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

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Thanatos-Zero
Posted on 06-07-14 09:06 PM Link | Quote | ID: 156712


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Hm... I would rather use the Rockman 4 Style for Rock himself in the screen. I am tempted to do a edit and I would like you to judge it, before you nail the current screen for the final version.
I am on it right away (I need a break from the apocalytic politics anyway).

____________________
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?!".

Chaobomr
Posted on 06-07-14 09:23 PM (rev. 2 of 06-07-14 09:24 PM) Link | Quote | ID: 156713


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That pose is from this:

It's from the Japanese version of the game.

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Thanatos-Zero
Posted on 06-07-14 10:26 PM (rev. 2 of 06-08-14 12:13 AM) Link | Quote | ID: 156717


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Thanks, but I already knew.

Anyway, here what I have so far.


It will take some time until I get everything right.
Since it is a hack I need to pay attention to the limits.

Edit:
I am done.


____________________
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?!".

RetroRain
Posted on 06-09-14 09:58 AM Link | Quote | ID: 156726


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I appreciate your support Thanatos-Zero, but I'm going to keep the titlescreen the way it is. I like the way I made it. The titlescreen is officially done. I'm currently making a new boss preview screen. I'm trying to make it identical to Megaman 2's.

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Thanatos-Zero
Posted on 06-09-14 06:03 PM Link | Quote | ID: 156729


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That makes me now kinda sad.
Oh well! Zieldak, if you are interrested, you may use my edit for your Reloaded hack.

____________________
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?!".

RetroRain
Posted on 06-13-14 10:36 PM (rev. 4 of 06-13-14 11:42 PM) Link | Quote | ID: 156763


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New Boss Preview Screen & Weapon Palettes

Boss preview screen updated to be more like Megaman 2's. The only weapon palettes that were changed are the Ice Slasher, the Elec Beam, and the Bombs.



I'm not going to be changing the boss/weapon damage tables or updating the health/weapon capsule graphics. Changing both of these things would interfere with the originality of the game, and they should be changed based on personal preference. Some people may want to keep the original graphics the way they are, as with the original weapon damage tables. If you want to change those, you can do those yourselves. Visually, the most I will change is palettes. The titlescreen and boss preview screens are exceptions, because they don't really interfere with the original game. They enhance the original without altering it in any major way. When you go to use this Upgrade Patch as a base for your hacks, you can simply modify the titlescreen or boss preview screens to your liking if you wish, since you now have a base to work with. You can also cut off access to the code that displays the new titlescreen image and boss preview stars if you want as well.

Vanya, I'm sorry but I'm going to pass on the boss portraits. The problem is, is that I don't have enough room in the PPU background tiles, and the bottom-right VROM page has been coded to display the proper stage CHR, and I can only display 8 sprites on a single line. On top of that, it may interfere with the actual sprites of the boss preview screen, since I didn't realize that most of the sprites on the stage select screen are 3 tiles in length, and not 4. And to modify the CHR stage routine, I will have to do a lot of re-structuring, which could take a load of work. The game's CHR routines are linked to the game's frame counter. I don't feel like undoing a lot of work I just did. And as with the other stuff above, it should probably be up to user preference. Most of the stuff I have done is adding to enhance the game without heavily distorting the original.

So I may just do the Weapon toggling feature, check for bugs, and release the final version.

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Vanya
Posted on 06-14-14 07:11 AM (rev. 2 of 06-14-14 07:13 AM) Link | Quote | ID: 156771


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No worries. You've done an immense amount of work for MM1 hackers already. Anything else you were thinking of doing that overlaps with my own project I'll make sure to release on it's own for others to use as well.

To be honest the very first thing I'm going to do is make a palette restore patch for the purists. It's not something I care about personally since I'll likely end up changing just about every palette in the game for my own purposes, but I'm sure there are others that will find it useful or will simply want to play the base patch with the original colors.

