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Insectduel
Posted on 09-17-12 09:40 PM, in RRRRRR!!!!!! Link | Quote | ID: 152401


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I had beer drinking issues after trying out the 0.00% alcohol beer. These alcohol beer effects really kicks in.

I wouldn't dare smoke an electronic cigarette.

Insectduel
Posted on 09-20-12 05:26 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152414


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Posted by Zieldak

EDIT: After 50 minutes making this post, I've fixed up the Boss Fight music. Music Hacking isn't hard at all! Check on this post sometimes to know which songs are imported to the game! Songs starting with $ are imported.


I get frustrated when it comes to songs that hits the loop when 04 XX $XX XX. The only thing I can't do is compose my own music.

Insectduel
Posted on 09-20-12 05:28 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 09-20-12 05:29 PM) Link | Quote | ID: 152415


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Working on a Rockman 1 hack from scratch. Mega Girl AFS is no longer to be a finished project. I already inserted the best possible ripped Rockman 2 hacks music in there since I cannot compose my own music.

The codings and Yellow Devil GFX and AI will be transferred.

Insectduel
Posted on 09-23-12 07:03 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 152449


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I recently submitted some Rockman / Mega Man 4 patches into Romhacking dot net! Are you going to use them!

Source code provided means you have to open the .ASM file using either MS word or as .txt document.

Insectduel
Posted on 09-29-12 05:40 PM, in Dark Man Revenge(MM5Hack in progress) Link | Quote | ID: 152535


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Zieldak is right! I suggest you create the Proto Man (Blues) sprite from scratch or copy sprite replacements from Mega Man 3.
Even if some sprites do not fit like Mega Man 9's Proto Man, the sprite pieces must be reassembled.

Insectduel
Posted on 09-29-12 05:46 PM, in General Megaman Hacking Thread Link | Quote | ID: 152537


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I need to ask something about Mega Man / Rockman 1.

I created an ASM boss rush stage of Wily 4 and the coding is switched into a free slot than the original slot so I can fit the screen number, and boss numbers in one (or maybe) two levels.

How do special objects work and I'm talking about 01. Whenever I defeat the rematch boss, the 01 special block won't clear and stays solid. Can you tell me what the problem is!

Insectduel
Posted on 09-30-12 07:18 PM, in General Megaman Hacking Thread Link | Quote | ID: 152556


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Thank you so much NetSplit! I use the ram searcher to put these hex numbers with the specific $3B Enemy. I moved the $C14E table into an unused slot which the Copy Robot will also included in the fight.

Insectduel
Posted on 09-30-12 07:20 PM, in The General Project Screenshot/Videos Thread... (rev. 3 of 09-30-12 07:23 PM) Link | Quote | ID: 152557


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MegaGirl Another Fight Story officially discontinued for good! It will be best as a PC engine than a NES game.

Wily 4 WIP. Enemies will be added after all levels are made including their checkpoints. For now, all level designs first before everything else.

Enjoy!

Insectduel
Posted on 10-02-12 12:14 AM, in General Megaman Hacking Thread (rev. 3 of 10-02-12 12:21 AM) Link | Quote | ID: 152566


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To Zieldak

If you move the $3B bosses 2 screens ahead or anywhere on the screen,
check out my custom enemy $3B disassembly guide below.

Rom offsets you're looking for.
$17DAF is the value where the Cutman boss is pointed.
$17DB3 is the value of Cutman's screen number.
$17DB7 is the value where the Elecman boss is pointed.

And Rom offset $17DF7 are Wily 4 boss values. (4 Bytes)

For me, I created a custom $3B enemy where you put it on any level at any screen if you already seen my Rockman AF video. Place them anywhere, anytime. I also seen NetSplit had Gutsman on Ice Man's stage when I look at his YouTube video.


AI_Object3B

Rom offset starts at $17DA8

To switch the code into another slot, change the 2-byte rom offset at
$16AC1. $17F86 ($BF76) to $1800F ($BFFF) are available to create the
code freely. The bottom of the rom which is $1FF10 are also unused space.

If created from scratch, please don’t forget to change the JMP’s and LDA
ram locations or it will not properly. Also to BNE or BEQ the code where is
properly pointed if expanded from the original point.

$BD98> A5 31: LDA CurrentStage
$BD9A> C9 07: CMP #$07 ; Wily 2 level

If you choose to add another stage, use BEQ where the boss number is
located (to A0 00) then add CMP (C9 XX) for another current stage.

