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Main - ROM Hacking - Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! | New thread | New reply |
za909 |
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Cheep-cheep Level: 32 Posts: 187/196 EXP: 189088 Next: 17354 Since: 04-27-11 Last post: 3053 days Last view: 2764 days |
Alright, sorry for the slight delay of a few days... I didn't want to post shit quite honestly, and all my stuff that's not half-assed is not to be released yet.
NSF So I took a cover I made of the Area B song in Chip & Dale Rescue Rangers 2 and spiced it up with a tone change, a few more bass notes, a time signature change and the new drums of course! These were made by me and not taken from the Konami games. So yeah, I can usually do stuff like this and put it in a hack, but usually better songs. I can also write my own new music but those don't really sound like Megaman music at all. I'm more familiar with the Sunsoft designs but those are incomplete without their famous bass samples. Don't mind the other two songs in the nsf. |
Zieldak |
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Crow Level: 42 Posts: 219/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
Whoa! What should I say? This song was already awesome, but you made this one ever better! I really like your version of this theme. I dunno if it's only FCEUX's fault, but it's crackles a bit for me. Maybe because I'm used to the more raw songs. (They feel NES to me, the song you made is more advanced, it doesn't sound that initial.)
I would like to hear your versions of C&D RR 1 <6/16> (Area F?), <8/16> (Area J?), C&D RR 2 <6/117> (ship), <10/117> (clock tower?), <12/117> (future world?), <13/117> (Final Area) I think. I just love these two games' soundtrack and I'm also interested in your work. (NFS IDs from Zophar's files) So, you are working on a hack then? Or you are only working with music right now? __UPDATE TIME AGAIN__ I successfully broke Wily Wars MM3 Rock's arm and leg so he now fits on the Title Screen (for now). He doesn't look like Posted by RetroRain in Megaman/Rockman 3 Improvement 2.0anymore. :V His hand still needs some heavy redrawing. And his leg was simply cut down and reattached with cheap sticky tape. Maybe I should ask Thanatos-Zero to patch him up...? 5K+ views on this thread? wut |
za909 |
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Cheep-cheep Level: 32 Posts: 188/196 EXP: 189088 Next: 17354 Since: 04-27-11 Last post: 3053 days Last view: 2764 days |
Wow, thanks I didn't expect that kind of response at all! Yes, it might sound "advanced" by comparison because the Capcom games, and many Japanese composers in general used the static noise by itself for drums, which are fine really, but very thin compared to what you can get when combinde with samples or the triangle (the bass channel) pitch bend technique
I could also do this technique by programming an effect in the engine which plays these blips as sound effects, but they would be missing from the music even when the game makes sound effects that don't use this sound channel. I actually have a cover of clock tower already, so I can take a little time to transform that one as well! (in fact I posted a midi of it to the VGMusic archive) I do have a hack going on at the moment, but I'm not sure where exactly I want to go with it. It just seems pointless because I'm not all that great when it comes to writing code and insertign it into an already working system, it's pretty complex to understand every little routine in such an extensive game. If this were SMB1 I'd be fine because it even has a complete reverse-engineered disassembly with comments, in fact once I really want to back out and go to some simpler games I might try to make an expanded hack of SMB1, maybe even one with a sound expansion mapper. The one thing I can do now (sort of) is writing custom code. I have a homebrew project in pretty early stages, it's almost entirely made from scratch, a custom sound engine, and whatever, but it only shows a half-assed logo and then fades out because I need graphics, and I'm shit at any kind of visual art. (And I can't steal stuff from other games like for a ROM hack in this case) I've done a few MM3 hack over the years, progressively getting better but I could never do the sort of things you see in Rockman 4 MI or Odyssey so I'm slowly losing interest in hacking. So nowadays I'd much rather be just a composer than anything. The part of the NES I'm the most experienced with is the sound system (first touched it back in mid-2011). So yeah, that's about it. And I really like the new Megaman image on the title screen, it's much better than the derp-faced original. |
Zieldak |
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Crow Level: 42 Posts: 222/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
I know this is supposed to be a progress thread or something, but huh.
You know, you have a pretty good hack you gave out in 2011. Mega Man the Hedgehog Trap. With your music hacking abilities, I think you should revamp it, using Sonic songs. I could help with the graphics and etc. (remember I made a fixed screen select screen example for you? - posted below). And with Kuja's Improvement patch, it may even be possible to recreate that video-based intro into the game. Who knows, maybe even the cutscenes with some coding (768KB shall be enough space). I shall post it here. But now that I know mostly everything about the SS screen, this could be made better: |
Thanatos-Zero |
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Nipper Plant Level: 45 Posts: 383/423 EXP: 652889 Next: 7275 Since: 11-25-08 From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25 Last post: 1092 days Last view: 1054 days |
Say, when you change the head of Rockman, isn't the change reflected in the stage select screen as well?