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LordVanya, my art page.
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d-ace
Posted on 06-18-14 12:54 AM Link | Quote | ID: 156846


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RetroRain - please consider making the weapon toggling feature compatible with the original, unexpanded/old mapper, megaman rom. That way you could apply such a patch to any rom editable in the 'Rock n' Roll' editor.

/d-ace

RetroRain
Posted on 07-21-14 06:37 PM (rev. 3 of 05-29-17 12:14 AM) Link | Quote | ID: 157484


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Unfortunately this might be the end of the Upgrade Patch, unless of course I can track down what is causing the game to crash. Somehow I triggered a bug, so that when the game does vertical scrolling, the game crashes.

I attempted to do the weapon switch via select button, but it came out poorly. I can get the player to do weapon switching, but then Megaman's palette doesn't change. I programmed the palette changing routines myself, but it doesn't perform smoothly. There is on-screen graphical gltiches that I don't like. I think it has to do with the code being in the "Pause" section of the game, where the game was simply supposed to pause the game. On the plus side, I did free up so more free space in the hardwired bank that now anyone can use to do bankswitching.

Things I did do, which I changed my mind about:

- I updated the font
- I updated the weapon/energy capsule graphics
- I cut the "Ready" time in half

This patch includes all of the new things I showed off, such as the ability to erase saved game data, and the new boss preview screen and weapon palettes.

There are only 2 bugs in the game, from what I can see. The one I mentioned above, and the Game Over screen. I intended on fixing the Game Over screen, but only after fixing the other bug. While the other bug exists, it is kinda pointless.

I didn't want to shelf all of my work, so I'm releasing everything I did thus far.

If I can find what is causing the game to crash, I'll release a bugfix patch, but right now I don't know what is causing it.

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RetroRain
Posted on 07-28-14 09:41 PM (rev. 2 of 07-28-14 10:06 PM) Link | Quote | ID: 157556


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I've been spending the day with two emulators open, documenting all of the original game's code addresses where I put my new code. I placed some of the original code back into my hack, and I was able to stop that nasty bug that's been keeping the game from playing right. I just finished doing all of the documentation between the two ROMs, so now I can really track down what is causing that bug in the first place. I just hope that I don't have to undo some of the work I did. I'd like to have a proper release of my work.

EDIT - I fixed the bug!!!!

Here is what happened. I had a JSR that was jumping to $AA89. The problem was, is that the bank that was loaded there wasn't always the proper bank. So I added a check for that, and now the game runs fine!!!

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Chaobomr
Posted on 07-28-14 11:31 PM Link | Quote | ID: 157558


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Posted by RetroRain
I had a JSR that was jumping to $AA89. The problem was, is that the bank that was loaded there wasn't always the proper bank. So I added a check for that, and now the game runs fine!!!
It's amazing how one minor screw-up can cause such serious problems.

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infidelity
Posted on 07-28-14 11:32 PM Link | Quote | ID: 157559


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Excellent, RetroRain! :-)

RetroRain
Posted on 07-29-14 12:29 AM (rev. 5 of 05-29-17 12:15 AM) Link | Quote | ID: 157562


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I updated the notes and the change log. Enjoy!

EDIT - There was a minor palette error on the stage select screen. I fixed it, but Wily's face is blackened out. This can't be helped since I don't have anymore palette room, but it's not that bad. The link has been updated with this adjustment.

My Final Thoughts on the Project

All in all, I'm glad to be done with this thing. The work load was insane, just to do what I did in this final release. This was my first and possibly last attempt at doing a CHR-ROM conversion. I wanted to see if I could do it. So, this was more like an experimental hack. But, if anyone can get any good use out of it, then I'm glad.

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Vanya
Posted on 07-29-14 01:16 PM Link | Quote | ID: 157564


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Posted by Chaobomr
Posted by RetroRain
I had a JSR that was jumping to $AA89. The problem was, is that the bank that was loaded there wasn't always the proper bank. So I added a check for that, and now the game runs fine!!!
It's amazing how one minor screw-up can cause such serious problems.


