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Insectduel
Posted on 05-10-08 08:20 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 83233


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Posted by Kawa
Posted by Insectduel
It didn't take me long to create Patchouli's Insignia but took me 2 hours.
Does not compute.




Nice video about that news report. I wonder if these black suits they talking about are Team Rocket or something.

Insectduel
Posted on 05-11-08 05:54 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 3 of 05-11-08 05:59 PM) Link | Quote | ID: 83293


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Posted by Mystery Gourmet
If you're doing a complete Touhou themed hack instead of Megagirl...i wouldn't put too many bosses from megamari in the hack. Otherwise it'd be kinda...lame i guess. There's plenty of other touhou characters you could use that would fit in perfectly for all the bosses in MM1.

that's just me though :p


I am working on Megagirl. It's just Cirno and Patchouli are the only Touhou characters.

Most of the screens are my Test level roms before inserting it on my actual ROM making it less buggy.

And I'll add possibly 1 more boss Touhou character. But you have to find out for yourself. One huge sprite in the CHR graphics routine can possibly fit the Yellow Devil and to work on the frames too.

Let's hope I get the best luck working on the frame routine.

Note: It's not the huge Patchouli as Yellow Devil. It's another character.

Insectduel
Posted on 05-13-08 08:02 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 83554


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I'm gonna comment more about your MM1 Hack Jimmy.

The title name of the game actually bother me. The title "Wily's revenge" is actaully the US version of MM1 of Game Boy. How about "Wily's Return" or "Wily's Vengence".

I do agree what NetSplit said about these things he talked about. My current hack "Megagirl" would never use SMB1 object graphics.

I do consider for myself to insert the object graphic rips for my level hack really soon when I'm done with ASM stuff and including sprite structures. Mine should have ASM features of the game. And of course, every MM game looks better with different level scroll layouts. Your screens are pretty nice.

And talk about music editing, I would love to do it too, But I don't music hack yet so here is what you looking for? I may need team help on music editing later on.

Music Disassembly for MM1

I hope you finish your MM1 hack soon. Mine is a long way to go.

Insectduel
Posted on 05-21-08 08:19 PM, in Suicidal Mario Link | Quote | ID: 84015


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That was GENIOUS man. I can die whenever I get stuck in a level.

Insectduel
Posted on 05-22-08 08:51 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 84049


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Unreleased levels from my lost SMB1 hack called SMB for Ultimate Players. It's dead now a long time ago. This hack is made before I started Afterworld 8 and already finished with all new 64 levels back in 2005 for each of 4 parts. SMB for Ultimate players can NEVER be released and never will.

World 1-1



World 1-4



World 2-4 Water Level





World 3-4 Sky castle level








Hammer Trio

Instead of releasing my crappy unreleased SMB1 hack, it will be imported to my next SMB2 Japanese hack which is the Third series starring Princess Peach. However, it is my first SMB1 hack in case you're wondering.

I will proberly extend the project date to Fall or Winter, not Summer. Since I'm still with Megaman 1 editing right now.

Insectduel
Posted on 05-23-08 08:45 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 84080


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Way to go Matrixz. Looks like you're the only person who can disassemble Megaman 4 weapons.

Can you give me the disassembly for it. I may need them to make Megaman 1 weapons.

Insectduel
Posted on 05-27-08 07:38 PM, in MM1 Weapon consumption (rev. 3 of 05-27-08 07:56 PM) Link | Quote | ID: 84273


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I've been fiddling around with the weapon energy in MM1. And I tested them too. Let's say my weapon consumption is 07 like the Cut weapon like I did with the Rock and Roll editor. I used the Cut weapon 4 times and all empty. But when I restore the weapon energy and use the weapon again that is LESS than 07, the weapon energy becomes negative.

And I found the code for it

MegamanWeaponConsumePower
$A8C0> A6 5F: LDX WeaponSelect

$A8C2> F6 9E: INC MetersFraction,X
$A8C4> B5 9E: LDA MetersFraction,X
$A8C6> DD D7A8: CMP WeaponPowerConsumptionDenominator-1,X [editing]
$A8C9> D0 0C: BNE +

$A8CB> A9 00: LDA #$00
$A8CD> 95 9E: STA MetersFraction,X
$A8CF> 38: SEC
$A8D0> B5 6A: LDA Meters,X
$A8D2> FD DEA8: SBC WeaponPowerConsumptionNominator-1,X [editing]
$A8D5> 95 6A: STA Meters,X
+
$A8D7> 60: RTS


I used different ASM routines but nothing stays equal. I need to know what correct ASM routine should have the consumption stays zero or unable to use the weapon less than 07. For some reason in MM1, most weapons do not use more than 02 uses. But in MM2, the leaf sheild or crash bomb has more uses than that.