$BD9C> D0 13: BNE ++ ; $BDB1 ($17DC1)
$BD9E> A0 00: LDY #$00 ; Cutman
$BDA0> A5 1B: LDA ScrollPosScreen
$BDA2> C9 1C: CMP #$1c ; Screen Number for Wily 2.
$BDA4> F0 02: BEQ + ; $BDA8 ($17DB8)

If you’re adding more screens with boss numbers,
repeat the LDY, LDA, and CMP codes above. BEQ the code to 84 AC after each entry.

$BDA6> A0 04: LDY #$04 ; Elecman
+
$BDA8> 84 AC: STY FightingBossNum
$BDAA> A9 02: LDA #$02
$BDAC> 85 3E: STA BossCurrentStrategy
$BDAE> 4C BCBD: JMP $BDBC (This is where the 01 special object comes in.)
++
$BDB1> C9 06: CMP #$06 ; Works for Wily stages?
$BDB3> F0 0E: BEQ $BDC3
$BDB5> A6 1B: LDX ScrollPosScreen
$BDB7> BC CABD: LDY $BDCA,X
$BDBA> D0 EC: BNE $BDA8
$BDBC> A9 01: LDA #$01
$BDBE> 85 68: STA ForcedInputFlag
$BDC0> 4C B1BE: JMP RemoveObject ; $BEB1
$BDC3> A9 42: LDA #$42
$BDC5> 9D 2004: STA ObjectFlags,X

$BDC8> A0 CC: LDY #$cc
$BDCA> 20 33F5: JSR InitObjectDefaultSpeed
$BDCD> A9 13: LDA #$13
$BDCF> 9D E006: STA ObjectType,X ; Footholder
$BDD2> 20 63F6: JSR CreateEnemy ; $F663
$BDD5> B0 0F: BCS $BDE6
$BDD7> A9 02: LDA #$02
$BDD9> 9D 2004: STA ObjectFlags,X
$BDDC> A0 CC: LDY #$cc
$BDDE> 20 33F5: JSR InitObjectDefaultSpeed
$BDE1> A9 4C: LDA #$4c
$BDE3> 9D 8004: STA ObjectPosX,X
$BDE6> 60: RTS Return

Wily 4 boss tables. I really do not understand how is coded without anything pointing to these bytes or a loading/comparing tables.
I haven’t found the breakpoint of the code but it’s unknown to me!

These bytes are utterly pointless if the code is created from scratch.
Edit these boss numbers to fight them in Wily 4 only starting at screen 1D.

Rom offset $17DF7

$BDE7> 02: .Bombman
$BDE8> 03: .Fireman
$BDE9> 01: .Iceman
$BDF0> 05: .Gutsman


And I have another question from me!

I noticed that the special 01 and 02 blocks disappear when you're at the checkpoint area. They respawn only if you start at the beginning of the level. I don't want those unsolid blocks after reaching the checkpoint. Can you tell me is it possible to disable or add some code to not have disappearing special blocks after reaching checkpoints?

Insectduel
Posted on 10-05-12 12:05 AM, in General Megaman Hacking Thread Link | Quote | ID: 152588


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I cannot understand what you're written. When you showed me these notes, you better make sure you enter these ram offsets correct. The example is right but probably the wrong ram offset.

If you're actually customizing the Enemy $3B, you have to make sure ALL THE SPACE IS USED. Remove (Put 00, EA, or FF) all original codes that is not in use from $17DA8-$17DE0 if you already switch the main ram code into a empty space. You also must change the ram $BDBC "4C BCBD: JMP $BDBC" Part where it points to [A9 01] 85 68 4C B1 BE. And also $BDCA "BC CABD: LDY $BDCA" where it points to [20 33 F5] A9 13 9D E0 06. If you still cannot get these to work, then I should hand you my IPS patch with instructions. You needed all bosses in Wily 4 right? Seems like a good choice for boss rush stages since Mega Man X or even Rockman & Forte.

I have to figure how to disable the Special 1 or 2 blocks after reaching checkpoint and after you die in a level! They do not respawn when reaching that area and die. It may cause me to change the checkpoints and screen numbers to the end of the level.

It may give me an idea to never respawn $3B bosses after reaching the checkpoint and die but I had no idea where to start.

Insectduel
Posted on 10-05-12 04:40 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 152592


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Trailer 3 of the modified After World 8 hack. I uploaded it on my other account because of copyright reasons from the Japanese horror movie Kairo.

Insectduel
Posted on 10-06-12 11:31 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152606


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My custom boss rush code I performed got so creative! However, it does not guarantee that is 100% bug free as it may occur problems whenever it may hit a crash. I'd say it is 96% good comparing to CAPCOM's original code! It was tested over and over again including the original boss rooms that's not related to $3B. Never tested outside of wily stages as it may need to change the starting active stage.

