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Main - ROM Hacking - Togetic (MegaMan 3 hack) New thread | New reply

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Trinitronity
Posted on 07-06-14 10:33 AM (rev. 3 of 04-13-18 06:53 PM) Link | Quote | ID: 157271


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Hello again, it's me.
Thanks to rock5easily for helping me out with pallettes and addresses, I now have enough to show you screenshots of my MegaMan 3 hack, and thus, revealing its identity:

I got that idea from an bootleg Gameboy Color game called POKéMON Adventures, where Sonic is replaced with Pikachu, so I decided to replace MegaMan with someone.
And MegaMan can only be replaced with POKéMON, that are well known for Metronome, the closest thing to MegaMan's robot master weapons, that POKéMON has. (Okay, I do have to agree that my attempt at this sprite ended up a bit worse than planned, and the second screenshot is blurred for some reasons).
The story was supossed to play some time after POKéMON Adventures, where Pikachu The Mouse had to deal with robotized POKéMON (kinda like the Badniks in most Sonic games).
But guess what, Pikachu went missing, and it's up to Togetic, who after an incident got a more useful Hyper Beam and a buffed up Metronome, to find Pikachu again.
This time, though, he has to deal with a new type of enemy: The PokéMasters.

Gameplay: After the incident, Togetic's Swift and Metronome work differently.
Swift now work like the MegaBuster in MegaMan 5 (needs to be implemented), as in Togetic can shoot small pellets or charge it for a burst. The downside: Togetic cannot use the Hyper Beam anymore for shooting a big laser.
The Metronome now does almost nothing at the start, but if Togetic defeats a PokéMaster, then he can access to a new attack thanks to the new Metronome.
At the moment, I'm doing many things at once: Level designing and also some ASM (thanks goes to Kujakiller and rock5easily). I also composed some original tracks, although I now have to start composing at some point again, if I got any new ideas.
In the meanwhile, have a title screen and the first screen of the level, which has got the PokéMaster, that replaces Magnet Man, but I will update the thread, if I have anything new to show.

Invite link to my fan projects Discord server (includes this hack): https://sonicretro.org/dc.php?id=n1uvir7wnf

Chaobomr
Posted on 07-07-14 06:06 AM Link | Quote | ID: 157321


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I apologize for waiting a while, but, this hack sounds interesting. I wouldn't mind helping you beta test or whatever.

____________________
Sorry for the stupidity. That jerk will be dealt with in the most insane way possible.

Trinitronity
Posted on 07-07-14 07:36 AM Link | Quote | ID: 157322


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Thanks.
By the way, this game is also the reason, why I originally wanted to use CSA, but then decided against the idea. I want to replace the Robot Masters with POKéMON.
Also, it will feature enemies, that weren't in the original MM3, but that's mainly because some things from MM3 wont get any use at all, like, for example, the Snakeys and Big Snakeys from SnakeMan's stage. Also, those frog robot will be replaced with robots, which basically act like the Robbits from MegaMan 2 (except the design is different and the carrots are replaced with fireballs), meaning that I only have to expand the AI of the already existing frog robot by making it shoot and also give it a different hitbox. Maybe if I could add some kind of JMP or JSR...
But first, I want to finally finish the coding of the MagnetMan replacement.
Only one single thing is left: making MagnetMan move horizontally in the air during the shooting phase (I would make the boss shoot enough of these projectiles, so the boss does a full lap and comes back to the old place when the shooting phase is finished).
And as long as I don't know, how to hack the Yoku Blocks in the stage, I cannot really do a lot with the level design.
GeminiMan's replacement has a similar situation. The clone phase will be removed altogether, the Gemini Laser gets replaced, and two new simple attacks get added (I hope they are simple, one of these two new attacks could be even reused from the AirMan Doc Robot).
HardMan's replacement, on the other hand, just needs a different projectile (a projectile, that bounces)
The replacements of some other Robot Masters need even less changes.
Out of the PokèMasters, SnakeMan's replacement would need the most coding, since I would have to port the code from a different MegaMan game into this game.

Trinitronity
Posted on 10-01-15 11:47 AM Link | Quote | ID: 161284


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Big Update after a long long time!

I have discovered that there exists a new version of KujaKiller's MM3 Improvement patch.
At first I was super glad, but then I was worried about what it could possibly do to my game.
So before I did anything stupid, I first patched it on an unmodified MegaMan 3, and well, how to put it:
MegaMan's sprites are glitched up ingame. And that happens on an unmodified MegaMan 3, so I really don't want to imagine what could possibly happen if I patch it on my Togetic ROM, which already has a modified version of the MM3 Improvement ver 1.3 patched on top of it (and works fine with that one).
But I still wont give up.