Insectduel
Posted on 05-28-08 08:45 PM, in MM1 Music Hacking Link | Quote | ID: 84335


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Wow, Silver X. You really know how to disassemble music for games. Anyway I got a better answer. Since MM1 music data is already disassembled by someone, use this.

And if you're plan to rip music from other games, I bet the Code/Data logger in FCEUXD might be the the source before inserting them to MM1.

I haven't got to music editing yet, plus my desktop computer do not have sound/sound card/directsound. It may be hard for me to install it or to hack music. Only my laptop has it but it is also Win98SE so my flash drive isn't gonna do it without USB Mass storage device.


Insectduel
Posted on 05-29-08 07:45 PM, in Vs. Super Mario Bros. - Level Layout (rev. 2 of 05-29-08 07:47 PM) Link | Quote | ID: 84380


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I'm not sure if that already exists as a SMB1 port by someone. Anyway, I'm not interested to port VS. SMB to SMB1 because it requires the ROM Expansion to do it like people at RHDN doing SMB Special in a .NES port.

However, I would be interested to port VS. SMB levels to my upcoming SMB1 Super Mario All-Stars hack very soon for the first 8 worlds. Then the last 4 worlds are my Afterworld 8 levels.

Depending what level layout I'm using for my SMAS hack with the amount of Objects.

Another thing is that I would be interested to view all levels to my SMB Utility.

YES, I know Smb2Smc only allow the Japanese version of All-stars. But I'm converting the levels to the US Version of the game.

Insectduel
Posted on 05-29-08 08:50 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 05-29-08 08:51 PM) Link | Quote | ID: 84386


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That's why I like about you Googie. Always doing another project with another good graphics.

As a result what I'm doing so far in my MM1 Project, I've finally managed to fix Protoman's body structures. The X and Y frame patterns are the source for S. Joe's Arm and Body.


MM3's actual style


Fixed Style

I should thank NetSplit for that. Now it's time for me to re-draw Protogirl. And I got more sprite frames to deal with.

I've also fiddled with the Yellow Devil. At first, I thought it was a sprite. It was a BG Image.



The ROM offset for them

$1e973 Yellow Devil Piece Tables
$1e999-1ea30 Yellow Devil Graphics Tile Database

I'm too lazy to explain the byte for $1e973 and what it means. You get the idea.

And if you're doing the Yellow Devil GFX database, use the FCEU's PPU Viewer to insert the tile number. Right now, I can't tell you which Touhou character will be the Yellow Devil until the game is released.

Insectduel
Posted on 05-30-08 08:03 PM, in SMB3 Map Editor BETA Release No. 2 (v1.0)--Thoughts (rev. 2 of 05-30-08 08:06 PM) Link | Quote | ID: 84446


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I haven't hack SMB3 in a while. But I don't barely do it for some fucking reason. Even for Mario-All Stars. I guess I got a few ideas in my head.

1. How easy to understand was the readme file?

Medium


2. How easy to use was the draw tiles mode?

Medium

3. How easy to use was the pointers mode?

Easy

4. How easy to use was the sprites mode?

Very easy

5a. How easy to use was the start spaces mode?

Easy


5b. In addition to the above, how reliable did you find the start spaces hack (the IPS file included with the editor) in producing predictable effects in the game?

Reliable


6. How easy to use was the airship retreat points mode?

Hard


7. How easy to use was the locks mode?

Easy


8. How easy to use was the pipes mode?

Medium


9. Please describe how and for what purposes you used this editor.

No reason.

10. Please describe your general ROM Hacking experience.

No comment.

11. Please describe any problems you have with the editor or the files distributed therewith.

No problems using the editor. What so ever.

12. Please describe what you would look forward to in this editor's future releases.

Don't know. But don't ask me about it. I don't know what features it would have.


Insectduel
Posted on 06-02-08 07:43 PM, in Magical Rockman (Magical Doropie hack) Link | Quote | ID: 84568


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Holy shit.

