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Insectduel
Posted on 10-13-09 09:44 PM, in Mega Man X editor starting to take form! Link | Quote | ID: 117081


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I would try hacking the X games in the future. I have Mega Girl X already in progress but I decided to stop doing it because of bad drawing and too many tiles got in the way. I hope it's easier.

Insectduel
Posted on 10-16-09 08:56 PM, in Mega Man IV/Rockman 4 - Boss Initial BGM (rev. 2 of 10-16-09 08:59 PM) Link | Quote | ID: 117274


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I decided to create this ASM for Mega Man IV/Rockman 4.

Description:

The Boss intitial music load patch allows to change the music while you face the boss in Mega Man IV/Rockman 4 you progress in. It is an ASM hack that uses a series of checks and performs code according to the music you face in each boss levels. The original game only just incremented the boss theme music plus Wily Final battle at Wily 4. This idea is taken from Rockman Z by the way and decided to do it for Mega Man IV/Rockman 4.

The coding took a while to get it right and is tested over and over again. You can even try it with Mega Man Showdown IV. Took only 6 hours minus 1 hour for watching Degrassi Junior High.

For people who likes RAM.



Mega Man IV - Rockman 4

$FD9C> A4 22: LDY $22 ;Current Level
$FD9E> B9 B0EF: LDA TableEFB0,Y
$FDA1> C5 D9: CMP $D9
$FDA3> F0 12: BEQ $FDB7
$FDA5> 20 BCF6: JSR $F6BC ;Create Music
$FDA8> 60: RTS

TableEFB0:
.byte $11,$11,$11,$11,$11,$11,$11,$11 $11,$11,$11,$11,$11 $11,$11,$45, ;Music ID for each level



For people who likes ROM Address.

Go to Rom address $7FDAC and change them to A4 22 B9 B0EF C5 D9 F0 12 20 BCF6 60. You don't need to worry about Rom offset $7FDB9 to $7FDC6, they're unused for now. Then put the following music ID's for Rom offset $7EFC0 to $7EFCF.

Also note that the unused slots only frees up 14 bytes of space which is why I chose another rom address location.

For people who likes IPS Patches. You can download it from either Board 2 or Googlesites. Source code included for ASM coders who used codes in empty slots. They are compatable for all versions of Mega Man IV/Rockman 4 since the codes are used in the same rom address.

To change the music for each boss battle, change the following ROM addresses accordingly after you already applied the IPS Patch.

$7EFC0 - Bright Man
$7EFC1 - Toad Man
$7EFC2 - Drill Man
$7EFC3 - Pharoah Man
$7EFC4 - Ring Man
$7EFC5 - Dust Man
$7EFC6 - Dive Man
$7EFC7 - Skull Man
$7EFC8 - Cossack 1
$7EFC9 - Cossack 2
$7EFCA - Cossack 3
$7EFCB - Cossack 4
$7EFCC - Wily 1
$7EFCD - Wily 2
$7EFCE - Wily 3 (This includes the 8 capsule bosses besides Wily)
$7EFCF - Wily 4

If you are going to use this, please be sure to credit me somewhere. Otherwise I'll spray you down with insect repellant on your nose.

NOTES

-If you have the same song as the original stage, (Ex: Drill Man's music matches with the boss battle music) then the music won't repeat.

-The Effect Enemy EX Hex F1 does not play music properly in boss rooms which is why I created it.

Have fun!

~ Insectduel

Insectduel
Posted on 10-18-09 03:54 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117461


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I am urging to hack SMB3 again pretty soon. Esepecially if I want to convert all the NES made levels into Super Mario All-Stars by Windhex.

Insectduel
Posted on 10-18-09 04:21 PM, in Capcom Sprite Assembler (release thread) Link | Quote | ID: 117462


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YES, THANK YOU!

I'm currently working on Megaman Tilesets right now with my Mega Man IV game.

I have all of Mega Man VI tiles in one set.

Insectduel
Posted on 10-18-09 04:23 PM, in Super Mario 1 SMAS - NESised, A hack I made Link | Quote | ID: 117463


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You really made my day! I eventually will have to set my own tiles for SMB1-SMAS soon.

Thanks for making this.

Insectduel
Posted on 10-18-09 05:41 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 117467


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Awesome map screen zbyte.

Insectduel
Posted on 10-19-09 07:05 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117520


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The editor won't start on my Windows XP OS system. It kept aborting the application when I opened it.

Insectduel
Posted on 10-20-09 09:42 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117604


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Oh well.
It needs .NET framework to run so I deleted it off my harddrive until I feel like hacking SMB3 again.

Insectduel
Posted on 10-22-09 12:18 AM, in Capcom Sprite Assembler (release thread) Link | Quote | ID: 117721


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What should I do with deleted tiles that some frames don't act properly? For instance with the Balloon object graphic. It works good on left but bad on right.

Insectduel
Posted on 10-22-09 12:39 AM, in GeoCities shutdown countdown to October 26 Link | Quote | ID: 117724


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I'm aware of the situation about Rockman hacking geocities sites. Most J-people now use "atwiki.jp" for their source especially Touhoumon.

I used to have Geocities on my own. Just downloading 1 SMB-SMAS project off and put it in another.