I am going to go over the first edit I made. By the way, Kuja Killer as of now is working on another version. Improvement 2.1. We are making sure everything will be more better. However no changes on AI or level design or any of the weapon effects. ____________________ 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?!". |
Zieldak |
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Crow Level: 42 Posts: 227/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
Not at all. Both the Stage Select screen and the Title/Weapon Get has it's own sprites and code, so you can edit them freely. But you shouldn't exceed the 60-61 (not sure) tiles limit for the Title Screen Rock.
Kuja only said he's gonna make a weapon cycle image stuff as a seperate patch, huh. But it's good to hear. I hope I will be able to port MMC over to 2.1, huh. |
kuja killer |
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Level: 55 Posts: 455/628 EXP: 1243952 Next: 70237 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 8 days |
actually. that didnt go as i expected 'afraid. yes thats what i had meant to do. i wasnt going to do anything other than weapon icons. but, i ended up doing a whole shit load of changes once again
I have another one of these notepad files where im keeping track of every change i've done (all the hex) just like before. And it's already almost half as long as the 2.0 notes text. The main changes are well...the weapon icons which is the largest change, the protoman song playing fully in the game ending when i saw this video: https://www.youtube.com/watch?v=s4LirjKwa88 Alot more sound effects again. i did NOT add any new ones . just only using the game's existing sounds, that's all The controversy people have complained for years and years, about the Top Spin weapon draining all the energy randomly in a instant ....is fixed. And quite a few other little edits here and there. |
Zieldak |
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Crow Level: 42 Posts: 230/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
__UPDATE__
I've made a huge setback, because I didn't like my levels at all... I want every level to be unique... And I've found a way to make the Wily levels even better. And because of this... Total Completion: 52% ---> ~30% So, the hack looks like this right now: Robot Master stages (in order) Magnet: 70% - Stage layout and design is complete, but the graphics for all solid blocks is missing. Gemini: 100% - Stage is complete. Spark: 0% - A total mess. Hard: 100% - Complete. It's one of the favourite levels I've ever made. Snake: 100% - Complete. But I'm not sure about the graphics it has. Top: 80% - Mostly complete, but the underwater section will be moved to Needle instead. Needle: 0% - A total underwater mess. Shadow: 40% - I can't decide what this stage should be like. Doc Robot stages are under construction (in ROM order): Hard RE (Heat, Crash): Scroll layout is complete, the stage is complete up to the first Doc Robot. Gemini RE (Metal, Quick): Scroll layout is okay, but most of the sections are empty. About half of the stage is complete, but whole is playable. Neelde RE (Flash, Bubble): Still the same as Spark RE was. Snake RE (Wood, Air): About 70% completed. Layout is okay, most of the enemies are placed. Air Man's stage half is just an empty Rush Jet section with random cloud bullet enemies. Well... My Wily levels are extremely repetative once again, like in Reloaded. Why is that? TOO MANY SCREENS ARE REUSED. The following change will be made soon: I will give SBD Bank F (bosses) to Wily 3 instead, so Wily 2 and 3 won't be using shared screens. And because many screen presets are unused in Wily 4 originally, doing this is totally safe! Wily 1 needs not to be mentioned. Wily 2 will be redesigned in order to not use the same screens for different sections. It will be 24 screens long. It will use SBD Bank D (Wily 2,3,5). Wily 3 will be changed heavily, it will be 23 screens long. Wily 3 and 4 will share SBD Bank F. Wily 4 will only be 6 screens long (4 boss rooms, 1 teleport room, 1 teleport to next stage room) similar to MM2's Wily Teleport System. Will use SBD Bank F. Wily 5 will be only 2(+1 for boss) screens long, using Wily 4's last 3 screen presets. That makes it all 32 screen presets used up in SBD Bank F. Wily 6 is just a placeholder in this post. And I have that SBD Bank 12 (?) which seems to be either unused or to contain code. If it's unused, it will give home to Wily 3 instead. (It contains code) Well, that's all, maybe in 5 years, this hack will be complete. |
Zieldak |
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Crow Level: 42 Posts: 232/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
The hack isn't gonna be out soon. So here is something else.
