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Main - ROM Hacking - Megaman/Rockman 3 Improvement 3.0 New thread | New reply

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kuja killer
Posted on 05-22-15 07:34 AM (rev. 8 of 05-22-15 08:46 AM) Link | Quote | ID: 160163


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ah okay great. im just very relieved you had a backup of your ROM before this whole situation.

Well no one would dare "not" have a backup. But i just had to make absolute sure was all. This is basically the procedure i talked about, for anyone else to restore their graphics from a backup rom, after applying mm3 improvement to it. Just copying their graphics from 40010-6000F to 80010 ...

Then those little couple tiles for megaman's feet, bubble, the 2 tiles in Rush Coil's graphic page (the tail wagging) --- and the Exit stage. That's all.

------------------------------------------------------------
edit: by the way, we'll talk about the weapon select button combo's later. I need a break for now first. And i actually had planned on wanting to show everybody something (especially Zieldak for megaman 3 crimson) -- reguarding the select button weapon switching stuff sometime (maybe in a week or so)

I wanted to do it for mega/rock 3 improvement SO bad. but i felt it would interfere with people's romhacks too much (graphics)... in the end, i choose to avoid it.

It will be a seperate patch that can be applied directly ontop of mm3 improve, megaman 3 crimson, or BaronHaynes hack for example.
it will "not" be integrated into mm3 improve directly though.

I can guarentee it will make megaman/rockman 3 hacks "stand out" a little bit compared to any others, if a person chooses to use it. At least that's my personal opinion.

Zieldak
Posted on 05-22-15 04:21 PM (rev. 3 of 05-22-15 05:28 PM) Link | Quote | ID: 160166


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@BaronHaynes

I see not I'm the only one who is using [MM/RM3I2.0] now.
It's a bit unfortunate you fell into the IPS trap.
I did it with an IPS multipatch trick (which isn't as risky as C+P-ing data). I expanded both the original game's ROM and my Hack ROM to 768 KB (using Kuja's notes), created a patch using MM3 as the base and MM3I as the modded rom with Lunar IPS. Then simply patched it to my expanded ROM. I only had to fix up the sound area in the ROM, and other stuff that was affected by the patch (stuff that was edited before, for example stage select, title screen, wily intro - city)


@Kuja Killer

I played some MMU yesterday... And then I read this today...
I know what it is you are working on.

kuja killer
Posted on 05-22-15 04:36 PM Link | Quote | ID: 160167


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oh okay, yea you got it.
I had wanted to add those 4 tile weapon icons above megaman's head when weapon-switching. There was obviously no tiles in any weapon pages.

Zieldak
Posted on 05-22-15 05:34 PM Link | Quote | ID: 160169


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The only problem is the palette for the overhead icons. But that would be cool. (+ a life counter O.o)

I have to ask this because... someone asked something like this before: Would it be possible to add an intro level to the game and give Break Man a short level?

BaronHaynes
Posted on 05-24-15 05:07 AM Link | Quote | ID: 160176


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That sounds really awesome, I'm looking forward to it!

BaronHaynes
Posted on 06-02-15 10:10 AM Link | Quote | ID: 160226


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Kuja: Did you document the hex code for changing the water physics? Mega Man feels floatier in water after the improvement patch (it feels like Star Man physics from MM5, and the 1/3 chance of fast knockdown from getting hit is identical to that).

I'm not sure which one I prefer, but it'd be nice to be able to switch back and forth and test, and the code doesn't seem to be in the 2.0 notes. My water levels were designed with MM3 water physics and they play pretty differently now.

kuja killer
Posted on 06-02-15 09:06 PM (rev. 4 of 06-02-15 09:11 PM) Link | Quote | ID: 160228


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Version 2.1 is released now. It is the LAST update permenately for now on.

I updated the thread title, and download link to here on acmlm again, until the romhacking.net page was updated again. (i submitted there a little while ago)

I'm sorry for first of all for promising that this was only going to be very small edit to you guys, ...because instead this turned out to be a few dozen edits.

So i had no choice but to make a "full" IPS patch again, so just wanted to warn you guys that i had to work with invidiaully to get your hacks working properly, before.
------------------------------

** No, nothing should be wrong with the water, i did change the water stuff a little bit, to add the water bubble to simulate megaman breathing in water. but that's it though, nothing else about it was changed.

at least there shouldn't be anything different about the "low gravity" stuff... But i'll try checking later just in case, i guess

** intro level for game is possible, yes. Especially because of the ROM expasion for double graphics and programming - that would take tons of work though. a whoooole lot.

** a level for break man - no i dont believe so.

BaronHaynes
Posted on 06-03-15 06:11 AM Link | Quote | ID: 160231


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Nice work, the weapon icons look really cool! I like the new sound effects too. Full IPS is fine, I would have to manually fix my rom anyways since I started working on the unpatched one again for now.

