowing what to do, but not having the time. Believe me, if I had the time I would have remade the whole classic MM series by now. Speaking of which, what would be fantastic to have some day is MMM1 - 10 + MM&B as NES ROMs. That would be absolutely wicked. ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
RetroRain |
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Fuzz Ball Level: 66 Posts: 662/994 EXP: 2437867 Next: 23984 Since: 09-30-07 Last post: 1933 days Last view: 955 days |
I appreciate the support and feedback guys.
All 6 robot master stages have been converted, but I wanted to ask you guys if you ever came across these bugs hacking Megaman 1? http://www.youtube.com/watch?v=5_HoYxClGgg I may be forced to port all of my work over to a clean ROM if I can't figure out how to fix these enemy bugs. So far I'm only noticing it for Iceman and Gutsman stages. (The metools are glitched becaused they are a part of the weapons/status CHR which I did not do yet). I was very careful and went very slowly as to not overwrite any important code or data. When I copied all of the enemy data from the original ROM over to my custom ROM, the bugs still persist. I'm wondering if somehow during the expansion process the enemy data got corrupted. If you have any ideas on what could've caused these bugs and/or how to fix them, please let me know. Otherwise I will have to port everything over to a new ROM (which I honestly don't want to do, but will have no choice). ____________________ My YouTube Channel |
Vanya |
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Red Koopa Level: 27 Posts: 14/139 EXP: 105067 Next: 11092 Since: 01-22-13 Last post: 3292 days Last view: 3291 days |
Can't say as I've ever seen that happen on a clean ROM. Is it only occurring in Iceman's and Gutsman's stages? If so, is there any reason for them to be associated during the porting process? Did you port them at the same time? If so then they may have gotten corrupted somehow.
Only thing I can suggest before porting the whole thing again is to double check the data from a clean ROM to make sure. ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
dreamerman |
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Red Paragoomba Level: 18 Posts: 17/52 EXP: 27087 Next: 2810 Since: 01-10-10 From: Santiago Last post: 947 days Last view: 947 days |
Posted by Insectduel Nes limitations? Sorry, but, Megaman Forever, RockMan 4 MI, Rockman no constancy, RockMan 6 Skype, Rockman 6 innocent and this hack show otherwise. =] I no programer, but, I´am a fan of romhacks. I prefer cooperate thanks for the hacks. Rather than criticize how certain players. |
Zieldak |
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Crow Level: 42 Posts: 118/387 EXP: 512304 Next: 9058 Since: 12-01-11 From: Hungary Last post: 1309 days Last view: 1200 days |
I also replied this on the video:
I know something about these bugs. They may be caused by the weird enemies placed in those points of the stages. In Guts Man's stage, those change enemy GFX (In my hack I deleted them which totally screwed it up). They act as enemies now for some reasons. I think. But I know it's caused by those weird enemies. Those are located at: Ice Man - Screen Number 04, Screen ID 03 on a clear ROM. FF on the middle-top of the screen, and 1F on the bottom. IF makes the enemy repeat (Peng), which may have been corrupted while converting. Guts Man - Two FFs on Screen Number 05, Screen ID 00, which changes enemy GFX. There are also two on the next screen, on the top-left corner. If you delete it, those enemies won't change their graphics from that point to their GFX. Try making a backup and deleting those in Rock&Roll. If it supports this. I know they are necessary, but it's just a test to see what's broken. EDIT: Or those enemy commands (FF, 1F and their locations etc) just don't like MMC3 format. Also, Moving those may fix the bug, but I'm not sure. But only by 1-1 x and y coordiantes! |
infidelity |
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Fuzz Ball Level: 66 Posts: 409/968 EXP: 2367747 Next: 94104 Since: 05-24-07 Last post: 957 days Last view: 813 days |
I cant watch videos on my phone, is it just a graphical glitch for certain enemies? Maybe its a seperate chr routine that is hard coded for specific sprites within certain stages? :-/ |
RetroRain |
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Fuzz Ball Level: 66 Posts: 663/994 EXP: 2437867 Next: 23984 Since: 09-30-07 Last post: 1933 days Last view: 955 days |
