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Insectduel
Posted on 11-26-12 11:22 PM, in SMB Extended (Afterworld 8 Version 2.0) (rev. 2 of 11-26-12 11:23 PM) Link | Quote | ID: 152917


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@Superjustinbros World H you say! Depending how many rooms it can handle, I don't think it can carry on past 20-3F which is the overworld attribute. Any other rooms are available and the rom don't have much space left unless I need to figure it out to insert $4000-4FFF slots. Luckily, it didn't before the final product.

It's possible to duplicate 20-3F rooms starting at World A but I haven't started attempting the code yet and Super Mario Bros. The Lost Levels did coded it and adding levels like World A-2 to a used 40-5F room slots. That means expanding the Warp Zones (in SMB1 format) can be harder to handle too if used cause I activate it whenever the player touches the certain world.

Insectduel
Posted on 11-30-12 08:24 PM, in Super Mario Odyssey (SMB1 Hack) -- Ressurected from Reign of (rev. 2 of 11-30-12 08:25 PM) Link | Quote | ID: 152948


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Will posted in my Facebook wall saying that the project is on delay due to computer screen issues. His external monitor he currently have has poor color distribution with a 100% reddish tint. So he can't clearly distinguish one color from another. When WillJ get his computer, he will get back on his project.

Insectduel
Posted on 11-30-12 08:32 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 11-30-12 08:32 PM) Link | Quote | ID: 152949


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Bombman's stage of Rockman Alter Force. I may use the same enemies as the original game since it fits and the scrolls but changed to down in the first area.

NOTE: The second screenshot, I already fix the screen in the actual rom.

Insectduel
Posted on 12-03-12 06:59 PM, in SMB Extended (Afterworld 8 Version 2.0) Link | Quote | ID: 152993


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Posted by MathUser2929
Maybe your hack was rejected for having original code due to you shifting data? Use XDelta for the main patch and you'll get a much smaller patch which don't have copyrighted data. Maybe try submitting again with the main patch in xdelta format. I have had to submit most Sonic hacks there in XDelta format as Sonic hackers are fans of shifting data around.


What the? I never started RHDN submission yet. And I was too busy with other things like ummmm... work. And RHDN does reject submissions from links come from Google Sites.

Insectduel
Posted on 12-03-12 08:09 PM, in SMB Extended (Afterworld 8 Version 2.0) Link | Quote | ID: 152997


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Correct MathUser2929, the weblink which is Google Sites will be rejected from RHDN, but that is why I upload it on Webs.com to post a submission link. RHDN staff does check downloads to make sure it's approved. Some Japanese weblinks will also be rejected because some can't get through their hard drive.

Insectduel
Posted on 12-03-12 08:45 PM, in SMB Extended (Afterworld 8 Version 2.0) (rev. 2 of 12-03-12 08:45 PM) Link | Quote | ID: 152999


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Thanks MathUser2929 but webs.com is fine. I don't know if they take links from the Dropbox folder so I rather not risk it.

I haven't tried the Board 2 uploader links to RHDN so I'll try it next time.

Insectduel
Posted on 12-30-12 08:28 PM, in smb hacking question, please help Link | Quote | ID: 153199


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I remember playing this Touhou SMB1 hack from Nightbug a long time ago. I may thinking it the rom needs to be expanded to add 512 bytes as a trained rom (41,488 I believe), or your SMB1 rom needs to have a clean dump.

Insectduel
Posted on 12-30-12 08:40 PM, in MAGFest! Link | Quote | ID: 153200


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I'm set to go this week, I'm wondering if anyone else in Board 2 is going in the U.S country.

Insectduel
Posted on 12-30-12 08:44 PM, in SMB Extended (Afterworld 8 Version 2.0) Link | Quote | ID: 153201


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Posted by MathUser2929
I noticed the title screen says 1.0 while the download says 2.0. So which is it?

Edit: http://www.romhacking.net/hacks/1028/ Your hack is now on romhacking.net. Feel free to edit it if you wanna change the info on the page.


That's because Afterworld 8 was a previous title so the original series immediately jump to World A while SMB Extended is made from scratch. I did call it Afterworld 8 version 2.0 but the game title no longer calls it when the level starts from World 1 and all the way to World D.

@XTTX, thanks! The project lasted all summer while during the fall is the beta-testing.

Insectduel
Posted on 01-19-13 10:16 PM, in General Megaman Hacking Thread Link | Quote | ID: 153316


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Rockman AF is on hold for a month due to Karaoke singing reasons plus SMB3-SMAS personal projects and document guides.

Since I work full-time as a Hurricane Sandy clean up crew, ROM-Hacking stuff is limited and I only get 2 to 3 hours on a computer.

Insectduel
Posted on 01-24-13 04:39 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 01-24-13 04:39 PM) Link | Quote | ID: 153352


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If I'm not too busy, I'll try your beta hack! Anyway, you mean more adding more hex soundtracks or add soundtracks that points to rom offset, in Rockman 1, I only add more hex soundtracks depending how many space left in the rom bank.

Insectduel
Posted on 04-23-13 08:40 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 153756


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Rockman Alter Force has been stopped since January - February due to personal activity reasons and I'm now it's back to work. This is Fire Man's stage which will be switched over to Elec Man as the boss. I can easily code the boss pose or AI switch!

Levels starts by designing maps before enemies are inserted, the enemy choice will switch the graphic slots.

