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Insectduel
Posted on 04-17-12 06:32 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 150712


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Test 1-UP AI edit.
I dump most of the SMB3 data, I edit them!

Insectduel
Posted on 04-20-12 04:41 PM, in Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete (rev. 2 of 04-21-12 05:29 PM) Link | Quote | ID: 150726


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Frank's 2nd SMB3 hack for Mario All-Stars has been updated. I started to learn about sprite tilemaps. You are now allow to collect 1-UPs to store in your item box instead of these pointless anchors. Only 2 levels can get you one. More to come as I going to swap some of the enemy sprite tilemaps and try to code Luigi to have a higher jump than Mario. It's now different than the original SMB3.

Update!



This time, it's the palette swap for suits and 1UP's being picked up from small treasure chests no longer at World 5-1 due to cheating by collecting as many when player saves and quit.

Insectduel
Posted on 04-21-12 05:19 PM, in Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete Link | Quote | ID: 150736


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I don't know anything about IRC or any servers since I don't visit here very often.

Insectduel
Posted on 05-08-12 06:42 PM, in General SMB3 Hacking Thread Link | Quote | ID: 150848


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I've completed placing the rom addresses for Super Mario All-Stars into one document. You can download it here. Every Friday it will be re-uploaded when I add more data into a document. I'll fix the level and enemy rom offsets since they are incorrect and can lead into problems when editing or viewing levels.

Insectduel
Posted on 05-16-12 11:23 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) (rev. 4 of 05-16-12 11:32 PM) Link | Quote | ID: 150934


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Do you know that I originally want Ring Man to shoot Rolling Cutter and copy the AI routine from Rockman 1. Here's my demonstration. And no, the music from Mega Man Forever wasn't allowed in my own project before I scrap my project away.

Also, I think I would rip data for Shadow Man's Mega Man III control value and try to paste it into an empty bank. I can just rip the difference code from the Metal Blade hack and the original shadow blade.

I haven't hack Mega Man IV for a long time so if you want me to insert the shoot controls in the Ring Boommerang I can try to do so free of charge and give you the instructions.

EDIT:

I can probably do any of the three since it's simple edit and doesn't need any ASM experience. I'll give them to you within less than a day to 3 depending on my activity.

1. I need where in hex code is place where i can boost speed of Pharaoh shoot - Totally possible
2. I would like to make that ring boomerang will can go up (if press x + up arrow), but i think that would be hardest thing from those - Don't know!
3. I also need values for Toad Man weapon, I mean I want to lower the time betwen use weapon and start rain and value for rain flush duration - Totally possible

Insectduel
Posted on 05-19-12 06:11 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 150952


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Honestly, I NEVER even played The Legend of Zelda on the NES. My first Zelda game is Ocarina of Time on Nintendo 64 so I became a Zelda gaming fan. A link to the Past was my second, then Oracle of Seasons/Ages and Four Swords.

I really don't know the difference between the hacked version and the original such as having a Magic Meter, or a hookshot. The Zelda GB games I played is didn't have magic meters.

This project is quite interesting but keep up the good work.

Insectduel
Posted on 06-02-12 05:08 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 151178


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Sorry for the trouble! Been busy a lot with stuff! Here's the answers!

1. I need where in hex code is place where i can boost speed of Pharaoh shoot

The following speeds are chosen by the following bits :
Take the direction bits value you want, and divide them by 4.

9217-9219 / 79227-79229 : Horizontal low speed table of Pharaoh Shot
921A-921C / 7922A-7922C : Horizontal high speed of pharaoh shots
921D-921F / 7922D-7922F : Vertical low speed of pharaoh shots
9220-9222 / 79230-79232 : Vertical high speed of pharaoh shots

2. I would like to make that ring boomerang will can go up (if press x + up arrow), but i think that would be hardest thing from those

Unresolved!

3. I also need values for Toad Man weapon, I mean I want to lower the time betwen use weapon and start rain and value for rain flush duration

For toad weapon, during rain duration is rom offset x74C03. I did screw around with it but Yosaku did had it so I can't remember where is located!

Insectduel
Posted on 06-02-12 05:27 PM, in General SMB3 Hacking Thread Link | Quote | ID: 151179


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Posted by Googie
I wanna work on my Toad SMB3 hack again, can I please have the offsets where I can change the ? sprite to the wand sprite when Boom Boom is defeated? I would really appreciate it. ^^;


It's possible, but the Magic ? Ball is an enemy sprite while the wand is a different sprite which is considered a special series. If I can figure out where the sprite initial comes from I'll change it's course.