Such are the ways of programmers. In proper Megaman terms, Us programmers are weak to logic error based weapons.



Posted by RetroRain
I updated the notes and the change log. Enjoy!

Download the Final Version Here

EDIT - There was a minor palette error on the stage select screen. I fixed it, but Wily's face is blackened out. This can't be helped since I don't have anymore palette room, but it's not that bad. The link has been updated with this adjustment.

My Final Thoughts on the Project

All in all, I'm glad to be done with this thing. The work load was insane, just to do what I did in this final release. This was my first and possibly last attempt at doing a CHR-ROM conversion. I wanted to see if I could do it. So, this was more like an experimental hack. But, if anyone can get any good use out of it, then I'm glad.


Pure awesome! And I assure you that your work is greatly appreciated.
I'll definitely put this to good use! :cheers:

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RetroRain
Posted on 08-05-14 03:33 AM (rev. 2 of 05-29-17 12:15 AM) Link | Quote | ID: 157673


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Mega Man Upgrade Patch v1.6 Released

Taken from Change Log

ยท Fixed three things

1. Updated code structure for lower-right PPU slot. Now you can easily swap VROM pages in that slot at anytime. This allows for things such as CHR animation for levels and boss portraits for the stage select screen.

2. Fixed Game Over screen. There is no more arrow flicker on the screen, and the blue palette has been restored.

3. Updated the main notes. I noticed that two of the new addresses I used were missing from the document somehow. Addresses $10D and $10E, which deal with the title screen option cursor and the boss preview screen.

End of Change Log

So much for 1.5 being the final version.

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Vanya
Posted on 08-05-14 04:06 PM Link | Quote | ID: 157683


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As a hacker/programmer are were ever really finished with anything?

____________________
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LordVanya, my art page.
FundamentalEssence, my game development page.

d-ace
Posted on 08-08-14 03:50 AM Link | Quote | ID: 157722


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Thanks for your hard work RetroRain!

One thing though - When chosing continue in Nestopia, CutMan and FireMan are always already beaten. It does not matter how many times I chose to delete the save.

In Feux everything seems to be working as it should.

Any possibility to look into the Nestopia scenario?

/d-ace

RetroRain
Posted on 08-08-14 07:01 AM Link | Quote | ID: 157726


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For whatever reason, the game loads #$96 into $5D in Nestopia. If you reset the game (whether it is a hard or soft reset), and Erase Data, then the game wipes out the save file. However, when you power off and then on again, it restores the beaten stages.

I ran the game in Jnes, and there was no problem. I double checked the code in FCEUXD, and there is no problem. Perhaps Nestopia doesn't handle the SaveRAM code very well. Because $5D is not a SaveRAM address. That is just the address that determines the stages/weapons completed/obtained. What my code does, is when you run the game for the first time, it loads #02 for the lives and #$00 for the stages, and stores them in the SaveRAM addresses, that way the game doesn't read #$00s for both at the start. I have no idea where #$96 is coming from, and it's even harder to see in Nestopia, because it doesn't seem to have a debugger. But I looked at the Cheat Addresses, and #96 is clearly being stored in $5D.

Does anybody know how close Nestopia is in relation to a real NES? Because I'd say just use a different emulator.

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d-ace
Posted on 08-08-14 11:46 PM Link | Quote | ID: 157735


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Yo - RetroRain...

So I did a complete playthrough on Nestopia of your hack and reached Wily Level 4 - you know the marathon of rematches agains robot-masters. You enter a teleporter and face-off against BombMan then FireMan and so on.

The thing is - I did not get any life-bonus after defeating each robot-master - is this:

A. A bug in the hack
B. A design decision
C. A bug in Nestopia

/d-ace

RetroRain
Posted on 08-09-14 02:27 AM Link | Quote | ID: 157736


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What do you mean by life-bonus? You're not supposed to get anything after defeating the robot masters a second time.

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