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Jimmy52905
Posted on 01-15-09 03:04 AM, in mml2m64: an experimental .mml importer for Mario / Zelda 64 Link | Quote | ID: 98704


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Umm...it doesn't work for me. I open up the program, and if I press any button it immediately closes. Do I need something to use the program? I already have the latest version of Java if that matters.

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Jimmy52905
Posted on 01-15-09 05:01 AM, in mml2m64: an experimental .mml importer for Mario / Zelda 64 Link | Quote | ID: 98715


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Posted by Delmaru
You need to use cmd.exe, this program is similar to addmusic. Read the included readme for more, and if you're still having trouble, post again and either me or messiaen (if he's willing) will help you.


Well, that didn't seem to help. When I double-clicked on cmd.exe, a bunch of copies of cmd.exe kept opening and the only way to stop it was to hold down the power button on my computer. Do you by any chance have a copy of cmd.exe that works properly?

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Jimmy52905
Posted on 04-30-09 06:22 AM, in Mega Man: The Return of Wily Link | Quote | ID: 106149


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Hello there everyone! It's been a while since I've posted in this Board. Not sure if many of you remember me, but I was the one who released this hack back in August of 2008. Since a lot of people seemed to not like the hack, I decided to redo it.

Anyway, this is a hack of Mega Man 1 that is going to have completely new levels, new graphics, some ASM tweaks, and completely changed music. So far I've completed 2 levels. Here are some screenshots showing some of the work I've done so far.


Pretty much the same as the Title Screen from my previous Megaman hack. Nothing too exciting.

Gut's Man's Stage:

I've made Guts Man's Stage an underground/cave type level using some graphics from Super Mario World. This stage will be the shortest and easiest stage.


Climbing some vines...


Here, you'll see a metool and a 1up. The 1up can only be collected if you have Elec Man's weapon.


Some of the annoying enemies seen in Elec Man's stage of the original Megaman...


And here you'll have to fight against a Picket Man...or just run right through him and take some damage...

Cut Man's Stage:

I've decided to make Cut Man's Stage a grassland type level using some graphics from Yoshi's Island. Unlike Guts Man's stage, this is one of longer, more difficult stages.


Watch out for the instant death toothpicks spikes.


Hmm...How do I get that 1-up?


Some of those popping blocks that we all know and hate.


More popping blocks...


Watch out for exploding bullets...


You'll need Gut's Man's weapon to get that health capsule.

Well, that's all I've done so far. Expect to see a demo of this hack soon. Any comments/criticism regarding the screenshots?

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Jimmy52905
Posted on 05-01-09 01:38 AM, in Mega Man: The Return of Wily Link | Quote | ID: 106184


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Posted by infidelity
I love the Cutman BG tiles. Very nice! Looking forward to a demo. Keep up the great work!

Heh. Thanks. Cutman's Stage was pretty fun to make. And I've always been a fan of the graphics from Yoshi's Island.

Posted by Googie
Change those SMB pipes to SMW pipes, other than that sweet work on the hack.

Yeah...I was considering maybe changing the pipes up a little. I'll get on that sooner or later. But thanks for pointing that out.

Posted by Insectduel
I hope is better than the last BETA version of the game.

Don't worry. I'm going to make sure this one turns out a lot better than my previous attempt at making a MM1 hack. That's why I'm going to post a demo this time, so that way I can get some feedback on my level design before releasing the full version. I should have a demo ready after I complete 1 more level.

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Jimmy52905
Posted on 07-05-09 04:05 AM, in Mega Man: The Return of Wily (rev. 3 of 07-05-09 04:28 AM) Link | Quote | ID: 109938


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Well, sorry about the long wait, guys. SMW hacking had been my primary focus lately, so I haven't really had to time to work on this hack all that much. However, I just completed the first demo. Bomb Man, Guts Man, and Cut Man are the only 3 levels changed in this demo. Download it here.:

Clicky!

