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

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Trinitronity
Posted on 10-02-15 07:38 PM Link | Quote | ID: 161318


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Well, if it helps, someone already released an unfinished Text Editor.
Unfinished in the sense that the new text needs to be exactly as big as the original text, but at least it did not corrupt the ROM, and you could easily replace text with shorter text by injecting additional spaces.
I can link it to you, if you want to take a look at it.

kuja killer
Posted on 10-02-15 07:48 PM Link | Quote | ID: 161319


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that's cool, but nah i dont need to see.

Anyway i listed all the offsets of as many settings as possisble in the Story Intro guide text, and where the text is located + a TBL file for fceux emulator.

And yea sorry about "not all" graphics present for the intro screens in megafle. you just only have to swap the graphic pages around a little bit to display them all in the "miscellaneous" screen.

It's because the first 2 pictures, and maybe the one of rush-megaman too ...are way too huge for regular NES standards. they use like 400 tiles apiece as opposed to the regular 256 tiles, so i had to make a custom IRQ to swap the graphics half-way down the picture in order to display all those tiles.

Model FZx
Posted on 10-02-15 10:23 PM Link | Quote | ID: 161320


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Posted by kuja killer
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


Any chance you have the source code for MegaFLE? Depending on what language is in, I can take a look at it.

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kuja killer
Posted on 10-02-15 10:34 PM Link | Quote | ID: 161321


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http://www.romhacking.net/utilities/333/
link on that page, it's visual basic 6

Model FZx
Posted on 10-03-15 03:33 AM Link | Quote | ID: 161325


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I thought it was written in QuickBASIC? Huh, anyways. Thanks.

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Trinitronity
Posted on 10-03-15 09:17 AM Link | Quote | ID: 161326


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Hello again.
Today will start my vacation, but only this evening, so I still have a little time left.
I used that time to upgrade Togetic into 2.1 status.
This, of course, has led to some side effects.
The first one: the landing sound is corrupted. But actually, I think I'll just keep it like that, because it does differentiate Togetic from the MegaMan series.
The second one is more serious: Togetic now uses MegaMan's pallette again at the start (which can still be fixed by entering the pause menu or switch weapons). I assume I have to change the addresses 3C8A8-3C8AB again or is the pre-pause default pallette located elsewhere this time around.
Also, while Togetic's Default Pallette also works fine on the Weapon Get screen, the pallette of the other weapons are screwed up...

Also, I see someone is eager to update MegaFleX. Now that's interesting.

Model FZx
Posted on 10-03-15 05:26 PM Link | Quote | ID: 161332


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I was actually looking to update its [I}DOS counterpart, considering how I'm stuck to an android phone and I have no way of launching MegaFLE X or Visual Basic 6, but I can write code though.

Withvthat said, time for me to actually play this thing.

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kuja killer
Posted on 10-03-15 09:41 PM Link | Quote | ID: 161334


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uhhhh, no one ever uses DOS, that'd be a waste of time in my opinion, and the DOS one's been abaonded for like 8 years or so, it's majorly out of date. like version 0.41 or something.

it's not worth the time at all...

Model FZx
Posted on 10-03-15 11:17 PM (rev. 2 of 10-03-15 11:18 PM) Link | Quote | ID: 161335


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Posted by kuja killer
uhhhh, no one ever uses DOS, that'd be a waste of time in my opinion, and the DOS one's been abaonded for like 8 years or so, it's majorly out of date. like version 0.41 or something.

it's not worth the time at all...


I'm asking for learning purposes, and I use the dos version using dosbox turbo until I can get a PC(for the time being).

Now, on another note, wherw can I download this Togetic ips patch? Has it been taken down or did I not look well enough?

EDIT: Wait... Its not an IPS patch yet? :-( Shame, considering how interesting this looks.

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Trinitronity
Posted on 10-20-15 09:51 AM Link | Quote | ID: 161514


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Yeah, it's still way too unfinished to be released, sadly. Also:
Posted by Trinitronity
Hello again.
The second one is more serious: Togetic now uses MegaMan's pallette again at the start (which can still be fixed by entering the pause menu or switch weapons).