Posted by ShoFIZZLE
Anyone care to lend a helping hand on my airship level?


Go on! Ask away!

Posted by emrabt
Would anyone be willing to help me?

I’m new to hacking, so I will need step by step instructions to learn, I might have the terminology wrong but I’m looking to learn these things:

Edit sprite tile mapping, using either the Disassembly or a hex editor. Could somebody show me how to do something simple, like change the goomba from using two tiles flipped to having 4 separate tiles?

Background tile mapping to put a sign post into a level like with Mario world.

Assigning each tile a new pallet, I know and have changed the colours from the palettes already set to each tile using a hex editor, but I am looking to reassign a specific pallet to a tile. For example using Mario’s palette for a piranha plant.

A big thank you to anyone who takes the time to help me.



Is it for NES SMB3 or SMAS, either way sprite tile mapping is the hardest to know. I haven't analyze how the NES version of sprite tile mapping works so there's no way I can but someone may help you. Good luck!

ISD a.k.a ろんちゃん

Insectduel
Posted on 06-08-12 05:01 PM, in General SMB3 Hacking Thread (rev. 3 of 06-09-12 05:04 PM) Link | Quote | ID: 151271


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1] How about making a shelled koopa come from a ? box?

It's possible to spawn a shelled koopa but it's not a regular sprite. It's a special object like with wands or kuribo's shoe. Unless you want to spawn a walking koopa instead. Otherwise it would be ASM related. Besides, the only person would spawn a kuribo's shoe from giant ? blocks is Dahrkdaiz. If possible MAYBE I'll get a workaround with that!

2] or change how many lives a 1up mushroom gives?

Again, it's also possible since there is a table of how many lives does a player gives. If I could study the coding especially how many lives for getting 3 goal cards, I can get a workaround to create a code where a player gets 2, 3, or maybe 10 lives from a single 1-UP mushroom.

Now onward with my question!


Hello, I may need help on this one! I'm trying to create the poisonous mushroom sprite replacing the starman and I got a problem with the starman sprite. I have tried to change it's location pointer at rom offset x2070 ($A060) and it worked which disables the flashing, but the main problem would be it's 1st jump after it pops from ? blocks and bricks. I've tried almost everything in the code breakpoint and didn't find the problem.

Then it come across with rom offset x2852 ($A842), NOP 5 bytes of a code and the Power-UP Mushroom and the 1-UP mushroom both make 1st jumps before landing on the floor after popping up from blocks. So how do I make the Starman do the same which it would NEVER make it's 1st jump like with Mushrooms?

Insectduel
Posted on 06-23-12 04:56 PM, in General Megaman Hacking Thread (rev. 3 of 06-23-12 05:02 PM) Link | Quote | ID: 151439


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Post via Insectduel's Domain on Facebook

Attention Rockman hacking gaming fans! Neoぼろくず工房 has announced that the download of the full completed version of Rockman 4 Minus Infinity is now released! For users that follow Neoぼろくず工房 on Facebook should already have the download link in the notes AND should appear in your news feed without hiding/blocking it.




This video from NeoMixCannon has proof. Please enjoy and have a AWESOME weekend!

AHEM! Since I'm posting here at the forum, why don't I give you the direct download to the game. It's labeled as version 0.01

Insectduel
Posted on 07-05-12 04:51 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 07-05-12 04:51 PM) Link | Quote | ID: 151544


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I'm working on SMB1 again! This time it's the extended version. So far I already set the worlds to be played at 49 levels. I've just need to create levels and store them into an empty slot.



My latest creations would be the loading the metatile blocks to be loaded in certain worlds. I already did the foreground part.

Expected to be released on my 7th anniversary which is 11/17/2012.

Insectduel
Posted on 08-10-12 12:06 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 151913


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I'm not using those graphics or current palettes for the new 2.0 version. I may finished inserting levels now all I need to fix the bugs. I may need graphic designers needed, then insert Cheetah Mario Bros. BGM onto the final piece of my project.

Unchanged graphics and music also available when it releases on my anniversary date.

Enjoy!

Insectduel
Posted on 08-11-12 05:30 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 151992


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Those screens makes me wonder, should I get back to Mega Man 4 hacking? Sometimes I do need to get back in the Mega Man game and try to make my next best Mega Man 4 hack fewer than Rockman 4 MI.

I'll be waiting for play but not the beta testing unless it comes to me first.

