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Main - ROM Hacking - Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! New thread | New reply

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Zieldak
Posted on 05-26-16 05:19 PM (rev. 3 of 06-13-16 03:37 PM) Link | Quote | ID: 163142


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Posted by kuja killer
looks good, defintely more lively - the new forest on the right.
i gave you a compliment by the way in the "general megaman hacking" thread above.

I saw it. I will definitely finish the game no matter what. Well, now two games. I don't know if I mentioned it before, but it will use my scrapped levels which I didn't like, it's called "Mega Man Scrap Metal", and it actually has way more completed levels than Crimson has right now. It will not get a seperate thread here, but it will get a progress page on my guglisites webpage thing.

- I updated the Progress Page on my site.

And some changes and fixes I made this week. Some of these were not in any videos or in those demos or maybe not even mentioned '*', but I'll still list them. Old changes are marked with a '#':

- Snake Man's sprite now doesn't sink into the ground by 2 extra pixels. It may affect the fight a bit though.
- Snake Man's stage graphics has another revamp and is even more colourful. Maybe I will also update the snakes too to be much more robotic.
- The game now uses FCEUX's palette and all stage palettes are adjusted to it. Previously, it used Nestopia's YUV palette. I don't want to make the same mistake with MMR (which will be updated at some point)
- Updated Title Screen (Moved menu text up a bit so I can have an extra line of free space for text)
- The Password Screen once again uses dots instead of a white line and nothingness.
- Mega Man's palette is now correctly updated to the MM9 and MM10 colours. (When you teleport in and before changing weapons)
- Needle Cannon is now slightly more effective than the Mega Buster. It destroys most of the enemies with one less hit than the buster. I also plan to make Spark Shock way more useful and made specific enemies weak to it.
- Adjusted many enemies' HP and damage data (because of the Needle Cannon).
- Hard Man's stage's unfair platforming section is changed so it actually teaches you how to pass it, without penalty (death). Newly encountered enemies can't knock you into the lava anymore either.
- Many Boss Doors are using wrong animations. Well, this is not really a positive change, but it will be fixed one day.
- Mega Man's HP Bar and Weapon Bar are now swapped.

* After defeating all 8 RMs or 4 Doc stages, the boss windows correctly fade and the incorrect cursor (dots) on Mega Man's window is also updated to the new one.
* The Boss Selected screen now shows the boss' name correctly (previously it had blue BG in a black box because I messed up everything very badly)
* Air-Crash and Flash-Quick stages are now swapped, so Air is in the top row and Flash is in the Bottom. Passwords may need to be tested at one point because of this change to make sure the correct windows are cleared.

# Destroyed Wall (5D) objects now don't respawn if scrolled out of the screen, not even after dying!
# The Enemy TSA (those eggs in Gemini Man's stage) doesn't spawn Poles anymore, because they are now used as "Destroyable Blocks" from MM4 and onwards. Pole enemies are now also unused enemies because of this change.
# Those ladder climbing bots are now deadly spikes. Literally. (Wily 2 Thingy)
# Gemini Man's stage has been totally redesigned. It has snowmans! The old stage will be used in another hack with a remade tileset.

Well, that's all for now.

EDIT: I probably should update my project page more often.

Zieldak
Posted on 06-13-16 04:34 PM (rev. 2 of 06-13-16 10:27 PM) Link | Quote | ID: 163305


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I once again updated the Progress Page on my site.



I like these. (EDIT: I just got them to work properly ). And why am I working on a fortress stage instead of the RM stages??? I dunno... I have to figure out how to make those quick lasers now...

- All weapons are now dealing fixed damage. 1.75× damage is dealt to enemies which are weak to that weapon. Not all weaknesses are set yet.

DMG: Damage - ENE: Energy usage - MOS: Maximum Shots on Screen

Needle Cannon - DMG: 1 - ENE: 1/3 - MSS: 3 - Some enemies are weak to it so it's still superior to the buster.
Magnet Missile - DMG: 2 - ENE: 2 - MSS: 2
Gemini Laser - DMG: 3 - ENE: 2 - MSS: 1 - Maybe it should pierce enemies... It's a laser after all.
Hard Knuckle - DMG: 5 - ENE: 3 - MSS: 1
Top Spin - DMG: 4 - ENE: 1? - MSS: 0 - Now hurts more enemies. More love for the Top Spin!!!
Search Snake - DMG: 2 - ENE: 1 - MSS: 2
Spark Shock - DMG: 2 - ENE: 1 - MSS: 2 - Yes, it's actually useful now. (Ice Slasher Mk II? - No it doesn't freeze enemies)
Shadow Blade - DMG: 2 - ENE: 1 - MSS: 2 - I'm not making a Metal Blade Mk II. You can now use 2 at the same time and shoot it in all directions, but it's range is still limited.