And I have found out that the pallette is not found at the addresses 3C8A8-3C8AB anymore. So yeah, somebody please help me with this problem...I cannot continue until I have this problem fixed...

kuja killer
Posted on 10-20-15 10:10 AM (rev. 4 of 10-20-15 10:15 AM) Link | Quote | ID: 161516


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it should be perfectly fine to edit the weapon palettes through MegaFLE.

It sounds like your talking about the colors changing back to the regular blue(s) when you un-pause weapon menu. Try looking at this:

in megafle, open the Palette editor, then click the little tab button that says Weapon Menu, and see if the colors there had the blues still, you can edit those there.

You have to click the color'd squares, or you can choose to type the hex numbers in.
----------------------------------

*** EDIT: sorry i mis-understood. you meant when first starting a level. so nevermind the above. my bad
Actually you have the offset right, but since the rom is expanded for megaman 3 improvement, the 3C000-3FFFF is now re-located to 7C000-7FFFF

So if your rom was expanded to 768 KB after you used mm3 improvement, the new address is
7C8A8-7C8AB

Trinitronity
Posted on 10-20-15 11:01 AM (rev. 2 of 10-20-15 11:36 AM) Link | Quote | ID: 161517


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Posted by kuja killer
*** EDIT: sorry i mis-understood. you meant when first starting a level. so nevermind the above. my bad
Actually you have the offset right, but since the rom is expanded for megaman 3 improvement, the 3C000-3FFFF is now re-located to 7C000-7FFFF

So if your rom was expanded to 768 KB after you used mm3 improvement, the new address is
7C8A8-7C8AB
Nice, so it's essentially the old address + 40000?
Also, the titlescreen still uses the correct pallettes (white and gray instead of blue with face colors), so I will check if the same is true for the Weapon Get screen. But anyway, thanks for the help.

EDIT:
Well, the default pallette is also still functional in the Weapon Get screen. So far so good.
However, there is one new problem: the Shadow Blade replacement boomerangs back again.
I know I fixed that problem already before, but I forgot how, and I cannot find the solution on my notes either (which otherwise has got everything I have learned and understood so far about MM3 hacking that is not in the old docs)...
So yeah, I would like to the original and the new address for the Shadow Blade range again...
Thanks in advance!

kuja killer
Posted on 10-20-15 11:43 AM (rev. 2 of 10-20-15 11:44 AM) Link | Quote | ID: 161518


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http://acmlm.kafuka.org/uploader/get.php?id=3926

maybe check with this ?? (all the 3Cxxx-3Fxxx are 7Cxxx-7Fxxx as mentioned earlier, cause of expansion)
not sure which one is related to your situation for shadow blade.

Trinitronity
Posted on 10-20-15 11:57 AM (rev. 2 of 10-20-15 03:54 PM) Link | Quote | ID: 161519


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Funnily, I actually have that one, and when I go and search for Metal Blade stuff, then I get this:


Weapon Shooting Ranges Table #1: (Directions a weapon can be shot) ex. up/down/left/right
$3D2EB - Shadow Blade
NOTE: Will be updated soon
______________________________________________________________________________
Weapon Shooting Ranges Table #2: (How far a weapon can shoot/go across the screen)

$3D2FC - Shadow Blade
NOTE: Will be updated soon


I at least figured now that the new adresses should be $7D2EB and $7D2FC respectively.
So I compared the new version with the old version.

So yeah, with a high enough number in the address $3D2FC/7D2FC, like 99 for example, the Shadow Blade ends up off-screen before it gets the chance to return...

So yeah, thanks again.

EDIT: Okay, I would also like to know how I can now which object uses which tile data.
I already managed to sucessfully recolor the Shadow Blade replacement from the MegaMan face palette into the MegaMan body pallette, but now I want to recolor the 1UP into the MegaMan face palette completely and I would like to manage the tiles of the weapon icons (both in the pause menu and during the weapon switching) differently. The way how the Shadow Blade icon is assembled makes it impossible for me to change it into something more fiery...

kuja killer
Posted on 10-22-15 12:33 PM Link | Quote | ID: 161555


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Most of the games animations and frame data are between 34000 to 38000

369FC-36A05: 1-Up tiles and palettes
The first byte of an tile frame/animation always specifies how many tiles are on a frame. This says 03, which means there's 4 tiles (cause 00 counts)

The 2nd byte is a pointer to it's X/Y positions for each individual tile.