Unfortunately, I am sorry to say that I am not going to continue working on this hack again for a while. No, I am not cancelling it, but just don't expect to see any updates soon. I may work on this again after I complete the second demo of my SMW hack.

Well...enjoy the demo!

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Jimmy52905
Posted on 07-07-09 08:25 PM, in Mega Man: The Return of Wily Link | Quote | ID: 110089


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@Googie: Thanks for the comments, I appreciate it.

@Insectduel: Unfortunately, there's not really an easy way to import songs from other games. I usually just write the music data manually with a hex editor. However, I can usually just download a midi of the song I want, and open it up in a midi editor so that I can use the midi as a reference while writing the music data. But if you're looking for some way to just simply convert songs to Mega Man 1 music format, I can't really help you.

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Jimmy52905
Posted on 04-25-10 03:27 AM, in To all Megaman 1 hackers (Video + Patch) (rev. 2 of 04-28-10 05:59 AM) Link | Quote | ID: 130491


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So today I decided to work on my Megaman 1 hack again. While I was working on my hack, I realized that Megaman doesn't jump higher when he's in water like he does in the other Megaman games. I decided to make an ASM hack that would fix the problem, so I opened up the FCEU Debugger's Hex Editor to see if I could find anything. To my surprise, I managed to find 2 RAM addresses: $002C and $0094.

But what is so significant about these two addresses? Well...they both contain the tile properties of the objects Megaman is interacting with. The values for these addresses are the same as the values for the tile properties in Rock And Roll: $00 = Air, $01 = Solid, $02 = Ladder, $03 = Spike, $04 = Ice, and $05 = Water. $002C is used to determine what tile Megaman is standing on, and $0094 is used to determine what tile Megaman is standing in. So, if Megaman is standing on a solid tile, but is also standing in water, $002C would hold value $01 (Solid), and $0094 would hold value $05 (Water).

So, to solve the problem of making Megaman jump higher in water, I basically hijacked the jump routine, checked RAM $0094 to see if it was equal to $05 (Water), and increased his jump height if so.

However, there is another thing that is significant about these RAM addresses. What if we could use the unused tile properties (values $06-$FF) for our own custom use? I may have possibly found the first step in creating Megaman Custom Blocks! We could use the unused tile properties for making, say for example, a block that will hurt Megaman on contact, or maybe a block that can only be passed on a certain condition, or something as simple as a tile that just plays a certain sound effect. Imagine the possibilities...


Also, if anyone's interested in using my code for making Megaman jump higher in water, I made a quick IPS patch for it. You can download it here.

EDIT: Allright. Here is a list of all the custom blocks I have created for Mega Man 1 so far:

Custom Blocks List

Name: Bounce Block
IPS Patch
ASM Code
Video
Tile Properties: $07
Description: This block will launch Mega Man into the air when he jumps on it. Holding down A will make him jump higher, do not place the block too high in the level unless there is some sort of ceiling above him, or else he will go too high off the screen and die.

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Jimmy52905
Posted on 04-25-10 07:12 PM, in To all Megaman 1 hackers (Video + Patch) Link | Quote | ID: 130525


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Ah of course. I had completely forgotten to take sprite interaction into consideration. Oh well, hopefully with the way that I intend to do this, I won't need to set up sprite interaction for the custom blocks. Well...thanks for your info. I'll take a look at $06A0 and see if I can disable Megaman walking slower through water. Also, it turns out that setting up custom block types is a bit more complicated than I initially thought. Eh, well I should be able to figure it out eventually. Once I've completely figured this out, I'll probably release a few of my custom block codes so that other Megaman hackers can use them.

Also, nice to see you again, NetSplit. I doubt you remember who I am but I used to always bug you with Megaman hacking questions back when I was rather n00bish...heh.

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Jimmy52905
Posted on 04-27-10 02:09 AM, in 2 quick questions Link | Quote | ID: 130584


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All right. I have a couple of quick questions here that I would like to find out.