- Enemy HPs are reverted to the original values, but some small enemies got a HP boost. And no, not the Metools, they all still have 1 HP, this is not Reloaded!

And yeah, that's it. And most levels are looking like this right now, but it'll be fixed anyway.



I'll have to hurry up if I want to release this hack for the 30th anniversary. So many of these small unnecessary changes...

Zieldak
Posted on 06-30-16 04:29 AM (rev. 3 of 07-06-16 10:21 AM) Link | Quote | ID: 163409


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I just noticed I messed up the animation for the weapon absorbing stuff. Oops. EDIT: Oh, it actually wasn't me! I didn't know it was like that in the original game too, huh. It's fixed now, huh.

I'm getting things done slowly. Very slowly. And yeah, the new stage is a bit different than the one in the early preview video... and probably way more annoying. Currently, I'm working on the menu screens, intro cutscenes and other minor stuff. And still no changed music... At all. I just don't have the time to even write a song or make covers.

The Boss AIs are probably not gonna be changed, unless I start learning ASM already. Waah.

Most of the levels are being tweaked a bit, fixing unfair enemy placements and other stuff. The Wily levels are missing some sections. I scrapped some of them, because they were horribly unfair or just not fun at all.

And I'll consider making an alpha test version... It's true I always test the stages while making them and stuff, but... Are they good or not? Are they challenging enough, or not? Are they too easy or too hard? Are they fun to play or they are totally boring? Is there something that can be improved?

Trinitronity
Posted on 07-06-16 06:27 PM Link | Quote | ID: 163443


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Posted by Zieldak
The Boss AIs are probably not gonna be changed, unless I start learning ASM already. Waah.

Even if you do learn ASM, this will not help, because you have to do ASM edits through hex-editing, and this is just painful to do, no matter how easy Kujakiller makes it look like.

Seriously, moments like these really show how important it is for MegaMan 3/MegaMan 3 Improvement to finally, FINALLY get a proper disassembly. But for that to happen, we need as much support as possible.

Zieldak
Posted on 07-06-16 07:28 PM Link | Quote | ID: 163444


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Well, translating ASM to HEX is pretty easy. Making the code itself, is not.

Trinitronity
Posted on 07-06-16 07:57 PM Link | Quote | ID: 163445


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Posted by Zieldak
Well, translating ASM to HEX is pretty easy.

Maybe it's easy for you, but it's definitely not easy for me...

DurfarC
Posted on 07-06-16 11:22 PM Link | Quote | ID: 163446


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Posted by Trinitronity
because you have to do ASM edits through hex-editing
Not necessarily. You should rather use a program that converts your code to HEX for you, like 6502 simulator, which I use. Let me explain quickly how I do my ASM work:

Below is a screenshot of the Axe enemy code in my own MM4 hack. I have one document for each enemy. I always start the document by naming some important memory locations (luckily, for MM4 we already have Matrixz's MM4 hacking document containing these). Then I write the code, referring to the memory locations by the given names instead of the memory values themselves - much easier to work that way imo. Then the program converts it all to HEX for me, and I export it and insert it into the ROM in the appropriate place (the line at the very top of the document must be set according to where in the memory the code is stored upon use).



Having a full disassembly and working with that would indeed be easier I guess, but as we know, we don't always have that.

Zieldak
Posted on 07-07-16 07:24 PM (rev. 2 of 07-07-16 07:24 PM) Link | Quote | ID: 163448


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That is a way too helpful program. :O

Question... Should I waste a lot of time to make a 3DNes version of the game? I've been messing around with it, and it's a neat emulator, but it still has it's faults. Like not saving the edits I made to the 3D levels. XD Right now, the very first screen, the title screen, password screen, stage select screen, the first sections of Needle Man's, Shadow Man's, Magnet Man's, Snake Man's and Gemini Man's stages are corrected in that emulator, but there are still many rendering glitches and stuff. Unfortunately, the auto-detection in the emulator is crap, so it doesn't really work with Mega Man games that well, and it also overwrites your changes a lot... It also seems it shares data between objects that use the same graphics. :/ But they could be able to add a special auto-detection mode for MM, which would check for block types, I dunno, that would be pretty neat.

