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Main - ROM Hacking - Mega Man Upgrade Patch New thread | New reply

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infidelity
Posted on 10-30-13 08:27 PM (rev. 5 of 11-01-13 12:35 PM) Link | Quote | ID: 154993


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I took a quick look, using the iceman level sprite glitch as a template, i narrowed down 2 bankswaps getting logged when they originaly dont in an unmodded rom. The 2 bankswaps originaly do an sta,x & sta,y. So i tried simply inserting a tya/txa before the routines but the glitch kept happening.

Hopefuly tonight i can narrow it down further and get this finalized.

UPDATE

I think i figured it out.

Its the bankswap routine.

I added 2 opcodes, a pha and a pla. At the beginning and at the end of the bankswap routine. Please edit the routine, and let me know if this works. I only tested iceman.

The (##) opcodes are the new ones.

(48)
0A
48
A906
8D0080
68
8D0180
0901
48
A907
8D0080
68
8D0180
(68)
60

RetroRain
Posted on 10-31-13 05:10 AM Link | Quote | ID: 154995


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Hmmm, you may have just saved this project. I put the new code in my own MMC3 conversion, and the bug doesn't seem to be there.

But I have to put it in my CHR-ROM Megaman ROM to see if it fixes that as well. In order for me to do that I'm going to have to update all of my custom JSRs, so it isn't something that will take a second to do. I'll do it tomorrow, as I just got home from work and I'm exhausted.

It would be really neat if that fix corrects that horrible enemy problem there.

I'll let you know.

Thanks infidelity.

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infidelity
Posted on 10-31-13 12:38 PM Link | Quote | ID: 154996


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Ahh, so im guessing you have asm right after the bankswap routine.

Instead of changing all your jsr's, you could just put a jmp where the bankswap routine is located, then have that jmp point to the new location of the bankswap routine.

Again let me know if this works with your chr-rom project. Ill update my mmc3 pack once i hear from you.

And your welcome! :-)

RetroRain
Posted on 11-01-13 06:40 PM Link | Quote | ID: 155004


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All fixed!!!

Yes, it was the bankswitch code! I updated my personal document to change the Bankswitch code from SMB2. So all that was missing was a PHA and a PLA huh? Pretty crazy.

The enemy glitch in Ice Man stage no longer happens, and the game no longer resets at Gutsman Stage!

Thanks infidelity! I really really appreciate it!

Now I can continue on with converting the Wily Stages!

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infidelity
Posted on 11-01-13 06:54 PM Link | Quote | ID: 155005


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Excellent news! :-)

RetroRain
Posted on 11-12-13 04:38 PM Link | Quote | ID: 155076


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UPDATE - 11/12/13

Upgrade Patch is 90% Complete!



The final and hardest part is now to come. I have to convert the final VROM Page. This VROM Page will be the hardest because it contains misc. enemies (metool, screwdriver, bullet sprayer), it controls the weapons, and it also uses sprites for boss weapons, the final battle, and the credits screen. Which means, A LOT of checking will be required.

There will also be some small graphical tweaks, and when you defeat a boss, it will play the victory theme, and then return to the stage select screen. No more score/points display.

Later on, if you wish to hack the game, there is enough free space that you could add your own victory sequence, such as Megaman jumping up and having those power orbs circle him, before teleporting away. You could even add a Get Weapon screen. These are just some of the ideas I have on my list if I go and hack this ROM after this patch is complete.

Well, wish me luck!

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Vanya
Posted on 11-12-13 05:40 PM (rev. 4 of 11-12-13 05:49 PM) Link | Quote | ID: 155077


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Woot!
I'm really excited for this project!!
If you need testers when the time comes, you can count on me!!

EDIT: Quick question, while you converted the original PRG ROM banks did you space out the level and sprite data, or is all the free space at the end after the original banks?

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RetroRain
Posted on 11-12-13 07:35 PM Link | Quote | ID: 155079


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All of the original PRG banks and data are still intact, and they are in the same banks as they were before. Nothing was touched. A lot of the free space comes from all of the graphics that were originally in PRG-ROM, and were moved over to CHR-ROM pages. To get an idea of how much free space there is, simply open up an original MM ROM in your graphics editor, and delete all of the graphics. All of the garbled graphics are code in the ROM. So if you delete all of the graphics, you can see just how much free space there is. There's a ton of it. This doesn't even include the ROM expansion, which was done also (doubles the size of what was already there to being with), and the 7.50% of data that wasn't even logged during gameplay. This ROM has a tremendous amount of free space.

I am currently using a location in bank 0 to put most of my heavy sprite CHR code. This free space that I am using was once where the original PRG graphics were. That is where I put my enemy sprite CHR code. But don't worry. When I am done with this conversion, I wll be including a document of all of the addresses and offsets so people can use this ROM for their hacks.

The only thing that will have to be done outside of the ROM, is a hacking of either Visine or Rock n' Roll editors, to load the ROM properly. While all of the original data is still in its original place, the ROM won't load properly due to the expansion. But we'll cross that road when we get to it.

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infidelity
Posted on 11-12-13 11:23 PM Link | Quote | ID: 155086


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Bravo! :-)

Looking forward to checking out all your hard work! :-)

Vanya
Posted on 11-14-13 08:21 PM Link | Quote | ID: 155115


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Here, here!!
This is all fantastic.
You are resurrecting my old project my friend.