Insectduel
Posted on 10-22-09 08:54 PM, in Megaman Odyssey Project Link | Quote | ID: 117781


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I do have a question from kuja killer. In your hack, isn't hard to assemble Megaman Tiles esepcially the MM5 buster charge?

Insectduel
Posted on 10-22-09 09:01 PM, in Afterworld 8 (NES 2009 version) attempt to work on it (rev. 2 of 10-22-09 09:02 PM) Link | Quote | ID: 117783


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http://romhacking.net/hacks/178/

You proberly may remember this hack back in 2006. Before I get started with the SNES version either edited by MushROMs or not when SWR releases it very soon, I want to make some changes from the original NES version.

Now that I'm so well learning what ASM can do, I'm planning to set different Load table settings that uses unused space values up to 13 sets. Such as enemies when killing Bowser by fireball, halfway pages, etc.

There will be only short-term changes into this game. And also will lower World C (And World C-4) difficulty. I'm not sure if I want to redesign some of the levels.

I would like put some suggestions for the 2009 version if any if you're welcome. I don't know when I'm planning to release it but either this Thanksgiving or February 16, 2010 will be planned. I will make this a bug-free ASM hack.



Insectduel
Posted on 10-22-09 09:55 PM, in Megaman Odyssey Project (rev. 2 of 10-22-09 09:56 PM) Link | Quote | ID: 117791


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Posted by kuja killer
Mm well, i do say it does take a long time. I use both YY-CHR and Tile Layer Pro for putting in the graphics and stuff, like picking where to place them at, and then i have to construct all the frames/animations/settings and such in the hex editor by hand which takes longer.


I see, I currently placed all MM6 Tiles onto my MM4 rom and I've been trying to pick which common tiles used in the game and the others should be in another. Most of the arm throwing tiles (Like Pharoah Shot, Rain Flush) are being set in a new location.

I carefully put most of the tiles used in weapons slot so it'll be uncommon.

Speaking of time, I spent at least 5 hours a day trying to contruct all Megaman tiles using Matrixz's new version of Capcom Sprite Assembler and most of the common tiles used in the main game still needs to be fixed plus trying to add the MM6 buster charge animations.

Insectduel
Posted on 10-23-09 08:32 PM, in Afterworld 8 (NES 2009 version) attempt to work on it (rev. 2 of 10-23-09 08:33 PM) Link | Quote | ID: 117860


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Posted by Googie
I'd just leave it alone & work on something new with SMB but that's just me. Maybe something along the lines of a sequel or finish a dead hack like I did back in the days.


I originally want it to leave it the way it is too but something came up when I mess around the load tables. And people ACTUALLY uses fireballs to kill Bowser on World A-4 that can sometimes make the game freeze reading it's data.

I have to make it a decision before doing this but it won't take long since my current project will take a long time to complete.

Also, not too many people complete World C-4 and I didn't know I made it too long and too hard for them.

Insectduel
Posted on 10-23-09 08:40 PM, in Megaman Odyssey Project Link | Quote | ID: 117861


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Posted by Kiokuffiib11


How do you get the Capcom sprite assembler to work right?

When I use it, the objects are skewed weird, and like flat, it looks quite weird.


I used it occassionally and only 80% of the time that works for me. But I would like to make a Video tutorial soon and hopefully CAMSTUDIO doesn't make it slow. Anwyay, sometimes sprite tiles needed to load in a specific rom address then map. I only edit Megaman tiles by the editor while enemies by hex/hand.

Insectduel
Posted on 10-26-09 06:56 PM, in Capcom Sprite Assembler (release thread) Link | Quote | ID: 118003


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I've been using this thing for over a week and I'm getting used to it. Although it's hard pairing the sprites together and I got most of the new sprites created.

I'll show the results soon when I make a video of my latest MM4 project.

Insectduel
Posted on 10-26-09 09:13 PM, in The *official* MushROMs (SMAS Editor) thread Link | Quote | ID: 118009


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Castle levels can be a pain of designing. Eventually because there's a large amount of objects.

Insectduel
Posted on 10-27-09 06:31 PM, in Hack Ideas Thread (rev. 2 of 10-27-09 06:32 PM) Link | Quote | ID: 118042


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I'd like to see someone create Ice Slippery TSA attribute for every level (Not Cossack 1 only) for Rockman 4. I don't know if I can do the code but it may take some tries if possible.

Insectduel
Posted on 10-29-09 07:54 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 10-29-09 07:55 PM) Link | Quote | ID: 118197


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These are the results after messing around with Matrixz's Capcom Sprite Assember. Introducing the Rockman 6 Buster Charge in my Mega Man IV hack. And a few other ASM stuff. Some coding like the Wind, Fast Scroll and the Fade are from Rock5easily. Not me.

Pharoah Man's Tileset still needs to be assembled as it loads somewhat different along with other Megaman tiles.


Insectduel
Posted on 10-30-09 06:42 PM, in Megaman Odyssey Project Link | Quote | ID: 118277


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I don't really know about that. I don't feel right about it either. Speaking of Wall Climbing, Mega Man X6 is one of those games that you need the Ninja Armor to proceed to Gate's Stage 1 to climb these spiky walls. I do love that arm upgrade idea.

But whatever feels right for you, I would suggest it.
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Main - Posts by Insectduel

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