Let me know what you are willing to do about weapon-switching options when you get a chance, if you're still interested. My hack absolutely needs all 3 switching options (ideal layout being: select, down+select, and start+select back to buster) and I'll have to find a way to keep Korx's patch if I can't get those options with yours (but yours is much better since you can switch while sliding and while a shot is out). I know you're not a fan of that layout but I've been speedrunning romhacks with it for about a year and works really well for sliding Mega Man when you rebind select to a trigger button. I like everything about this patch, and I'm in an awkward position of needing the switching options for my hack to work, but knowing my hack would be much better with a lot of the fixes you've done -- some of which I don't know how to manually apply since they're not in the 2.0 or 2.1 notes.
--------

So I tried applying just the lag reduction code from 2.0 (after doing the ROM Expansion) and the game crashes as soon as I teleport in on any level (the palettes in stages seem to be going haywire as well). I was careful and did it twice, using only the Japanese code where indicated (as well as code indicated for both JP and English). I tried it on a fresh copy of Rockman 3 just to be sure. I didn't apply the Improvement IPS or change anything else, just ROM Expansion and Lag Reduction from 2.0 notes. I enabled SRAM as well but it didn't help.

It also seems to break the cursor on the title screen, so that it doesn't appear until I press up or down (just pressing start goes to password).

kuja killer
Posted on 06-03-15 06:59 AM (rev. 9 of 06-03-15 07:30 AM) Link | Quote | ID: 160232


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yea sorry that i didnt do the extra button stuff still for the weapon switching.

I attempted to do Start+select a few days ago, but it wouldnt work because it always opens the pause menu every time, and then i found its because, my code comes "after" the LDA $14 AND #20 for pause menu.

So start button is ignored in the weapon switching stuff. but the other button combo's should be OK to do though.

Hmm, yea i defintely know about the disappearing cursor thing. That's officially started "after" lag reduction. I had to do all sorts of ridiculous updates with Dr Light's lab, game ending, light-wily intro before the wily stages and so on, to fix those sprite disappearing problems.

The crash is "maybe [i dont honestly know] because other updates/edits use those areas. So just doing the lag reduction alone isn't going to make the game run fine sadly.

I dont really know which other updates had to be applied along side it. But the blame for that is, because it's the largest update compared to anything else period.

I bet 99% it's likely something i did back in version 1.3, 1.2 or 1.1 which i never documented anything about.

BaronHaynes
Posted on 06-03-15 07:27 AM Link | Quote | ID: 160233


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Hmm, ok. Multi-directional switching is more important than the snap-back to buster, so if select+start doesn't work, it's not the end of the world. It's convenient, but swapping during a slide or a misfired gemini laser is probably a bigger help

Are the earlier versions of the patch archived somewhere? I'd be willing to try 1.3 for example and then do the lag reduction manually and see if it works. I think in the end if left/right switching is doable, it'd be easiest for me to apply the whole patch rather than try to add lag reduction and other things manually. I want most everything in it and I can live with anything I don't (or use the notes to try and revert a few things).

kuja killer
Posted on 06-03-15 07:35 AM (rev. 3 of 06-03-15 07:40 AM) Link | Quote | ID: 160234


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http://www.bwass.org/bucket/Megaman%203%20Improvement%20Final%20Ver%20130.zip

Here you go. Yes there's a much much better chance of no game crashes, because i started the 2.0 version directly on the 1.3 version from November 2012 anyways.

*warning* do not attempt to mix 2.0 changes with 2.1 changes ...cause that's guarenteed to cause all sorts of problems.
2.1 changes were only meant "after" 2.0 was released.
Because some types of changes edit the same areas again if that makes sense. I dont know how to explain that clearly.

But I cant really know what to tell you about the sprite disappearing thing you'll probably still end up having. Because i had to do waaaaay too much stupid stuff to fix that "after" lag reduction.

RushJet1
Posted on 06-03-15 08:49 AM Link | Quote | ID: 160236

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Supposedly Top Man's level looked like this before release at some point:



I was going to ask you if you knew about this or were going to add this in (instead of the flashing lights) but it's the final version of your hack.

I played through your hack today and it is pretty great. Some bosses are actually a lot harder (Wood Man doc especially). One thing I noticed is that no sound effect plays when Hard Man jumps up and crashes down. In the original game you could get it to play properly if you got the game to slow down (fire 3 snakes or a Gemini laser). In this one it just silences one of the squares.

kuja killer
Posted on 06-03-15 08:55 AM (rev. 6 of 06-03-15 09:19 AM) Link | Quote | ID: 160237


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Hrmm, your not the first person to bring up the top man thing.

