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Main - ROM Hacking - Megaman/Rockman 3 Improvement 3.0 | New thread | New reply |
kuja killer |
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Level: 55 Posts: 462/628 EXP: 1243892 Next: 70297 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 7 days |
Yes as ive mentioned before, this is because of the ROM expansion. 3C010-4000F has been moved to 7C010-8000F
and the whole graphic deal before we talked about that i had to help get fixed for you. was moved from 40010 to 80010. The story intro would have "never" been possible without extra programming space, i could not do it within the game's original filesize limit. - which is at 3C010-3E00F And for most lag reduction, that needed to be at 3E010-4000F --- the new weapon icon's coding and data is in this area, and the edit to the gemini man planets too --------------------------------- now to address your other issue, i recall you said you wanted to delete the "knockback" effect for top spin right ?? okay no problem 38281: (english) | OR 38273 (japanese) EAEA |
BaronHaynes |
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Red Goomba Level: 15 Posts: 21/43 EXP: 16105 Next: 279 Since: 05-22-15 Last post: 2377 days Last view: 2360 days |
Awesome, ty |
Dracula X |
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Red Paragoomba Level: 19 Posts: 15/64 EXP: 31137 Next: 4640 Since: 03-11-14 From: Dracula's Castle Last post: 1737 days Last view: 700 days |
I played through the whole game without cheating tonight and it was fun. I notice more new cool features that have been added. Thanks for all the hard work that you put into this game! |
RetroRain |
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Fuzz Ball Level: 66 Posts: 885/994 EXP: 2438223 Next: 23628 Since: 09-30-07 Last post: 1935 days Last view: 957 days |
Your MM3 efforts almost make me want to go back to updating MM1. ____________________ My YouTube Channel |
darkmage |
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Newcomer Level: 8 Posts: 6/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
Apologies in advance for updating a necro post, but I had two questions for kuja about this hack and didn't see the point for starting a new thread.
1) I really like most of your changes, but the one that's really jarring to me is the instant energy fill. I looked through your docs on RHDN, but I didn't see anything about where that data might be found. Would you mind pointing out where this is and what was changed so I could revert this? 2) Minus the one change I mentioned above, I really REALLY like what you did for MM3. If you're ever looking for a similar project, could I suggest MM2? That game really needs some optimization love, what with the huge amounts of sprite flicker and slowdown (particularly in the Turret Room!). Thanks for entertaining the thought. |
Trinitronity |
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Porcupo Level: 38 Posts: 279/311 EXP: 351135 Next: 19312 Since: 02-04-13 Last post: 1938 days Last view: 580 days |
You know that feel when you never knew you would want a hack to happen until someone mentions it as an idea? Well, that's one case.
I too want to see a MegaMan 2 Improvement. In fact, I was actually thinking about doing a MegaMan 2 Improvement myself, although my idea was to simply hack MegaMan 4 into an improved MegaMan 2 instead of improving the actual MegaMan 2. |
darkmage |
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Newcomer Level: 8 Posts: 7/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
I've done some work on Mega Man 2 already, but it's only on superficial stuff - I took a Rockman 2 ROM and changed the title screen to Megaman, sped up energy fill when picking up capsules, moved the boss energy meters to the right side of the screen, and some weapon descriptions on the "You got" screens.
What Kuja Killer has done is far beyond my capabilities, though. But I would love to see MM2 get some love, that's for sure! |
kuja killer |
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Level: 55 Posts: 554/628 EXP: 1243892 Next: 70297 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 7 days |
I appreciate the offer and all, but i know purely nothing at all about megaman 1, 2, and 6 in terms of romhacking specifically
I can only work with megaman 3, 4 and 5 due to their identical engines (while the others are totally different) So i wouldnt be interested in mm2 anyway. |
darkmage |
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Newcomer Level: 8 Posts: 8/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
Hi Kuja! Congrats on such a massive undertaking as this hack!
I looked through the version notes in the archive for the MM3 Improvment patch, but I didn't see anything for how the energy meter fill was done, or how to revert it. Is that anything you wouldn't mind sharing? |
kuja killer |
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Level: 55 Posts: 555/628 EXP: 1243892 Next: 70297 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 7 days |
oh whoops right
3BE89: F01DB9A20018690199A200A91C209AF8C60FF00B206EFDA5952903D0F7F0DAA900855860 Are you making your own romhack ? i would be very happy to see more people using mm3 improve with their own hacks. there's only been a couple so far in the past 2 years. |
Trinitronity |
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Porcupo Level: 38 Posts: 280/311 EXP: 351135 Next: 19312 Since: 02-04-13 Last post: 1938 days Last view: 580 days |
Posted by kuja killer Actually, MegaMan 6 uses the same engine as MegaMan 3, 4 and 5. |
darkmage |
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Newcomer Level: 8 Posts: 9/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
Posted by kuja killer Thank you very much! I'm not really looking at making a hack right now, since what I would like to do - port MM1 or MM2 into the engine the rest of the series uses - is beyond my capabilities without a detailed disassembly of both games. I know the one by Bisqwit is out there for MM1, but I hadn't seen a disassembly of MM2 the last time I looked. But work like yours is inspiring. I may have another look and see if this is something I might be able to do. Thanks again! |
Trinitronity |
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Porcupo Level: 38 Posts: 281/311 EXP: 351135 Next: 19312 Since: 02-04-13 Last post: 1938 days Last view: 580 days |
See, Kujakiller? Here's another reason why we need split disassemblies.