Insectduel
Posted on 08-11-12 05:35 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 151994


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Wow, nice redrawn graphics! Looking forward to it!

Insectduel
Posted on 08-11-12 05:37 PM, in Gosh darn it! Link | Quote | ID: 151995


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My forum is full of spambots while on inactivity including the porn threat which can violate the TOS if caught. Are they trying to take over humans! That creeps me out!

Insectduel
Posted on 09-07-12 05:15 PM, in General Megaman Hacking Thread (rev. 3 of 09-07-12 05:17 PM) Link | Quote | ID: 152326


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I never thought Yosaku was active again with his continued project! I just checked Rockman 4 STH today!

Also for Mega Man IV fans, you guys ever want to code a feature like Fast Scrolling, Haikei, and Effect Enemy EX in your Mega Man IV game, you just ask me and I'll insert it by hand with the .ASM file free of charge. It depends how much space you have in your MM4 rom. I'll be forking these 2 codes except Haikei which is broken into RHDN.

And, I think Rockman 1 needs more features in level header banks like visine such as changing graphics in doors open and close because Rock n' roll don't have that or even set door GFX positions! Last time in my MM1 project, I got Bombman stage door GFX positioned like other stages instead of upwards.

Insectduel
Posted on 09-11-12 04:32 PM, in Thinking about doing Mm4DLC again! (rev. 2 of 09-11-12 04:33 PM) Link | Quote | ID: 152368


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You know, I feel like doing Mega Man 4 Dr. Light's Conquest again. Not because of Ririka's request at Japanese BBS but some of you may disappoint me in a few Mega Man IV / Rockman 4 hacks I played except with Yosaku's Rockman STH or even Puresabe's Rockman 4 MI.

Some don't even care about the glitches such as the splash or even the bubbles, many of you left the door tiles unchanged when closing and opening even without the TSA editor in Mega FLE X but you should at least disassemble it. Even Chiko's Rockman 4 hacks are the worst I ever seen with the lack of level designs even with the plagarism rips. With Maverick Revenge, at least the author tried but I am attempt to recreate the game from scratch and put endings at Cossack 4 instead of playing the wily stages. The 2 worst Mega Man IV hacks other than Chiko's is Mega Man Rock and Mega Man C4. These 2 are more like a joke! I haven't tried much of the Mega Man in Indonesia series but a fan whose been in my Facebook fan-page is a decent Mega Man Indonesian author that knows the original game standards .

Now, my Mm4DLC project began in June 2009 after my success with my boss rush hack Mega Man Showdown IV and my PC crashed in December 2009 forcing my game to be discontinued and lost my documented data but my project is backed up in a private uploader. Now I have a Dropbox account. In May 2011, my PC revived but doing the Super Mario Bros. series like Frank's 2nd SMB3 hack in SMAS and After World 8 version 2.0 in July 2012 until the game release on November 17, 2012. I feel like that I finished my Super Mario rom hacking projects but some are waiting to be moderated to fix the bugs and glitches and add coding features.

As of today, I am publicially releasing my build of my discontinued Mega Man IV hack called Dr. Light's Conquest and I am going to start the project again but I don't know when or what date. Expecting to be released on my 8th anniversary will be November 2013 or even Summer 2013. No levels are to be build yet but some stats and other changes are modified. I was originally going to release a 1 level demo in Christmas 2009 but my PC crashed before I started making one. I have a feeling that my game will surpass Rockman STH's rankings but never Rockman 4 MI.

My Mega FLE X does work on my PC but not with long directory filenames so I always use C:\WINDOWS\MegaFLE X to keep it simple.

Enjoy!

Download: http://acmlm.kafuka.org/uploader/get.php?id=4305

Insectduel
Posted on 09-14-12 04:40 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152386


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I recently taught myself to make music in Mega Man 1. But I can only rip them from some Rockman 2 hacks. It was kind of a pain to look at the data and the ram address to tell where the song is located. Is there a easier method so I won't get a headache!

I've inserted about 8 custom songs onto my new Rockman 1 hack already.

Insectduel
Posted on 09-17-12 08:43 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 152397


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How many "Slippery" levels did you have? In Japanese 2ch, I told Yosaku to replace the codes based on Matrixz's patches folder for use on Rockman STH project.

If you look there, then use the following rom offsets to have every slippery TSA tiles for each stage even for the first video you have.

Insectduel
Posted on 09-17-12 09:22 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 152400


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Just 1 level? You could just change the CMP part (C9 0D) 0D is Wily 2 if I'm correct.

x782E2
x793A1
x793ED
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