Grab your copy of Mega Man Crimson Proof-of-Concept - Mega Man 3 (U) Hack - 7 June 2015. There's not much to be said about it. It's a 2 week old version, uses MM3I 2.0. 4 levels are RM only, others are from start to end. Doc Robot stages are locked (It's not worth unlocking them with a Hex editor). |
BaronHaynes |
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Red Goomba Level: 15 Posts: 22/43 EXP: 16107 Next: 277 Since: 05-22-15 Last post: 2378 days Last view: 2361 days |
The board nuked my post which had a ton of feedback, because I wasn't logged in > I recreated it as best I could.
I like this so far, it's coming along well. The graphics are really detailed with a mechanical focus and remind me a bit of Install Metal in that respect. Gemini: Good stage with good enemy placement, I like the wheel room. The shootable block puzzles are a good concept though I'm not sure about the block graphics themselves (your call obviously). The cache of 3 E-Tanks might be excessive, I didn't have trouble getting up there with coil. Hard: Very cool tilesets here, a broad range of colors. The thin columns with needles are devious, especially with airborne heads. The garbage sections I wasn't as sure about, with the discolored tiles indicating pits - if you have room for them, maybe use some of the bumpy "top layer" garbage art from spark, or draw some of your own so pits are better distinguished from the flat ground? The garbage throwers are hard to deal with given their high HP and nearly undodgeable block throws, I'd recommend editing one or both, cause this section is hard to get through without just tanking damage 5 or 6 times. Top: The blocky graphics reminded me of MM1, not necesarily a bad thing. High HP cannons placed after pits mean more cautious movement to clear them out, also not a bad thing, just an interesting challenge from a speedrunning perspective. I like the water section here. The only thing that bugs me is the placement of bolts after pits, so that you hit them after jumping across, which I've seen in a LOT of mm3 hacks. I know you can tease them out by edging up to the pit, it's just frustrating and I bet 99% of players die on them the first time. Snake: Good stage, I like the contrast of gray ground and green snake bodies cutting through it. The snake heads are all well placed, everything about this level feels fair. The disjointed ground in the giant snake fight seems to still be in effect even though the graphics don't match it, though (and the explosion effect is gone). And I think you're already aware of the Snake Man glitch where he doesn't appear until you turn around after you've died to him once. This is a problem if a player walks to the right wall before turning around, cause if he hits you, his health never fills up and the game softlocks. Very good start, I hope you stay with it and I'm looking forward to seeing more |
Zieldak |
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Crow Level: 42 Posts: 234/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
I've encountered that problem myself too, huh. It's pretty annoying when you make a novel-like post then it isn't posted.
Thanks, I'm trying to do what I can. Even if the graphics I use is mostly ripoff. Gemini: Heh, as it's not the final product, I added two more E-tanks there because of the lack of items in the levels. Of course, the final stage will only have one. And will be harder to get. Most of the graphics is placeholder (although a new tileset was already made, but isn't imported)... The shootable block section will be redesigned. That section is kinda boring and well, it's after the checkpoint. Hard: The garbage section isn't finished, yet (althought Hard RE garby is) With a good timed jump, you can make them throw the garbage sightly above you. This section is based around this. On monday, I have fixed the HP value, damage to MM, damage by weapons for both the enemy and the garbage (the thrown one is however unaffected, I have to find the datachart for that one (if exists)), so you can pass the section without a scratch. Top: That level doesn't exists in the actual ROM, I just left it in POC. However, the new level will have some sections reused, with the exception of the underwater one. It will be moved to a different stage and will be replaced with a shorter one. Snake: Yes, the animation thingy for Giant Snake was left in Shadow Man's stage. All of 'em: I know about the 'doesn't appear' bug. The reason: I haven't even tested POC, just threw it intro the mixer. All levels have that problem actually. I forgot to fix the checkpoints for all the levels. #playwithsavestates |
Zieldak |
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Crow Level: 42 Posts: 235/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
Good news is... I will soon complete all the RM levels.
