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Insectduel
Posted on 08-02-09 08:23 PM, in Megaman Specific Midi to NSF converter (rev. 2 of 08-02-09 08:25 PM) Link | Quote | ID: 111823


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The Midi to NSF Converter for Mega Man 3-6 is buggy. I can't get it to work either. There is no use of using it. And I'm not sure about the Mega Man 1 and 2 one yet. But you need the NESASM.EXE in the same folder in the sample_tutorial.

I know how do it for Mega Man 1 and 2 one but I still need to figure something out about the .PRG file though.

EDIT: Isn't Famitracker also creates NSF Files from Midi. I think using the NSF File from Famitracker would be recommended.

Insectduel
Posted on 08-03-09 08:08 PM, in Zelda 3 hack : Zelda A link to the future Link | Quote | ID: 111908


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I always wanted to try something new with Zelda 3 hacks. Looks like a new challenge.

Insectduel
Posted on 08-04-09 07:38 PM, in Megaman III Pointers (rev. 2 of 08-04-09 07:39 PM) Link | Quote | ID: 112014


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I've been harrassing with Music pointer data in my life for most of the games including the ones I haven't hacked yet. Some level music uses the load as in BD XX XX to point where the address is located in ASM terms while some other ones and sound effect data uses A9 XX 20 XX XX. I even create sounds in certain slots into their freespaces in Mega Man IV.

If you're really need to find it, use the FCE Ultra Emulator with the Code/Data logger. Go anywhere with the music desired and start logging. Then open your FCE Ultra hex editor. Find A9 XX with the load music number you want and you should see A9 XX with 20 XX XX next to it in ROM Memory. Then edit the load number value in the ROM Memory and save.

Hope that helps.

Insectduel
Posted on 08-06-09 09:26 PM, in The General Project Screenshot/Videos Thread... (rev. 3 of 08-06-09 09:29 PM) Link | Quote | ID: 112404


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@SePH, that's the whole reason why I like your first Zelda 3 hack Parallel Worlds. Other Zelda 3 games I played didn't have much taste and Link to the Future is my 2nd Zelda 3 hack I played which is kinda buggy.

I wish other people could make a decent Zelda 3 hack like they do in Pokemon they post like Liquid Crystal, Liquid Ocean (Christo's hack), Rijon Adventures, Shiny Gold, Touhoumon, Ruby Destiny, Ruby Destiny Rescue Rangers, and other goodies.

Insectduel
Posted on 08-07-09 07:16 PM, in Legend Of Zelda - Shards Of Might BETA Link | Quote | ID: 112729


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WOW! I better check this one out. Nice title screen.

Insectduel
Posted on 08-08-09 09:01 PM, in Legend Of Zelda - Shards Of Might BETA Link | Quote | ID: 112854


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Don't you remember the SNES headers. Most of the SNES rom-hacks do not work if it don't have a header. I have the same problems when I re-download the Zelda 3 rom and I had to use SNESTool to add headers because the Zelda 3 (U) rom I downloaded don't have the header.

Anyway, I really like the beginning quests so far I played.


Insectduel
Posted on 08-10-09 08:38 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 113114


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@DurfarC, Put me as one of the testers.

Insectduel
Posted on 08-14-09 07:25 PM, in Megaman Knockback distance Link | Quote | ID: 113417


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You mean when Mega man gets hit and how far does it goes. I can find it for you tonight. I never actually hack MM3 before and MM4 or MM1 is the most hacked and I know that some ASM data is the exact replica as the future MM games.

Insectduel
Posted on 08-14-09 07:27 PM, in Hack Ideas Thread Link | Quote | ID: 113418


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Posted by droptank21
Just starting out but hoping to do a hack of either WCW Wrestlemania (NES) or WWF Super Wrestlemania (SNES)

I plan to hack the graphics and text to make the game feature the fictional wrestlers from the World Wrestling Xistence e-fed (www.wwxonline.com) as opposed to WWF wrestlers. After I am finished will get a buddy who is a pro with flash to put the game up on the website for anyone to play. (similar to nintendo8.com)

If anyone knows how to do this, you're help would be greatly appreciated.