I also found out that Zieldak posted some notes about what he has discovered regarding the Yoku Blocks. If I manage to figure it out completely, I can finally do a big overhaul to the MagnetMan stage.

This is also the part where I will finally can reveal the identity of the first PokéMaster, who is the MagnetMan replacement.
It's Mismagius, the Ghost-type POKéMON. What I would like is someone to sprite that POKéMON, but not just sprite it, but sprite it like that so it would fit MagnetMan's spots perfectly.
I mean, I would have tried it myself if I could, but I'm sadly not much of a spriter (the shape of Togetic's head is off-model, for starters, and still has room for improvement.

So yeah, this game is far from dead!

kuja killer
Posted on 10-01-15 09:16 PM (rev. 3 of 10-01-15 09:21 PM) Link | Quote | ID: 161294


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megaman glitched ? but that's impossible .

are you sure you did Ver 2.1 on a clean rom ?? and NOT an rom that already has been hacked or had a previous version ?

Unless maybe you accidently used the japanese patch on the english rom ...or english patch on the japanese rom. :-/

https://www.youtube.com/results?search_query=megaman+3+improvement&search_sort=video_date_uploaded
None of these youtube videos have any glitches

Trinitronity
Posted on 10-01-15 09:42 PM Link | Quote | ID: 161295


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Yes, I patched the MegaMan 3 version (not the japanese RockMan 3 version) on an unmodified version of MegaMan 3 (not the japanese RockMan 3), and while the intro, title screen, stage select and Robot Master introduction look and work fine, as soon as actual gameplay starts, I get this:




Anyone with a MegaMan's teleport sprites is affected as well by not having using said teleport sprites but otherwise working fine (at least that's true for ProtoMan).

Zieldak
Posted on 10-01-15 10:43 PM (rev. 2 of 10-01-15 10:54 PM) Link | Quote | ID: 161297


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Have you read the PM(s) I sent you? It seems you are using a bad dump or an European ROM (Actually, this should not even boot up). Please make sure you are using an USA ROM that has this CRC: 452D8089.

Edit: I have tried to reproduce this bug or whatever. None of my ROMs does this. Are you sure that ROM is clean?

Trinitronity
Posted on 10-02-15 08:02 AM Link | Quote | ID: 161301


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Well, damn. I forgot how to read PMs on this forum.
But anyway, if that would be the case, then it would be pretty bad, because I already used that version for my ROM hack, and I really REALLY do not want to start over...

Zieldak
Posted on 10-02-15 04:06 PM Link | Quote | ID: 161302


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You don't have to at all. I can port your levels over to 2.1 easily if you wish. You could do that too with a hex editor too with ease. MegaFLE X's offset viewer is pretty useful for this.

And you can view your PMs here when logged in.

By the way, anything else glitched out? Maaaybe this would be an easy fix actually.

Trinitronity
Posted on 10-02-15 05:13 PM Link | Quote | ID: 161304


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Well, I couldn't find any other glitches. Then again, it's hard to even play, let alone find glitches, if you cannot see yourself.
And thanks for the link, although it would be nice if it would have been more visible in this forum.

Zieldak
Posted on 10-02-15 05:33 PM (rev. 4 of 10-02-15 05:36 PM) Link | Quote | ID: 161305


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Posted by Trinitronity
Well, I couldn't find any other glitches. Then again, it's hard to even play, let alone find glitches, if you cannot see yourself.
And thanks for the link, although it would be nice if it would have been more visible in this forum.

Compare 34010-34FFF in an Improvement 2.1 rom to your Togetic 2.1. If they are not the same, that's the problem, copy it from Improvement 2.1 into your game. Did you edit sprites with CSA in 1.3 or something?

MiniCompute
Posted on 10-02-15 05:34 PM Link | Quote | ID: 161306


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Posted by Zieldak
You don't have to at all. I can port your levels over to 2.1 easily if you wish.


Just go ahead and do him a favor, I'm sure he appreciate it.

Trinitronity
Posted on 10-02-15 06:15 PM (rev. 2 of 10-02-15 06:20 PM) Link | Quote | ID: 161308


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Posted by Zieldak
Compare 34010-34FFF in an Improvement 2.1 rom to your Togetic 2.1. If they are not the same, that's the problem, copy it from Improvement 2.1 into your game. Did you edit sprites with CSA in 1.3 or something?