Posted by ZieldakYeah I suspected that the enemy data was corrupt in some way, but I'm not sure how as I didn't touch anything near it, and I copied the original ROM enemy data over to my game, and the problem still persists. Unfortunately my ROM won't display properly in Rock n' Roll because of the expansion, so in order to check I'm going to have to find the exact level/enemy offsets in my ROM and hack the editor to display them properly. Posted by infidelityWhat happens is that at a certain point in both stages, enemies that don't belong all of sudden just spawn constantly, slowing down the game, and creating major problems. My only 2 options to fix this is to hack the Rock n' Roll editor to display those 2 levels properly, and see if the enemy data got screwed up somehow, or port my code and CHR over to a clean ROM and do it very very carefully as to not trigger it. But that's the thing that bothers me. Is that I was very careful to begin with. The thing is, I can continue to convert the CHR for the Wily Stages and finish this conversion, but if you guys can't play 2 of the stages, then that kind of makes this conversion pointless. I want to squash this bug before continuing. So I'll think it over, and see if I can fix it. If not I'll just port my code over. I might even try to do a simple ROM expansion on Megaman and see if that alone is causing the bug. If so, then I'm not sure how to proceed. I'll keep you guys updated. EDIT - UPDATE I think I figured out what is causing the problem. I simply expanded the ROM, and that didn't cause it. Which is good. I simply changed the mapper to MMC3, and the enemy glitched happened slightly on Ice Man's stage. Gutsman's stage reset the game when I got up to the part with the floating smiling enemies. Megaman has a lot of free space in the hard-wired bank starting at $FF00, going all the way up to $FFDF. Putting all of my custom ASM code in there on a regular ROM didn't cause any problems in the two stages. I suspect the game has a hard time dealing with the mapper conversion. Mind you that to simply test the Mapper conversion theory, I used infidelity's MMC3 conversion patch. When I was converting the game to MMC3 for my CHR ROM conversion, I did it from scratch on my own, so I can see what I had to work with. To see the problems. Open the ROM, and go to Ice Man's stage. You will see an enemy glitch as you are about to enter the water. Afterwards, reset the game, and go to Guts Man's stage. I ran past the first smiley enemy, and got hit by the second one as he dove down. When that happens, the game resets on its own. Here is a video showcasing the bugs. http://www.youtube.com/watch?v=7kByer9nRc0 I need to think about what I'm going to do to get around this problem. I really want to do this conversion. So I need to think some things through. I'm wondering if I might be able to try a different mapper or something. ____________________ My YouTube Channel |
infidelity |
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Fuzz Ball Level: 66 Posts: 410/968 EXP: 2367747 Next: 94104 Since: 05-24-07 Last post: 957 days Last view: 813 days |
Ill have to check my notes again om mm1. Im assuming a mapper address is being incorrectly loaded. Again I gotta check my notes, dont know off the top of my head the mapper mm1 uses. |
RetroRain |
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Fuzz Ball Level: 66 Posts: 664/994 EXP: 2437867 Next: 23984 Since: 09-30-07 Last post: 1933 days Last view: 955 days |
What I'll try to do is convert the game myself to MMC3, and if the problem still persists, then I'll just convert the game to CHR-ROM using Megaman's original mapper. There will still be a lot of free space due to the CHR-ROM conversion!
So yeah, I thought about that today when I was at work. If MMC3 doesn't cut it, I can still make this conversion happen! So it's a minor set back! EDIT - MMC1 doesn't support VROM. I'm currently exploring other possibilities. ____________________ My YouTube Channel |
infidelity |
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Fuzz Ball Level: 66 Posts: 411/968 EXP: 2367747 Next: 94104 Since: 05-24-07 Last post: 957 days Last view: 813 days |
RetroRain, you said...
Im not familiar with mm1's editors, but, have you tried just making megaman1 an mmc3 conversion, then withoit expanding the chr or prg, play the game to see if that enemy glitch happens, and, run the mm1 editor to see if whatever that is suppised to appear correctly, does correctly? |
RetroRain |
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Fuzz Ball Level: 66 Posts: 665/994 EXP: 2437867 Next: 23984 Since: 09-30-07 Last post: 1933 days Last view: 955 days |
Yeah. I did that last night. Actually, I did a lot of things last night.
First, I changed the mapper to MMC3 myself, without using your patch. The bug still exists. Second, I checked the level editors for both the original ROM and the MMC3 ROM, the enemy data is fine. Just to be sure, I edited the enemies for those 2 areas where the problems originate, and the game still bugged/reset anyway. Third, I played through the whole game with the Code/Data Logger on, to see if the free space we were using for the MMC3 Bankswitch Code ($FF00) wasn't already being used by the game. It wasn't. In fact, when I got done logging the whole game, there was still over 7.50% of bytes that didn't get logged. There appears to be a lot of data in the game that is simply not being used, which could be considered free space. Anyway, I have come too far in this CHR-ROM conversion to just abandon it. I might just finish the conversion as best as I can, and see if anyone can help me squash the bugs when the conversion is done. There has got to be a way. If the game is crashing simply due to the MMC3 conversion, is there anyway to fix that from happening? I don't get why it is happening. Every bus page is being changed ($C000, $C004, $C005, etc.). This shouldn't be happening. ____________________ My YouTube Channel |
Main - ROM Hacking - Mega Man Upgrade Patch | New thread | New reply |
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