Heck, I may even have to hire someone, lol.




Cool, that's the idea I would be following. I would think about doing WWF No Mercy for Nintendo 64 with fictional characters but 3D graphics is not my style.

Insectduel
Posted on 08-15-09 10:07 PM, in Megaman Knockback distance (rev. 3 of 08-15-09 10:24 PM) Link | Quote | ID: 113507


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Here's what I did and it took me 5 minutes to find it. I know from my experience when I actually do this so don't try to follow my methods. First I looked it up in my FCEUX Hex Editor in NES Memory (RAM) and took some damage. Then I saw a number decreasing so it has to be $39. Next, I switched to Rom file in my FCEUX Hex Editor and search 8539 as it's STA address. I saw 2 ROM addresses with 8539 so the best possible find would be $3D77E.

Here's the data you're looking for:

$3D77D (Default $3C) - How much seconds after Megaman being hit. Also known as Reflex time. Change the load and you're set. But putting it to hex 00 will continue to blink. So it's best to put 01 as the lowest number.

Unfortunely, something is more harder than I expected so it's wasn't the same exact replica ASM coding as Mega Man IV so I went and seeking back from the STA address, then I found the data that is located.

$3D756 (Default $09) - How far Megaman goes after being hit. (Knockback distance)

That's how much effort I found even though I never hack Mega Man III but it's the least I can do.

~ Insectduel

Posted by Thanatos-Zero
If you are going to do this Insectduel, how about programming later a item which won't let you knockback?
The ASM code could be used then on other hacks as well.



I don't know if I can create it and I haven't played any later MM games recently.

Insectduel
Posted on 08-15-09 10:16 PM, in Proto Man (Mega Man 3 Rom Hack) (rev. 2 of 08-15-09 10:21 PM) Link | Quote | ID: 113509


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I always wanted to do a Proto Man hack for Mega Man IV with 2 separate ROMs. Since I don't have knowledge with programming and there's a utility that allows to expand the Mega Man IV rom with MMC5 mapper. It's possible to create Proto Man mode without splitting it.

Since I don't have knowledge or programming skills (As of Puresabe and Matrixz), I rather make 2 separate IPS patches for my Mega Man IV DLC hack without expansion or mapper change. I still want the projectiles to block.



If you haven't know, I created the Proto Man whistle intro before the main music starts like on MM9 for Mega Man IV. I can proberly do the same for Mega Man III but it needs to expand the READY blink also. I've just wanted to know where the freespace located in a hard-wired bank for Mega Man III.

Insectduel
Posted on 08-15-09 10:48 PM, in Proto Man (Mega Man 3 Rom Hack) Link | Quote | ID: 113513


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I knew about the unused SFX since I play the .NSF file. That would be an idea to finally bring the code that would create Protoman's SFX when Protoman brings Kalinka. I would like it to put it in my hack but I would rather play custom theme music in the future when I get to create some songs. It's a long way to go.

Insectduel
Posted on 08-17-09 07:07 PM, in Megaman Knockback distance Link | Quote | ID: 113639


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Oh man, I can't actually figure this one out! I even tried to increase the knockback distance higher than 09 in Mega Man IV or Mega Man V and got the same result. However, Mega Man VI is completely different. If you try this offset in $704E2, it's original hex is 1E and is loaded with RAM id $95, try this code and it won't do it forever in Mega Man VI. The other uses CMP $09 with absoulute loading of RAM $5A0 in MM3. I have tried to search for the knockback number in MM3 or even change different opcodes but no luck. Now I am stuck between in Rom offsets $3d752 to $3d758 for MM3. Basicailly, I have to edit it's main memory in a hard wired bank or something.

I don't know what CAPCOM is doing switching different codings in each MM game. Even Mega Man II's knockback distance is quite fixed like Mega Man VI. I'm going to find something hardcoded as soon as possible.