Bad news is... I will rush the level designs... Seriously, even an MM3 ROM is too limited for me... I cannot make what I really want. But that's maybe because I want to make things too detailed now. Music... I dunno... I don't think I will do it... I don't think I can hack the music. Completed stages (in customised editor order) And once again, the levels gain names. Hard Man (Volcanic Base - Section 1) Gemini Man (Space Colony - Section A) Needle Man (Wily Water Works™ - Plant A) Snake Man (Deep Forest - Zone 1) Hard Man RE (Volcanic Base - Section 2) Wily 1 (???) Wily 4 (Wily Teleport System) Wily 5 (Wily Machine 3) 81%-99% Snake Man RE (Deep Forest - Zone 2) 51%-80% Magnet Man (Magnetism Research Lab) Gemini Man (Space Colony - Section B) 0-50%: Shadow Man (Mechanic Castle) Spark Man (???) Wily 2 (???) Wily 3 (???) Not even started yet: Top Man (Toy Factory???) Needle Man (Wily Water Works™ - Plant B) ???: Wily 6 (???) And the game is still only uses MM3I2.0... Well, that's all. For now. I'll finish the remaining levels in a month. Then I don't know what will I do... |
MiniCompute |
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Bubble Level: 66 Posts: 706/981 EXP: 2421611 Next: 40240 Since: 04-25-07 Last post: 490 days Last view: 699 days |
Posted by Zieldak I played your demo its very good from what I've played but why don't you focus on completing the levels mainly the ones that are incomplete ? Also quit worrying about the custom music part so much if you want it nearing the completion of your hack. Querey infidelt and see if he will make and insert the custom music for you ? The only thing with that is compensate the man 15-25 dollars in paypal. Also while playing your demo on my dstwo the title screen intro images aren't there. NESDS 1.3b is what I'm using currently, also for shadow mans stage. Don't make the palette look gothic like, green flames in a blue metallic like stage with his ninjitsu skills ? no..... Also for the snake man level tone down the woods palette color. Looks abit much like kirby's, also for that sky make it a dark blue night color. If you would like for me to test it pm and I'll beta test it to make sure the kinks and glitches are out or needed tinkering. |
Zieldak |
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Crow Level: 42 Posts: 236/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
Posted by Mike-Tech I'm currently focusing on finishing Hard, Needle, Gemini and Snake levels and their 'RE' aka. Doc stages. Posted by Mike-Tech Nope. I will try to hack the music. It may take thousands of years to do. Posted by Mike-Tech Simple magic, a blackout has occured in that graphics section for the POC version only. Posted by Mike-Tech Everything I made for the other 4 RM levels are pure concept. The final product may or will not have graphics, stage elements like that. Remember Magnet, Shadow, Top from that first video I made? Those levels are nothing like that anymore. This is also why I'm not getting anywhere with the hack. Posted by Mike-Tech You know, I'm pretty limited with the palettes. The trunks share the palette with the ground. I will magically fix that. Posted by Mike-Tech Originally, the sky was red-ish, orange-ish, sunset-ish. And I had more tiles and space to work with. Posted by Mike-Tech The game is not ready to be Beta-tested yet. By the way, I updated the first pagey. And bad news is. I have to spend less time on the hack. |
MiniCompute |
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Bubble Level: 66 Posts: 707/981 EXP: 2421611 Next: 40240 Since: 04-25-07 Last post: 490 days Last view: 699 days |
Well given all that you said I still like it you gave me and us more then we bargan for.
About the snake man sky color if you do a sunset orange that would indeed look good. It would kind of make me reminisce of neon tigers stage from MMX3. Take your time and work on it I'll still privately test it if your up for it later on. Good luck with it. |
Zieldak |
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Crow Level: 42 Posts: 237/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
The game now has a new gimmick. Which is basically not new, but never was used in other hacks, because it always spawned a pole enemy.
I call it the InviBlock. It's basically the Enemy TSA block, and it will be used in a small maze. To find your way out, you will have to shoot the invisible blocks. |
Dracula X |
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Red Paragoomba Level: 19 Posts: 16/64 EXP: 31140 Next: 4637 Since: 03-11-14 From: Dracula's Castle Last post: 1738 days Last view: 700 days |
I played all the way through! I can't beat Top Man stage because of the ladder glitch from the water area. I know the Wily's Castle isn't finished. |
Zieldak |
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Crow Level: 42 Posts: 238/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
Yeah, Top Man's stage wasn't supposed to be playable in POC. But I left it playable in the end. Some TSA data was moved, but I did not fix the ladders. |
Zieldak |
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Crow Level: 42 Posts: 240/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
Nothing too much. Updated tilesets from the actual ROM. Wood graphics in Snake is a bit better now... Some pinkness (depends on palette). Shadow Man is now 'corrupted'. Top's stage is fixed... So the POC is actually 'completeable'. Some layout changes to reflect changes made in the actual game, but not necessary exactly the same. Some secrets... Secrets... One from a fan-game... And I do not trust the Stage Select screen anymore. It seems to be running on Wintendows 95...
Here it is... MM3C_POC2 |
Zynk |
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Purple Leever Level: 32 Posts: 98/209 EXP: 195993 Next: 10449 Since: 10-19-12 Last post: 81 days Last view: 15 hours |
Posted by Zieldak Just found these. Image 1 then up the ladder comes Image 2. About Magnet's stage, I hope the drop-of-death screens aren't that narrow, I made it past it and reached him. ____________________ |
Main - ROM Hacking - Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! | New thread | New reply |
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