It must be a Rockman 1 hack. I better host it in my site immediately. Then RHDN after trying the hack.

Thanks for finding it.

Insectduel
Posted on 06-02-08 07:53 PM, in Final Title For Megaman Ultra 2 (rev. 2 of 06-02-08 07:58 PM) Link | Quote | ID: 84569


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I had a feeling that both you and Matrixz made decent ASM MM4 Hacks I seen so far.

I started to think that this isn't the original MM4 anymore by the looks of it. It looks like a completely different MM Game. Also I noticed that the sounds of the weapon menu are from MM5 or MM6.

As for me, I've still had to keep trying to make my first ASM MM1 Hack.

Insectduel
Posted on 06-03-08 08:41 PM, in Magical Rockman (Magical Doropie hack) Link | Quote | ID: 84596


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Posted by Stufid
Nice find Googie, I wish the author would have used ASM to make the broom item stay with you. I'm keeping this ROM incase it becomes lost like a few other hacks out there.


It won't get lost. I promise. I upload it here.

I'm not sure about RHDN, but in order to host it, I need the author's name who made it. Another thing is the hack should be sucuessfully approved in the next day or 2 days.

Insectduel
Posted on 06-04-08 08:04 PM, in Magical Rockman (Magical Doropie hack) Link | Quote | ID: 84664


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In case you haven't know, there is a Touhou Megaman/Rockman Parody game called MegaMari and Marisa is a Spellcaster.

I orginally want to put Marisa in the MM Hack but that no longer exist. Second, I recently put Doropie's tiles onto MM but dosen't fit too well. I could now use Doropie for Marisa now but it's still no use.

Insectduel
Posted on 06-12-08 07:15 PM, in OpenPoké - Starter monsters Link | Quote | ID: 85035


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Something more original I have.

Dark, Psychic, and Fighting. Think about it.

Dark weaken Psychic, but strong against Fighting.
Psychic weaken Fighting, but VERY strong against Dark.
Fighting weaken Dark, but strong against Psychic.

Insectduel
Posted on 06-12-08 07:43 PM, in OpenPoké - Starter monsters Link | Quote | ID: 85038


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Posted by Ominoto


NightKev and Gywall said it


I oblivously didn't read the whole thread.

Insectduel
Posted on 06-12-08 07:47 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 06-12-08 07:48 PM) Link | Quote | ID: 85039


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It's good to see your thing NetSplit. The graphics look kind of decent.

Project Update





Finally created Quinton out of Big Eye's Sprite. I'm going to manage to edit it's AI and do ASM shortly this week. (may require freespace if I need to ) For some reason, it has the same AI as flea.



I've seen many hacks used MM2-MM6 Shot Projectiles but mine now used the index palette which is Sprite Palette#2.

Posted by Googie
hacking 10 levels in MM1 is better than 32 levels in SMB lol!


Exactly! But I'm going to edit all levels for last after all ASM stuff. I'm on my own now and got to be more creative.

Insectduel
Posted on 06-13-08 08:09 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 3 of 06-13-08 08:12 PM) Link | Quote | ID: 85094


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Posted by NetSplit




I kinda notice that the score has been removed. And what's that 2 thing on the energy meter.

Posted by PSlugworth
Insectduel,

The new enemies are interesting and clever re-interpretations from other games, but I would rethink some of the palettes--the harsh contrast with the white in both the Break Man and Quint sprites just looks a little funky to me.




I never begin to edit the sprite palette yet unless I edit the level. However, I would copy Quint's Palette from Rockman Exhaust in Flash Man's level though.

Insectduel
Posted on 06-14-08 08:44 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 06-14-08 08:48 PM) Link | Quote | ID: 85139


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First thing is to thank you for my support Jimmy. MegaGirl is still a long way to go. I recently finished all frames and also fix a few tiles that I saw on sight. Now I'm currently working with ASM with Enemy AI's and Bosses. I'm not exactly going to program into something like NetSplit did. Just modifying a few codings and add some new ASM codings into the freespace.

Do you have to use Bomb Man and Elec Man level with the same GFX. That's kinda bad though or maybe you us. And I think NetSplit pointed out the Title Screen first before I started commenting. I kinda thing those level screens are nice. I'm gonna get to it someday.
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