My game have Wily 2 which is Ice Man only and Wily 4 everyone else including copy robot. Why because of the slippery tile stage in Wily 2 I've plan to design. You may notice that Ice Man does not fight in slippery floors in the original game.

I wanted to do that custom $3B enemy code since Rockman & Forte or Mega Man X and I did!

Insectduel
Posted on 10-12-12 04:14 PM, in General Megaman Hacking Thread Link | Quote | ID: 152650


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Cossack 4 of Rockman 4 Sparking to Hero is released!

Screenshot is in the website!

The Rockman STH project is back in business!

Insectduel
Posted on 10-18-12 11:07 PM, in General Megaman Hacking Thread (rev. 2 of 10-18-12 11:08 PM) Link | Quote | ID: 152692


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OMG! This recent translation project is by accident. I'm surprised that the Cossack dialogue texts in both regional versions shared the same data except the starting text is relocated.

Yes, it is a Rockman STH screenshot.

I should post it to the public whenever I completed a simple Japanese to English Rockman 4 hack.

Insectduel
Posted on 10-23-12 05:01 PM, in General Megaman Hacking Thread Link | Quote | ID: 152734


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I’ve finally managed to get the actives in stages that uses Enemy $3B in Rockman / Mega Man 1. To execute it, go to $C2CE ($1C2DE) and switch the ram into an empty space. Then use the code provided. It’s best to use them in Wily stages because they do not use after doors palette. They also reset TSA blocks for Gutsblocks but I don’t really care about them unless you’re using them in boss rooms. Use this code ONLY if you already customized Enemy $3B and make sure you set the room actives if you want to break the solid block after defeating the boss.


A5 31 LDA CurrentStage
C9 09 CMP #$09 ; Wily 4, uses actives for $3B enemies at checkpoints after dying.
D0 03 BNE +
4C 7E 90 JMP StageBegin ; Resets all actives and palettes targeting the chosen level.
+
4C 81 90 JMP StageBeginFromDeath ; Every other level resumes as normal.


A while ago, Thantos-Zero did suggest a code to make Mega Man / Rockman jump higher in water. I successfully followed Jimmy’s code and it doesn’t act like a true code. Something is missing and that would be the gravity effect. Unfortunately, Rockman / Mega Man 1 don’t have it so rewriting ASM would take too much knowledge to create it so I wouldn’t bother. In Rockman / Mega Man 2, $3C would be gravity code but there is no such code in Rockman 1 as I tried seeking. $05 was the original jump in MM2 with gravity so in my MM1 hack I use $06 without the gravity effect.

And I'm been working with temporary blocks trying to use them in Wily 1, setting them is actually a pain in the ass but it's not 100% perfect as the block being set up is solid before the block appears to be cleared after disappearing.

I may release a demo about this and next week with Cutman, Wily 1 and Wily 4.

Insectduel
Posted on 10-26-12 04:47 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 152752


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This video and demo release of the game! Download is in this YouTube video or go to Board 2 Uploader.

Insectduel
Posted on 11-07-12 09:45 PM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 152812


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I have not got in contact in a week because of Hurricane Sandy and my internet was shut down. Finally got a hold of the game! I played Cutman's stage as the first. The game is better than it ever was but I should continue playing.

Insectduel
Posted on 11-10-12 09:26 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 152832


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Wily 2 of Rockman AF

Insectduel
Posted on 11-15-12 01:40 AM, in Your Face (rev. 2 of 11-15-12 01:41 AM) Link | Quote | ID: 152859


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I haven't post pics of myself here in a while unless you snooped in my photo albums in my Facebook fanpage.



This is the watch won by the raffle ticket at the NY de Volunteer event. Rom hackers like myself is still enjoying the ladies.

EDIT: I'm in the center!

Insectduel
Posted on 11-17-12 05:32 PM, in SMB Extended (Afterworld 8 Version 2.0) Link | Quote | ID: 152870


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I am proudly presented my company's 7th anniversary of the revised rom hack of Super Mario Bros. 1 has been released. SMB Extended is originally Afterworld 8 version 2.0. This game has SMB2J Items, Hurt Blocks, and plays up to 13 worlds.




In addition since my partner failed to provide me new graphics and coding, the game is the final version. There will be no more revisions afterwards. 99% of the game is bug and glitch free.



Not if the graphics but music is also used and is from the SMB1 hack Mushroom Nightmare. Graphics made by Googie in 2006.

Downloads are available in either website since it has the same package files. I wonder if Board 2 links work since my webpage link got rejected by RHDN for some reason.

Download (Board 2)
Download (My Website)

Enjoy my 7th anniversary hack!

ISD
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