1. Does anyone here know of any good assemblers for NES (6502) ASM?
2. Is there a way that I can record videos of my hack with the FCE Ultra emulator in a format so that they can be uploaded to Youtube?

Thanks in advance.

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Jimmy52905
Posted on 04-27-10 07:53 AM, in To all Megaman 1 hackers (Video + Patch) (rev. 2 of 04-28-10 06:08 AM) Link | Quote | ID: 130596


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Well...I am excited to say that I have coded my first actual custom block, that uses new tile properties and everything.
It turns out though, that $94 doesn't work quite the same way as I thought it did. I expected it to always update the current tile that Mega Man is standing in, but it actually only updates when Mega Man is standing in water, so using custom Tile properties doesn't affect it at all. However, I was able to use $2C instead, as that RAM seems to be updated no matter what. I'll post the code and the video of it as soon as I can figure out how to record videos using FCE Ultra.

While I'm posting this, I'd like to mention that I decided to create an IRC channel for Mega Man hacking, since it seems that the majority of the people here seem to be hacking some sort of Mega Man game. The channel can be reached with this information:

Server: irc.caffie.net
Channel: #Megahax

Look forward to seeing you guys there.

EDIT:
Well...here is a video of the new custom block that I made:



I have released an IPS Patch which will insert the block into your Mega Man hack if you want to use it. To get it to work properly, you just need to modify the Solidity Settings in Rock And Roll (In the Level Properties) and change one of the Tile Settings to $07.

Here's the patch:
BounceBlock.ips

And here is the ASM code so that you guys can modify it and create your own custom block codes with it:
BounceBlock.txt

I have also updated the first post with a list of all the custom blocks I've made so far, including download links to the patches and ASM code. I will update this thread with new custom block codes every once in a while, so be on the lookout for updates.

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Jimmy52905
Posted on 04-28-10 06:19 AM, in General Megaman Hacking Thread Link | Quote | ID: 130642


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Here's the video showing the new custom block I made for my Mega Man hack:



I released the code for the custom block so if you'd like to use it yourself, you can download it here.

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Jimmy52905
Posted on 05-01-10 07:28 PM, in To all Megaman 1 hackers (Video + Patch) Link | Quote | ID: 130794


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Nice find there, Kuja. You should make that into a patch for more convenience. I'd love to see that feature in other Mega Man hacks; I'll probably even use it in mine as well.

Posted by kuja killer
but apparently these spikes do not act as wall/ground. I aint going to bother looking into it.


Hmm...maybe I could do a check with $2C to see if Mega Man is standing on spikes and have the block act solid if it is. Only problem though is that I have no idea what routine I could use that would make it act solid.

Eh, does anyone else here happen to know?

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Jimmy52905
Posted on 05-05-10 06:16 AM, in Expanding a NES ROM? Link | Quote | ID: 130900


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Well...figured I'd ask since I have no idea how to do this.
Basically, as the title says, I would like to know what exactly I have to do in order to expand a NES ROM. I am working on a hack of Mega Man 1, which is a ridiculous 128 KB in ROM size. With such limited size and freespace, it's pretty much impossible to do any heavy ASM hacking. Expanding the ROM would definitely help a lot. However, I have been told that expanding a NES ROM would be extremely difficult, and that it's more than just simply adding a bunch of 00s after the end of the data (much like expanding a SNES ROM.) Regardless of this, I would like to know what exactly I would have to do in order to achieve this.

Would anyone here be willing to explain to me how I would go about doing this?

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Jimmy52905
Posted on 05-06-10 01:06 AM, in Expanding a NES ROM? Link | Quote | ID: 130942


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Well thanks for the info guys. However, there is a slight problem...I went to 0x1C010 in a hex editor to add the new banks, but...

1C010: 00 01 02 03 04 05 06 07 78 A9 01 8D 00 20 A9 06

I assume that in the bolded part is where I would write the values 08 - 0F for the new banks. But as you can see, instead of freespace in those last 8 bytes, there is code there. Adding those 8 bytes could be disastrous to the ROM. Is there some way around this or something?

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