Insectduel
Posted on 08-18-09 07:26 PM, in Proto Man (Mega Man 3 Rom Hack) Link | Quote | ID: 113748


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I recently create the Protoman whistle intro with Mega Man III. It's currently on beta testing mode right now. Now I have 2 things now. Unfortuently for me, I have to restart the code from scratch in Mega Man IV since the code is inaccurate and needs to be corrected properly. Now I found something more "Short Term" to the coding rather than doing "long term" which is inaccurate.

When it's done, I'm posting the IPS with source code provided.

Insectduel
Posted on 08-19-09 07:33 PM, in Super C Hack Beta Link | Quote | ID: 113818


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This run is posted by Vhernandez121 which is one of my subscribers. I find this hack more interesting and never seen it in my life. I should go take a dip in this game.

Insectduel
Posted on 08-20-09 07:20 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 113899


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I wish you a best of luck Quick Quirly. I hope this hack gets finished before school starts.

I haven't touched my own Mega Man IV hack in weeks due to busy stuff. Like making codes, play RM4 Endless, etc. And I hope Yosaku use my sound init patch before his next IPS release of Rockman STH. At least my hack can still makes it's 2010 year but now I know that Kuwata's Rockman 2000 is released in late January 2001.

I creating a code that CAPCOM never use so listen closely as you watch this video.



This will go into my hack and only if I create Boss AI behaviours from scratch and possibly add newer ASM.

Insectduel
Posted on 08-21-09 09:54 PM, in Proto Man (Mega Man 3 Rom Hack) (rev. 5 of 08-21-09 10:20 PM) Link | Quote | ID: 113935


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Very cool so far. Keep up the good work. And now that I announced that I completed the whistle coding for both Mega Man III and Mega Man IV. Still no luck with the knockback distance or even found it's memory but I know the main memory is loaded at $3C010 with 330 bytes in counting.

Mega Man IV is now the cleaner code than my last one. I had no idea what I was thinking. And Mega Man III took a while to find an empty space until I recently learned how to bankswap the code into ROM Offset $191F0 which I did.

These 2 downloads are right here below.

Whistle Intro for Mega Man III
Whistle Intro for Mega Man IV

The IPS Patch itself is compatible with Mega Man (U) Titles. Otherwise use the .asm file. My brother asked me that I should do the same for Mega Man V since there is 1 Proto Man patch created by SePH (I think). Enjoy and Good Luck!

EDIT: Link changed to Google Sites, since the t35.com didn't work properly.

~ Insectduel

Insectduel
Posted on 08-21-09 10:10 PM, in Proto Man (Mega Man 3 Rom Hack) Link | Quote | ID: 113939


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Sure no problem. The reason why I created one for Mega Man IV is to make a Proto Man hack as well in the same game title called Mega Man 4 Dr Light's Conquest. Except I'm not experienced with reprogramming so I have to create 2 patches with different characters.

I haven't touched it in weeks so there's no need to rush though. I can release it in the 2010 year on any day of the month.

Insectduel
Posted on 08-22-09 09:30 PM, in Proto Man (Mega Man 3 Rom Hack) (rev. 3 of 08-22-09 09:39 PM) Link | Quote | ID: 113976


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Maybe I do the same for Mega Man IV also but thanks for the advice. Mega Man III has some empty space around in the $19100's. To bankswap the code as Konchuu showed me before, I have to use A90E 85F4 206bFF 20XXXX. This tells the machine where you put the code at the starting point at ROM Offset $18010-$1A00F.

It sucks not finding freespace in the hard wired bank myself but it's the only slot I knew in Mega Man III hacking.

EDIT: If you use the Protoman whistle patch already, the space is used at $191F0.

Insectduel
Posted on 08-24-09 07:43 PM, in Mega Man 3 - The Rise and Fall of Dr. Wily Link | Quote | ID: 114055


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I really like smooth level designing like your MM2 hack. This is much better than the difficult Rockman 3 Alpha from Small Apple. Every time I die, I threw my keyboard on the floor. The same with Chiko's hacks except Rockman 4DX which is a little bit easier.

I just need a good hack to play and more balanced.
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