Someone asked about this on my youtube video. So i'll tell you exactly the same thing i told the other guy.

1) those graphics do NOT exist in megaman 3 originally. It may have been from "beta" shots. but they are not present in the actual real megaman 3 rom.

and 2) i do not touch any level's level design's/graphics/ level data whatever because i wanted this project to be "rom hack friendly" as much as possible, in case people wanted to use this patch for their own romhacks.

The only one single exception to this strict rule, is the gemini planet graphic in the 2 gemini levels, as of version 2.1 - which is why i put a "CAUTION" in bold red text on the readme guide

---------------
I never touched the hard man sound, or any of the game's existing sound effects cause i have zero knowledge with music stuff.

so i cant give a proper answer to that question - i only just put sound effects in for enemies/bosses/megaman, and that was it.

BaronHaynes
Posted on 06-03-15 09:09 AM Link | Quote | ID: 160238


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It would actually be pretty easy to redraw those graphics in a tile editor from that screenshot. Top Man's stage has a lot of unused tiles, so there's plenty of room. I might try that in my hack (at least the city background, idk if I like the ceiling fence).

kuja killer
Posted on 06-03-15 09:11 AM (rev. 3 of 06-03-15 09:13 AM) Link | Quote | ID: 160239


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https://www.youtube.com/watch?v=v8mN8wfYE_A

Yea, check this out, i forgot about this. Someone actually did that before a couple years ago. (with mm3 improvement as well)

Also im currently working on the weapon switching stuff for you, BaronHaynes. I'll PM you when i've got it ready.

RushJet1
Posted on 06-03-15 09:16 AM Link | Quote | ID: 160240

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Another thing - I know this one is probably impossible but there are Magnet Man Doc Robot stage tiles in the ROM too. Would have been cool to see that, but not sure what you'd actually put in the level. Other than Quint. Yeeeah no.

BaronHaynes
Posted on 06-03-15 01:55 PM (rev. 2 of 06-03-15 01:57 PM) Link | Quote | ID: 160242


Red Goomba
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Thanks Kuja, I really appreciate it.

Since select+start won't work, if you want to try putting a snap-back to buster command on a second controller button, that might be interesting (although I remember you disabled second controller, so I don't know how difficult that would be). It'd be easy to bind that command to the other trigger button.
-----------------------
Posted by RushJet1
Another thing - I know this one is probably impossible but there are Magnet Man Doc Robot stage tiles in the ROM too. Would have been cool to see that, but not sure what you'd actually put in the level. Other than Quint. Yeeeah no.
Yeah I tried using some of these in Magnet's stage, but they don't easily blend with the existing tiles and my stage design didn't call for much broken stuff in the end. I did use a few of the broken wires though.

I also like the smiley faces in the tiles for Magnet. I wonder what the story is there.

kuja killer
Posted on 06-04-15 12:29 AM Link | Quote | ID: 160247


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Here you go, this is just adding select+down for scrolling left, i cant seem to include the select+start at this time due to my code coming after the pause menu stuff.

This only applies to 2.1 - Not earlier versions.

------------------------
weapon switching - Select+down to scroll left - japanese and english

7CACF:
20D0F9

7F330:
A5162904F038205EF3C6B1300DA90C85A04A85A185B4A98B85B1C6A1C6A0A6A0
E005D005C884B486A1E000D00486B186B4B5A210D468684CEBF400000000A5B1
3004098085B160

7F4DA:
2020F3EAEAEAEAEA

7F9E0:
A530C915F004C90DD00BA9008516A90B85A04CB8F44CABF4

Thanatos-Zero
Posted on 06-04-15 01:21 AM (rev. 2 of 06-04-15 01:21 AM) Link | Quote | ID: 160248


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-delete me-

____________________
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?!".

BaronHaynes
Posted on 06-04-15 04:50 AM (rev. 2 of 06-04-15 09:50 AM) Link | Quote | ID: 160249


Red Goomba
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Works perfectly! Thanks a bunch, this will make a big difference for my hack.

If you later find anything out for select+start, or want to try binding a snap-back to buster command to a second controller button, let me know, but this is a huge help already, I really appreciate it.
---------------------

It seems like some of the weapon values have been transplanted 40k lines in the code (the energy tables have moved from 3DF24 to 7DF24) after applying the patch. Some of the earlier values stay the same, though, like the two controls for Hard Knuckle's speed at 3896D, 3896F (presumably anything before the lag reduction code stayed where it is?).

This is probably obvious in retrospect, I just got a little worried when the energy table values weren't where I was expecting them from the doc So I thought I'd make a note of it in case anyone else gets confused.
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Main - ROM Hacking - Megaman/Rockman 3 Improvement 3.0 New thread | New reply

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