Seriously, there's no point in being a prisoner of the past anymore. We need to go with the times if we ever want the MegaMan hacking scene to evolve. |
flamepanther |
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Newcomer Level: 7 Posts: 5/7 EXP: 946 Next: 502 Since: 03-02-17 Last post: 2591 days Last view: 2596 days |
This is kinda late, but I wanted to opine that the unused image of MegaMan's back is probably alternate art for the ending, where he's staring off at the imaginary image of Protoman in the sky. They probably either couldn't get the foreshortened perspective to show enough of the sky, or didn't have time/space to create matching animation to lead up to it. |
Ness |
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Red Goomba Level: 14 Posts: 7/38 EXP: 11972 Next: 1099 Since: 03-02-17 From: France Last post: 1469 days Last view: 1469 days |
Hey,
Great work with this hack. I played it through twice recently. Once on emulator, and once using a Famicom 2 and an Everdrive N8 flashcart. There were a couple of things I thought were un-necessary and even distracting, like moving the bosses HP meters to the right of the screen and getting rid of the wait time when picking up HP, but I quickly grew over it and it was no big deal. I still hate half of the Docbots bosses and the fact that some bosses can't be beaten with the buster, but there is nothing you can do about that without stepping into a different category of hacks. Otherwise, it made MM3 more enjoyable than ever. However, when playing on the flashcart, I was getting graphical glitches with some of the menus (stage selection menu, weapons menu in game). It's nothing that bothers gameplay and I still played the entire game that way but it's still a bit annoying. Sorry if it's been brought up already, I quickly glanced through this thread and so no mention of it. If it's unknown I can record a video of it. Also I am wondering, how does lag reduction work exactly? and not just in MM3 improvement, I'm wondering in general like the several lag reduction patches made for MM3,4,5 and 6. Do you optimize routines? ____________________ Mega Man 5 - Protoman Edition https://www.romhacking.net/hacks/3638/ |
kuja killer |
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Level: 55 Posts: 559/628 EXP: 1243892 Next: 70297 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 7 days |
glad you enjoyed the experience, always nice to see comments about mm3 improve once in awhile again.
yea somtimes people dont like the instant energy refill thing, and many times i've posted on here, or romhacking.net on how to revert the change back to normal, for people that didnt want it. - i personally do not like it myself, but i did it just cause.... well some people like it. do not know about the glitches you mention, it's probably just a thing with that powerpak thing ... nothing wrong i did ...cause apparently some emulators have trouble with the weapon menu specifically on the gemini man levels for some strange reason, dont know how, dont know why, but that's just the way it is i guess. ------------------ lag reduction is super fun. that's probably the number 1 most important thing for the whole entire project compared to anything else. yes. it's about optimizing routines, un-rolling large loops, using less code in some places compared to what they were originally. etc. |
Chicken Knife |
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Newcomer Level: 2 Posts: 1/1 EXP: 41 Next: 5 Since: 08-19-19 Last post: 1712 days Last view: 1712 days |
Hello! I just wanted to chime in about my love for the Mega Man 3 Improvement patch. I love it even more now that I just found the fix to make the energy pods charge life bar as normal. I wanted to also chime in to report that under Mesen, one of the more popular NES emulators these days, the patch causes significant tremors on the lower third of the screen. This shows up on the stage selection menu, the short clip that shows after selecting a boss, and it even appears when you pause and go through menus. Perhaps its a problem with the emulator but normal Mega Man 3 works fine on Mesen. |
kuja killer |
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Level: 55 Posts: 601/628 EXP: 1243892 Next: 70297 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 7 days |
wow thank you so much for the comments i really do appreciate it very much and im very glad people are still playing this "today". That IRQ stuff is defintely an emulator thing, and not my fault. Because all emulators have their own different ways apparently, how they deal with IRQ splits in games.
So the timing on this mesen emulator is probably different than fceux, nintedulator and nestopia. I've seen it before with regular mm 3 too, in only specific emulators. Not ones i personally play or test with. |
Ness |
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Red Goomba Level: 14 Posts: 36/38 EXP: 11972 Next: 1099 Since: 03-02-17 From: France Last post: 1469 days Last view: 1469 days |
Hello,
It looks like MM's invicibility frame time isn't completely fixed in v2.22, it looks like it's still almost inexistant against SOME bosses. For instance you can get hit several times in a row by Hard Man and die almost instantly, yet Snake Man and his entire stage were fine. Hope you can fix it! I was lucky enough to have an older version of the hack on my HDD but I it's probably not the case for everybody. You'll probably be glad to know I'd rather play this hack over the original and that's what I do when I play MM3 from times to times. P.S: can't believe my last post, 3 posts above, was 3 years ago! ____________________ Mega Man 5 - Protoman Edition https://www.romhacking.net/hacks/3638/ |
kuja killer |
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Level: 55 Posts: 606/628 EXP: 1243892 Next: 70297 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 7 days |
The hard man thing im quite sure did exist in mm3 originally, i guess I must of never fixed that before. It's not related to the new edits i did in 2.21 and 2.22. |
Main - ROM Hacking - Megaman/Rockman 3 Improvement 3.0 | New thread | New reply |
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