The rest is the the Tile ID number followed by palette. 6D means it uses graphic tile 6D, 00 means it uses the 1st sprite palette (megaman's body) -- change to 01 to make it be 2nd pallete (megaman's face colors).

You'll notice a slight change on the other tiles being 40 and 41. that means you can flip them horizontally, vertically, or both. so, 0x, 4x, 8x, and Cx

-----------------------------------------------------
Weapon icon sprites above megaman's head:

Start from 3FF00, you'll notice a 10 byte text label i put there called "WEP ICON SPRITES"

Same format as above i explained earlier. Well kind of, just reversed.
Mega buster is 3FF50-3FF5F, Gemini is 3FF60-6F, needle 70-7F...

Shadow blade is 3FFF0-3FFFF.
1st byte is palette, 2nd byte is tile number. All icons use 4 tiles except mega buster

Graphics are located at A5010 and A6010 when viewing in Tile Layer Pro or YY-CHR

Trinitronity
Posted on 10-22-15 06:58 PM Link | Quote | ID: 161563


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Thanks. I managed to change the pallette of the 1-UP.
I also managed to change the Top Spin and Shadow Blade icons properly on the weapon menu and changed the weapon menu initials sucessfully (so I probably also know now which hex value is which letter for pretty much everywhere else in the game if it's the same everywhere else in the game).
Now if only I would know how to easily find the animation and frame data of an object myself...
...I would then also try to change the Large Health Pick-Up sprites as well...maybe also change the pallette of the default weapon's projectile.

And thanks for the informations regarding the "quick weapon switch" icons. It definitely comes in handy.

Also, I just noticed two new problems:
While the palette for Togetic's head in the stage select screen is correct prior to the Doc Robot levels, it suddenly becomes incorrect when the Doc Robot levels become avaible, probably because the colors of the 4 pallete sets change between the two versions of the stage select screen for whatever reason.

The other problem is that the question mark during the Doc Robot stage start intro is garbled now.

kuja killer
Posted on 10-22-15 07:10 PM Link | Quote | ID: 161564


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yea there's completely seperate palettes between the regular stage select ...and the doc robot stage select. they have 2 seperate palettes, settings tables when you press start on any of the 9 squares, pretty much everything almost.

Doc Robot Stages Palette (Stage select)
31D46 - 31D55

This should be it, from "stage select.txt"
-----------------------------

Not sure about the question mark thing. you might have over-written either it's tile id's information, or x/y positions.

If not, then you might have overwrote some of it's graphics where-ever it was located.
just only a guess.

Trinitronity
Posted on 10-22-15 07:56 PM Link | Quote | ID: 161565


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Thanks, I managed to fix the pallete problem.

However, I'm still trying to fix the question mark glitch. I at least know that the graphics themselves are still there, but I don't remember ever over-writting its tile id or x/y position...

Where can I find them in the Improved2.1 version what are the values supossed to be? I could compare the two then, just to be sure.

Zieldak
Posted on 10-22-15 08:01 PM (rev. 2 of 10-22-15 08:04 PM) Link | Quote | ID: 161566


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In Enemy Editor:

GFX set: 1E
Bank 0: 8
Bank 1: 36

Or alternatively, use a different GFX set with the same values and edit the values at
61D0: 1E001E0000001E001E (1E to new GFX set)

Trinitronity
Posted on 10-22-15 08:28 PM Link | Quote | ID: 161567


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Uhm...there is no Enemy Editor avaible for Scene Screen Mode...
Also, did the GFX set for the question mark change during the transition from Improved1.3 to Improved2.1 as well?
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Main - ROM Hacking - Togetic (MegaMan 3 hack) New thread | New reply

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