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Main - ROM Hacking - Help programing Parallax Scrolling in Megaman 5. New thread | Thread closed


Gavzilla1000
Posted on 03-29-14 12:23 AM Link | Quote | ID: 156235


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So lately, if you follow the Megaman Hacking Thread, I made a post saying that I was making a mini one-level hack of the robot museum in Megaman 7. Now, just because this is a small one level hack, doesn't mean that I won't put any effort into it, and I want to simulate the multiple background layers that the Robot Museum has.

I've been trying to find a way to have certain parts of the background move, but not the rest. Sort of like the train in Charge Man's stage in Megaman 5, Boltman's stage from Megaman Odyssey, or even Gemini's Man stage in Megaman 3 with the star's in the back ground.

I tried googling tutorials on how to program Parallax Scrolling, but most of them dealt with Super Mario World, and never from a ASM tutorial were they did it by scratch. But, I did learn some thing from that post tho, and I want to know of this is the same for NES too.

According to the post, there will have to be SOME type of modification to either the scrolling code, or the background code for that certain lever. (The post didn't specify, I'm just guessing on this one.) And that the "second layer" of the back ground will have to be pre-made, and I'm fine with that.

I have little to no experience with big ASM "hacks" like this, but if anyone can help point me in the right direction, that would be very appreciated.

DurfarC
Posted on 03-29-14 06:10 AM (rev. 3 of 03-29-14 06:11 AM) Link | Quote | ID: 156237


Shyguy
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Anandastoon (author of Mega Man 5 Indonesian Artifact) made a patch that lets you do this. I didn't try it myself, but based on how cool the parallax scrolling sections in his hack were, I'm sure you can get the results you want with his patch.

See here (and the rest of the thread, it is talked about throughout the thread):

http://acmlm.kafuka.org/board/thread.php?pid=153351#153351

Download link is in the linked post.

It's really, really nice of him to share his knowledge like that. Big thanks to him!

infidelity
Posted on 03-29-14 06:40 AM Link | Quote | ID: 156238


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Fancy scrolls like that have various combinations, such as an irq split & chr-rom swapping to display tile animations, giving a portion of a background that scrolls either slower or faster, than the regular speed of the horizontal scroll.

kuja killer
Posted on 03-29-14 04:20 PM (rev. 3 of 03-29-14 04:24 PM) Link | Quote | ID: 156242


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i wouldnt recommend using the method i did for the Cave background in boltman.

cause what i did there was very in-efficient. well i mean, the way i did it was i had 32 copies of that background. (it took a full entire 8 pages of graphic space)

you can see it for yourself if you were to load odyssey in Tile Layer Pro, or YY-CHR, it's between B0010 and B8010.

This allowed it to be placed anywhere-anytime. No IRQ's required whatsoever. Doing that type of method usually eats away at the graphics majorly fast.

But if you do the gemini, or megaman 5 indonesia method, you dont need to worry about graphic space whatsoever, "but" it does require IRQ's and it cant be "anywhere" on the screen, only where you "split the screen" at.

so yea, take Anandastoon's patch

Gavzilla1000
Posted on 03-29-14 05:41 PM Link | Quote | ID: 156243


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Thank you DurfarC for that patch! I will sure use it in the future.

But to what kuja killer said, when I re-downloaded Megaman Odyssey to check out the graphics thing, I also played a little bit of Boltman's stage again. The background scrolling that you programmed is EXACTLY what I was looking for! The only issue with Anandastoon's patch, is that EVERYTHING scrolls. (Depending on what its set too.) But for Bolt Man's stage, anything in the "foreground" scrolls normally, while the back ground scrolls a little slower.

I don't know how to study the scrolling programing for that level, so I have no clue what the heck you did that made it do that. I also wonder, did you have to use 16-bit pointers for 80010 - 100010?

Thanks for the help!

kuja killer
Posted on 03-29-14 07:25 PM (rev. 3 of 03-29-14 07:30 PM) Link | Quote | ID: 156244


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no "16 bit pointers" or anything like that.

I actually expanded the rom with a tool called "nes header checker" to make the romsize go from 384 kb, to 1024 kb ( 1 MB ) so i can have more room for graphics and programming space.

i think the max size for the MMC3 mapper is only 768 kb, but im not quite sure.

and yea that's what i was trying to explain earlier, the differences/positivies/negatives between what i did...and what the other type of parallax is (gemini man and megaman 5 indonesia)

you explained it better than me.

you could actually expand your rom too if you want to have quite a bit more graphic space. it should be possible i think. the idea is... copy and paste whatever piece of graphic or graphics you want scroll.. and shift it 1 pixel to the left on every copy-paste (1 pix left, 2 pix left on next, 3 pix) however many pixels "wide" your graphic is.

if your graphic is 32 pixels wide, then you'd have to have it duplicated 32 times. (the longer it is, the more space it eats up)

Forrest Boyd
(post deleted) ID: 167090

Main - ROM Hacking - Help programing Parallax Scrolling in Megaman 5. New thread | Thread closed

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