Here are some screenies: http://imgur.com/a/uvNYW

kuja killer
Posted on 07-07-16 07:35 PM (rev. 2 of 07-07-16 07:36 PM) Link | Quote | ID: 163449


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no, in my opinion. waste of time. it's too glitchy anyways.

Zieldak
Posted on 07-07-16 09:04 PM Link | Quote | ID: 163453


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Posted by kuja killer
no, in my opinion. waste of time. it's too glitchy anyways.
True, right now, there's no point in making one. And updating the ROM would probably completely mess up the 3DN file anyway. But once they release a more stable build, I will probably do it. Just for fun.

Zieldak
Posted on 07-10-16 10:10 AM (rev. 5 of 07-11-16 04:06 PM) Link | Quote | ID: 163466


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Spark Man's stage is looking good. Well, the BG could be better honestly, but I wanted to keep it simplistic (well, the whole tileset is simplistic af), so I won't run out of structure space so easily. Only the first half of the stage is complete right now. Also, this is the first time a stage uses a 100% original tileset. And it all started with a 'H'...

Without music, the game is about 70% complete, huh... I'll probably finish the stages this summer, at least I hope I will. It usually takes me about 30-50 hours to complete a stage with testing and everything. Why that long? I want to make sure everything's fine, to make sure the screen transitions look okay (no cut in half structures and stuff), the enemies are placed fairly and the respawns caused by being knocked back or by backtracking aren't too annoying, the stages are possible with only the buster, you have easy enemies to grind for weapon energy *MM2 Boobeam trap flashbacks* and other stuff like that. But the most important of it all, is the difficulty. Making sure the stages aren't nerve-racking, but aren't easy either and also fun to play, is really hard. I learned a lot of stage design this way, and I know my old stages had so many flaws and stuff, especially in Reloaded, some of the stages were too annoying, even the new ones are questionable here and there. I also try perfecting each stage (except bosses or minibosses), and that takes a while. Half of it is testing... For no reason. I'm rambling too much.



And I didn't know I had this many posts on this forum... I don't remember posting THAT much. I probably did, but I really don't remember.

Edit: Is this too hard?

kuja killer
Posted on 07-10-16 10:58 AM Link | Quote | ID: 163467


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oh i know what ya mean by the "no cut in half structures" yea that happens natrually with the NES in general, not just the megaman games i would think --- when going up and down screens only specifically. because the NES only shows like 224, or 240 pixels vertically ... which 7 and a half structures tall.

So like in MegaFLE if you have some proper block at the very bottom half of the 8 row, it'll look "cut off" when you scroll a screen down. So ya sort of like have to use another combination of block patterns to make it look proper..

Zieldak
Posted on 07-12-16 05:46 PM (rev. 2 of 07-12-16 06:08 PM) Link | Quote | ID: 163472


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It seems the Proto Man block explosions don't really like my changes to the Stage Select screen and the levels. For example: Magnet Man is using Hard Man's stage ID in Crimson, and the block changes, the structure data are loaded from Hard Man's stage, which reminds me of how the Giant Snake tail worked. Unfortunately, changing the way it works is definitely not going to work in my case, so I'm going to use a cheap trick instead to make them work, this is why all stages looked like that screenshot I posted before of Hard Man's stage. (For example, Door graphics are using the same tile ID for all stages)

It's not the best way to do this (fixing the code obviously would be the right method), but if it works, then it works.

Also, Magnet Man's stage is now complete.

kuja killer
Posted on 07-16-16 07:11 AM (rev. 3 of 07-16-16 07:15 AM) Link | Quote | ID: 163490


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i want to propose something for your hack, and "possibly" anyone else who may make any megaman 3 hacks in the future, and wether they use mm3 improvement with their hacks or not.

Just recently in the past few days i was able to successfully implement slippery ice physics into my game, Megaman Odyssey (based on megaman 3) ....which is to be used for the upcoming Glacier Woman level.

And i feel i want to share it with anyone. - im NOT updating megaman 3 improvement again just because of it, but i might want to consider making a seperate IPS patch for megaman 3 which should be safe for anyone to apply to their own roms.

It is based off megaman 4 - cossack stage 1, with very slight improvements to be more accurate to megaman 9/10 when you play on "Proto man" mode since only he can slide.

I wish to offer this little hack to you and anyone else, if interested. You can very easily apply it to any blocks in TSA table afterwards in MegaFLE level editor
--------------------------------------------------------------------

By the way, if you didnt know, mm3 improvement can let you add up to 2 to 4 "multi paths" for each stage, although it's not editable in megafle without completely re-writing the program to add new textboxes and stuff.