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RetroRain
Posted on 11-16-13 05:53 PM (rev. 6 of 11-16-13 06:10 PM) Link | Quote | ID: 155136


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FINAL UPDATE - 11/16/13

95% Complete. Target Release Window: December 1st - January 1st

It is so tempting to hack this while I do the conversion. I did change some little things for the upgrade.

Such as you can see in the screenshot above, I changed the title screen. The title colors now match the colors of MM4, 5, and 6. And obviously I changed the text there too.

I also moved the boss life bars over to the right side of the screen (something that always bothered me with the Megaman games). I feel the boss life bars should be on the right side of the screen, away from Megaman's stats.

I was tempted to change the palette of Cut Man's stage. But in the interest of preserving the original as best as possible, I'm leaving it alone. This is supposed to be an upgrade, not a revamp. I made this patch so that others can do what they want with it, which includes a revamp if they wish.

I'm debating adding the Japanese Rockman pose to the titlescreen.

I maxed out the CHR. The size of CHR is now 256KB.

I only have 3 more things left to do.

1. Take care of the final VROM page.

2. Remove the score from the boss preview/boss defeated screens (which includes changing the timed delays until jumping to the next stage/stage select).

3. Documentation of all the new addresses, offsets, rotuines, tables, etc.

I didn't start step 1 yet, because I've been busy tweaking a lot of little things, such as the things I mentioned above, and adding CHR for Wily's Saucer.

I may or may not have this patch done by December 1st, but the latest should be New Years. As of 2 days ago, I had 9 things to do. Now I only have 3 things to do. So it's going pretty well.

This is the final update. The next post will be me releasing this.

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Zynk
Posted on 11-17-13 05:25 AM Link | Quote | ID: 155137


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Please add the Rockman Titlescreen pose! Please do! ^^b

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Vanya
Posted on 11-18-13 07:57 AM (rev. 10 of 11-18-13 06:48 PM) Link | Quote | ID: 155143


Red Koopa
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Since you updated the title text, how about a modernized image of the blue bomber to go with it if you decide to add it in at all?

Here's some I was using with my project adapted from Rockman Mega World:



The two on the left are from the GameMaker version, and the two on the right from the ROM hack.

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infidelity
Posted on 11-18-13 01:57 PM Link | Quote | ID: 155147


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I absolutly love this one!

Posted by Vanya


RetroRain
Posted on 12-17-13 03:15 AM Link | Quote | ID: 155255


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Okay, so I lied, my previous post wasn't the last update. Oh well.

UPDATE - 12/16/13

I had to be away from the computer for a few weeks due to a really bad eye strain. So no work was done on my hack. But yesterday, I resumed work on it. The CHR-ROM conversion is done. I added all of the final tables and code. However, there are some other things I'm considering doing, such as having the game save your completed stages and obtained weapons to SRAM, modifying the title screen, and adding scrolling stars to the boss preview screen. And the hack still needs to be beta tested. So that's where I stand with it.

Oh, and I decided to do some palette tweaks after-all. To celebrate the completion of my CHR-ROM conversion, here are some screenshots.









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Vanya
Posted on 12-17-13 05:10 PM Link | Quote | ID: 155256


Red Koopa
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Coolio. I'll volunteer for Beta testing if need me!

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RetroRain
Posted on 12-24-13 02:34 PM Link | Quote | ID: 155277


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Vanya
Posted on 12-25-13 12:12 AM Link | Quote | ID: 155282


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Every time I see this it gets me excited to start hacking it.

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amarcum81
Posted on 12-25-13 08:04 AM Link | Quote | ID: 155290


Rope
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Looking great! Can't wait to give this one a go!

RetroRain
Posted on 01-05-14 07:36 AM Link | Quote | ID: 155356


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I only have to do a couple more things, and then I think I'm going to release this. I was going to have this beta tested, but I decided against it. What I'll do is simply release it, and if anyone finds any bugs, they can report them to me. The reason why I'm not having it tested is due to time. I expect there to be no bugs at all. I'm going to play through the whole ROM and do some testing myself before I create the patch.

There are a few things that I was going to do, such as having the game save the completed stages/weapons, and spicing up the boss preview screen, but what I might do is just do that for a future release, if I decide to do it at all. I just want to be done with this project already, and release it.

You see, this project would've been done weeks ago, but I've been having eye strain/head pain due to this whole project. I literally sit over 30 inches away from the computer, because the computer has done a number on my health. I am at a point in my life where I'm actually considering giving up the computer lifestyle, even though it pains me to do so, and I enjoy it very much. My health is more important. So I may be retiring from the scene after I release this. I'm not sure yet.

I just have to tweak a CHR that I overlooked, and remove the scores from the boss screens, and then I'm going to do a full testing myself and start typing up the documents. I hope to have the actual work on the ROM done tomorrow.

Who knows, this project could be released tomorrow, for all I know. I'm literally at the end of it. It was a long road, and while I learned a lot, I'm actually sorry that I started this project in the first place. It simply wasn't worth it. I didn't think the work load would be so tremendous. And believe me, it was. I have tons of notepad documents as a result of this project. It was by no means easy. And if I decide to stick around, I will never do another CHR-ROM conversion again. At the very least, it is not worth it for a Megaman game. There was too much involved.

But this will be my gift to the ROM hacking community!

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Main - ROM Hacking - Mega Man Upgrade Patch New thread | New reply

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