Actually, I haven't patched Togetic to 2.1 yet, only to 1.3...
Also, I edited the sprites the old-fashioned way with YY-CHR, because I have problems with CSA period (plus it mentions that it could very possibly corrupt my ROM).

Also, regarding your Yoku Blocks comment in your PM: I will let you know whenever I have come up with a proper level layout, because the current level layout is just an edited and expanded version of MagnetMan's stage.
I will change it, of course, and when you do send me the code, please also tell me the detail with how you made all that, so I can learn it and then do it myself in the future. Thanks in advance!

Also, if there is someone who can sprite and is willing to sprite, please let me know, be it through this topic or through PMs.

Oh, and tommorow starts my vacation, so I wont be able to work for around 2 weeks.
I also wont be able to answer to anyone, but I make sure to answer after my vacation is over.

Zieldak
Posted on 10-02-15 06:28 PM Link | Quote | ID: 161310


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Well, okay... 1.3 already does this? Weird. Shall I port your levels over to 2.1 then? Of course, I can do the title screen and other stuff too easily.

Trinitronity
Posted on 10-02-15 06:36 PM Link | Quote | ID: 161311


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No no no no no, Togetic 1.3 works fine.
The one that glitches is Vanilla MegaMan 3 patched with MegaMan 3 Improvement 2.1

Zieldak
Posted on 10-02-15 06:47 PM Link | Quote | ID: 161313


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Posted by Trinitronity
No no no no no, Togetic 1.3 works fine.
The one that glitches is Vanilla MegaMan 3 patched with MegaMan 3 Improvement 2.1


Ooookaaay. Now I don't understand. The original game just glitches out with 2.1 on it? O.o It never did for me...

Trinitronity
Posted on 10-02-15 06:58 PM Link | Quote | ID: 161314


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Yup, the original MegaMan 3 glitched out when I used the MegaMan 3 version of MM3 Improvement 2.1..

Kuja Killer said that the CRC might be wrong, but I checked, and it's actually 452D8089, which is indeed the correct CRC.

Zieldak
Posted on 10-02-15 07:05 PM Link | Quote | ID: 161315


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Posted by Trinitronity
Yup, the original MegaMan 3 glitched out when I used the MegaMan 3 version of MM3 Improvement 2.1..

Kuja Killer said that the CRC might be wrong, but I checked, and it's actually 452D8089, which is indeed the correct CRC.


Try redownloading the file again, and use a different patcher. I don't know what is the cause of this... I have tried to reproduce this many times... Even with the JP version and mixing many kinds of roms and ips files... But nothing like this happened.

Trinitronity
Posted on 10-02-15 07:08 PM (rev. 2 of 10-02-15 07:21 PM) Link | Quote | ID: 161316


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Posted by Zieldak
Posted by Trinitronity
Yup, the original MegaMan 3 glitched out when I used the MegaMan 3 version of MM3 Improvement 2.1..

Kuja Killer said that the CRC might be wrong, but I checked, and it's actually 452D8089, which is indeed the correct CRC.


Try redownloading the file again, and use a different patcher. I don't know what is the cause of this... I have tried to reproduce this many times... Even with the JP version and mixing many kinds of roms and ips files... But nothing like this happened.

Actually, I didn't even made any permanent patching. Nestopia has a function with which I can temporarily patch a ROM with an IPS patch.
Wait a second, what if this is the problem? Gotta test it!

EDIT: Yep, Nestopia's temporary patching was the problem. When I permanently patched a copy of the unmodified MM3 with LunarIPS, the ROM now works like a charm.
So after the vacation, I will start with the upgrade!

Fun fact: Even though there are now problem opening the upgraded MM3 with an upgraded MegaFleX, most of the intro graphics in the editor will be glitched up (but show up fine when actually playing the game). Also, not only is the Text Editor completely unchanged (meaning that you still cannot edit text), it doesn't even feature the newly added intro text.

kuja killer
Posted on 10-02-15 07:35 PM (rev. 2 of 10-02-15 07:38 PM) Link | Quote | ID: 161317


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i never finished that text editor for megafle years ago because...i had no idea how to make text editable with it. all the times i tried would majorly corrupt the rom really bad...so i left it un-finished and never bothered with it again, so it's basically just only a text "viewer".

It's completely useless to be honest.

Also, so you apparently used a europe rom acording to zeildak ? yea sorry i dont know anything about the europe rom, i never even had any "thought" of that at any time during mm3 improvement. And im not interested/dont care either. sorry.

Only US, and japan rom's. im not redoing mm3 improvement for a europe rom, sorry
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