Trinitronity
Posted on 07-16-16 08:16 AM Link | Quote | ID: 163491


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I'm interested in all things slippery.

Zieldak
Posted on 07-17-16 09:52 AM (rev. 2 of 07-17-16 09:53 AM) Link | Quote | ID: 163497


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Posted by kuja killer
i want to propose something for your hack, and "possibly" anyone else who may make any megaman 3 hacks in the future, and wether they use mm3 improvement with their hacks or not.

Just recently in the past few days i was able to successfully implement slippery ice physics into my game, Megaman Odyssey (based on megaman 3) ....which is to be used for the upcoming Glacier Woman level.

It is based off megaman 4 - cossack stage 1, with very slight improvements to be more accurate to megaman 9/10 when you play on "Proto man" mode since only he can slide.

I wish to offer this little hack to you and anyone else, if interested. You can very easily apply it to any blocks in TSA table afterwards in MegaFLE level editor
--------------------------------------------------------------------

By the way, if you didnt know, mm3 improvement can let you add up to 2 to 4 "multi paths" for each stage, although it's not editable in megafle without completely re-writing the program to add new textboxes and stuff.
That sounds awesome! There are actually 2 stages that could use ice physics, but both were built with the normal in mind. If you are willing to share it, I will definitely use it.

Yeah, I still know about the multi-paths, but I don't really know where to use them anyway. And not having it in an editor is not a huge problem as long as you can HEX edit it.


And why did I write Magnet Man all over the place in my last post, it's Spark Man's stage. XD

kuja killer
Posted on 07-17-16 06:37 PM (rev. 2 of 07-17-16 06:51 PM) Link | Quote | ID: 163500


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i think im going to give up actually. i apoligize for the false promise. it's just becoming extremely annoying as hell to edit an un-modified mm3 rom ...or even mm3 improvement 2.1 ...compared to Odyssey.

Cause there's no room to squeeze in a couple bytes of space into all the areas of megaman's AI without jumping all over the place, and ....it's just a freaking nightmare seriously. and there's so many other jumps and branches that point to these places i actually am stick code at ...and it just messes it all up, for example the JSR's are getting called 2 or more times when it should only be once...it's giving me a headache.

Sorry, i wont do it now honestly. -- it was easy to deal with on odyssey because it's all tons more optimized and easier to put in code into these areas "without" ever needing any JSR's or JMPs or anything like that.

it should of taken no less than 30 minutes to copy-paste all the changes i had documented, but i was at it for over 5 hours until i was "done" and quit, sadly.

Zieldak
Posted on 07-17-16 10:24 PM Link | Quote | ID: 163508


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Posted by kuja killer
No problem at all. I know how annoying it is, I know there is barely any free space, there are like small 1-4 byte long spaces that are totally useless, and in Improvement, there's even less space. Way less. There is literally no free space anywhere, where the code could actually work. For example I know putting a code in the bank with the animation data is not an option. And I don't even know how addressing really works. And then you can't use that free space after 40000 for this either. So don't worry about it. This is why some other games are easier to hack or add new things to, because they have much more unused space and stuff.

And yeah, I see you are also labelling stuff, that makes stuff a lot easier too.

Trinitronity
Posted on 07-31-16 01:04 PM Link | Quote | ID: 163635


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Posted by Zieldak
And yeah, I see you are also labelling stuff, that makes stuff a lot easier too.

Wait, labelling? So there is a disassmbly out there? Because I know that Hex-Editor MX does not seem to support labelling.

kuja killer
Posted on 07-31-16 04:54 PM (rev. 2 of 07-31-16 05:00 PM) Link | Quote | ID: 163638


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No, afraid.
It's about my habit of always adding 10 byte text labels anywhere/everywhere i possibly can, on the hex editor. To seperate blocks of data and code, to make it a little easier to find stuff i've worked on in the past and current.

I told infidelity to do this, to help him with his Zelda Legend of Link.
And it's worked wonders for him. Believe me if you look at his game, you'll find hundreds of these labels EVERYWHERE in his rom on the hex editor.

heres some examples from his zelda
https://s31.postimg.org/lu7w9mxvf/zelda.png

and here's the Story Intro stuff from Megaman 3 Improvement:
https://s31.postimg.org/ylv97mmez/mm3improve.png

It's easy.
you click on the far right side of the hex editor - fceux by the way.
then you can type normal regular letters there, you dont need to know any hex numbers, because it converts it all automatically.
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Main - ROM Hacking - Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! New thread | New reply

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