Insectduel
Posted on 05-01-13 09:26 PM, in Megaman X Zero Goes Maverick - Progress and help thread (rev. 3 of 05-01-13 09:28 PM) Link | Quote | ID: 153793


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I was hoping if someone may use an idea like that. Kelvin's custom maverick bosses in Mega Man 5 if you rather use them or you rather create your own sprite unless you have the artistic skills to do so.

MegaLion 2
Don't mind this falsified 8-Bit music. GXSCC is the shit!

Anyway, I know some of the basic ASM stuff like limit the E-Tanks to 4 or anything I can manage them if you want!

I really like the custom 8-Bit stage progress I've seen so far.

@kujakiller

Posted by Kain

- I want the ROM to remain at the 512KB regular MM5 cart size, however, I don't mind removing some stuff from the game entirely just to make room for cool features.


Insectduel
Posted on 05-08-13 09:40 PM, in Mega Man 5 : Indonesian Artifact Final Update v0.91 Link | Quote | ID: 153837


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This is the error I mentioned on Facebook. A quick fix shouldn't be a problem in Protoman 1.

Insectduel
Posted on 05-09-13 12:03 AM, in General SMB3 Hacking Thread (rev. 2 of 05-09-13 12:04 AM) Link | Quote | ID: 153840


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Posted by Chaobomr

I was thinking of making BoomBoom jump higher like in Some Usual Day and have the final 3 Koopalings require more hits on the hits on the head before they "die." Is there any way I could edit this using a hex editor or do I need to hack into the ASM?


Not such a bad idea, but yeah 6502 knowledge of ASM required. I did however track of the Koopalings HP data for stomps but it's hard to find for Fireballs even if I did the ram searcher. It took 10 fire hits which is 0A in hex but more stomps means increasing for fire hits also.

You could COMPARE (CMP) a World level you're in or create a list of HP hits for each world. I haven't done that yet but it's gonna put me on hold whenever I make a SMB3 hack in the future. According to the Koopalings AI data, there were a few CMP's (C9 XX) for certain attacks of their own kind once the world is loaded next to it.

More stomps requires to have more fire hits or the game will crash during the fire hits.

Insectduel
Posted on 05-15-13 10:31 PM, in General Megaman Hacking Thread (rev. 3 of 05-16-13 09:13 PM) Link | Quote | ID: 153906


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Posted by amarcum81

Insectduel has also helped me out with various things. But If I heard correctly, he's no longer hacking.


You're incorrect, I'm actually on break during the few months due to working in a real job. Is it because my message board closed down? But I'm now laid off the job I worked! I'm only limited working on romhacking projects about 5 hours a day in between Rockman 1 and SMB3 for Super Mario All-Stars.

Now, for those that are Mega Man IV gamers or hackers out there, Yosaku started created minor IPS patches for use for your projects. I've seen Puresabe and Matrixz used it in different codings.

Yosaku's Minor hacks IPS page

I haven't started opening or trying out the patches in regional versions of Mega Man IV. But if you want Mega Man IV for (U) or (E), depending on the Jumps to Rom addresses of how the code is created knowing NES 6502 ASM is required.

EDIT (5/16/13): I was mistaken for the wepaon select with the SELECT BUTTON! This quickly change the speed for Rush in the Weapon menu. Works in all regional versions of Mega Man IV but it's wise to use bytes of a code to a document. If I would use the FCEU debugger I would not allow to use rush sprites when choosing any of Rush's weapons.

Insectduel
Posted on 05-19-13 06:25 PM, in General Megaman Hacking Thread (rev. 2 of 05-19-13 06:39 PM) Link | Quote | ID: 153941


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You mean like from Rockman Deus Ex Machina?

I don't have high knowledge for Mega Man II hacking. I only know Mega Man 1 and Mega Man IV but I quickly know how about debugging codes.

But I can't do anything at the moment.

Insectduel
Posted on 06-03-13 09:33 PM, in General Megaman Hacking Thread Link | Quote | ID: 154038


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Posted by Anandastoon

I'm wondering if I can do that in Mega Man 3 or 4, and I saw Kuja Killer and Infidelity made a such thing in their MM3 and MM4 project. (Odyssey and Ultra 2)


Puresabe has the skills to instant CHR bank switching for enemy sprites for Rockman 4 MI.

That would be cool especially if I want to add many enemies without any sprite glitch problems.

Insectduel
Posted on 06-07-13 09:42 PM, in Kyoryu Sentai Zyuranger hacking notes (rev. 3 of 06-07-13 09:44 PM) Link | Quote | ID: 154057


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In the past month, I used my FCEUX emulator to extract the best possible data and added onto my notes.

Someday, I'll be doing hack versions of Kyoryu Sentai Zyuranger for the Famicom. I already found the enemy data before my computer crashed but I did not add it on my notes a week later. I haven't got started on how the map layout works for all levels. I have no knowledge in making a level editor for it but if you like to use my notes, you can.

Here's my current progress of my document. More will be added when I add more data.

And my custom made patches based on 6502 ASM.

Sound Test (A .NSF file is recommended but it's for music rippers when you use the FCEUX code data logger.)
[URL=https://sites.google.com/site/insectduel/insectduel-s-remodeling-projects/Zyu%20%28Sound%20Init%29.zip]Sound Init for levels and boss battles

Insectduel
Posted on 06-08-13 04:08 PM, in Expanding a ROM that has more than 16K PRG-ROM? Link | Quote | ID: 154062


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Any idea how some games or pirated games like Pocket Monsters Yellow on the NES are more than 1,024 of rom size?
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