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

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d-ace
Posted on 08-09-14 02:52 AM Link | Quote | ID: 157737


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Ohh - I get it now. There are NO refills in the ORIGINAL.

I have been playing a hacked version for so long I was dead certain that the 'big refill pellet' after each battle was in the original as well.

Sorry for that stupid question.

/d-ace

RetroRain
Posted on 08-10-14 03:39 PM (rev. 3 of 08-10-14 05:24 PM) Link | Quote | ID: 157747


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As I told Vanya in a Private Message, the Upgrade Patch is officially discontinued. I have a whole list of things I could do to bring Megaman 1 up to par with the later MM games, but I feel it just isn't worth it.

Examples:

· Flashing "Ready" text
· Flashing small energy pellets
· Make Megaman teleport after defeating a boss
· Add Megaman 2 Boss Defeated Fanfare
· Add a Get Weapon screen
· Titlescreen music
· Boss portraits on stage select screen
· Install Capcom MMC3 Sound Engine
· Weapon toggling via select button
· Adding two more bosses to to the stage select screen

etc.

I feel that the Megaman 1 ROM is just too obsolete, and it is not worth all of the trouble to spend insane amounts of time updating the game's engine, when the much better engines already exist. The gap between MM1 and MM2 alone is huge.

I also didn't expect the CHR-ROM conversion to use up so much CHR. Whatever free CHR space is left in the game is all that you can use, since the CHR size has been maxed out for the mapper. The only way to add more CHR is to update the mapper to MMC5, and that is not something I'm about to do.

That being said, I am happy with the Megaman Upgrade Patch being more of an experimental hack. I clearly proved to myself that I could do the things I did, and to me that was more important than anything else. It was my first CHR-ROM conversion, and I am very pleased with how it came out.

I'd like to thank everyone for their interest in this hack. It feels good to give something back to the ROM hacking community.

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Vanya
Posted on 08-10-14 07:33 PM Link | Quote | ID: 157753


Red Koopa
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I'm curious about something.
Looking at the ROM in TileLayer, I notice that there is an ass ton of repeated graphics in the CHR banks.
I can only assume that the game is not set up to reload certain banks.
Correct me if I'm wrong, but this would be because the original didn't use bank swapping?
However, the MMC3 mapper does allow bank swapping of certain banks, therefore, I should be able to rewrite the graphics loading routines to take advantage of this, right?
Or am I grossly oversimplifying this?

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RetroRain
Posted on 08-11-14 06:27 AM (rev. 5 of 08-12-14 05:59 PM) Link | Quote | ID: 157756


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The best way to help you understand the CHR in my patch, is to open up the original ROM in FCEUXD, and play any stage with the PPU Viewer open. Observe the lower-left side of the PPU (the sprite side) as you progress through the level. In order to do the CHR-ROM conversion, I had to make 1K VROM pages (4 tiles high, 16 tiles wide) for each individual change in that second-to-last lower-left slot. That's why there seems like there are a lot of duplicates. Because you have to have a page for every single thing that is being shown on screen. Where-as with CHR-RAM, you don't need the duplicates, you just read and write the data to the PPU. But I still think CHR-ROM is a lot easier to use. It requires very little code to swap a VROM page, as opposed to CHR-RAM, and when you load a VROM page, you instantaneously load all of the graphics that are in that page.

Both the original ROM and the converted ROM do bankswitching. The original ROM just does it slightly different. But I think the MMC3 method is better.

You are confusing me about the rewrite of the graphics loading routines though. What is it exactly that you want to do? Feel free to PM me if you don't wish to discuss this in the thread.

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MiniCompute
Posted on 08-11-14 01:27 PM Link | Quote | ID: 157757


Bubble
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Posted by RetroRain

Examples:

· Flashing "Ready" text
· Flashing small energy pellets
· Make Megaman teleport after defeating a boss
· Add Megaman 2 Boss Defeated Fanfare
· Add a Get Weapon screen
· Titlescreen music
· Boss portraits on stage select screen
· Install Capcom MMC3 Sound Engine
· Weapon toggling via select button
· Adding two more bosses to to the stage select screen

That being said, I am happy with the Megaman Upgrade Patch being more of an experimental hack. I clearly proved to myself that I could do the things I did, and to me that was more important than anything else. It was my first CHR-ROM conversion, and I am very pleased with how it came out.

I'd like to thank everyone for their interest in this hack. It feels good to give something back to the ROM hacking community.


Personally I believe you should do this, everything you listed isn't necessary.
Hell just a gfx change on the title screen, replace the ancient weapon gfx left in by capcom and the music engine.

Oh yeah I played your hack its much more efficient then the orginal.
I do have one question, did you tinker with robot masters knockback ? o0
They usally don't hit the hard especially electric man.

Vanya
Posted on 08-11-14 08:28 PM Link | Quote | ID: 157766


Red Koopa
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Posted by RetroRain
The best way to help you understand the CHR in my patch, is to open up the original ROM in FCEUXD, and play any stage with the PPU Viewer open. Observe the lower-left side of the PPU (the sprite side) as you progress through the level. In order to do the CHR-ROM conversion, I had to make 2K VROM pages (4 tiles high, 16 tiles wide) for each individual change in that lower-left slot. That's why there seems like there are a lot of duplicates. Because you have to have a page for every single thing that is being shown on screen. Where-as with CHR-RAM, you don't need the duplicates, you just read and write the data to the PPU. But I still think CHR-ROM is a lot easier to use. It requires very little code to swap a VROM page, as opposed to CHR-RAM, and when you load a VROM page, you instantaneously load all of the graphics that are in that page.

Both the original ROM and the converted ROM do bankswitching. The original ROM just does it slightly different. But I think the MMC3 method is just a lot better.

You are confusing me about the rewrite of the graphics loading routines though. What is it exactly that you want to do? Feel free to PM if you don't wish to discuss this in the thread.


I see. I just went through and played a couple of stages. Sending you a PM.

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RetroRain
Posted on 08-11-14 09:07 PM Link | Quote | ID: 157769


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Posted by MikeTechno
I do have one question, did you tinker with robot masters knockback?
No.

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mariofan5000
Posted on 10-21-16 02:18 PM Link | Quote | ID: 164501

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I found a small bug, Dr. Wily's sprite is colored wrong on the stage select screen:

But it's fine everywhere else:

RetroRain
Posted on 10-22-16 04:55 AM Link | Quote | ID: 164503


Fuzz Ball
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I'm aware of that little bug. I actually tried fixing it too, back then. I had code all over the place. Most likely in the earlier versions of the Upgrade Patch, this did not occur. I tried to figure out why that was happening, and I may have figured it out (I don't remember at this point), but with the way I coded the Upgrade Patch, I think fixing it may have broken something else, so I just left it alone.

But I don't plan on making another version of this Upgrade Patch. I considered this an experimental hack, I learned a lot from it, and I don't plan on doing anything more with it.

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

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