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Insectduel
Posted on 06-10-13 11:58 PM, in General Megaman Hacking Thread Link | Quote | ID: 154083


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Posted by XTTX
Anyone know what the deal is with Function 20s hybrid hex hack? Dont even know if he has any demos out or not. Looks like such a great hack and dont know why he wouldnt release it. Anyone have any info on this?


I haven't heard any activity but it's possible that it's on hold but who knows. Besides I'm more concerned about the MMC3 Rockman 2 hack I saw..

Insectduel
Posted on 06-13-13 09:32 PM, in General Megaman Hacking Thread Link | Quote | ID: 154100


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Certainly, the link is right here via the 2ch boards.
I reposted 1 screenshot to my Facebook fanpage to take a good look at it.

This MMC3 Rockman 2 hack may be higher superior to Rockman Mindroar or the completed Deus Ex Machina.

Insectduel
Posted on 06-17-13 10:09 PM, in General Megaman Hacking Thread (rev. 3 of 06-17-13 10:10 PM) Link | Quote | ID: 154131


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Posted by Rocketech Productions

Also, is there a download link to that Rockmen CX hack, ID, or is it still a WIP?


I've been asking the same questions from different people since I posted it (even Facebook, which also includes the comment on YouTube after the author uploaded it.) . Nope, the author hasn't put a downloaded yet and yes, it's still WIP.

Posted by Kain

I have a question:
Would it be possible to have a hack like Rockman 4 MI be on an actual NES cartridge and playing on a NES? (I mean since it's 1MB plus uses a MMC5 expansion in one of the ROM version. I don't know if there's any game that has both of these requirements.)


There's a post like that on ROM-Hacking dot net.

Insectduel
Posted on 06-18-13 08:40 PM, in General Megaman Hacking Thread Link | Quote | ID: 154144


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Posted by amarcum81
what was the largest NES Game released? 512KB?? I'll post when I know more...


1,024KB and Castlevania 3 is the only NES game with the MMC5 chip.

Insectduel
Posted on 07-09-13 08:52 PM, in Changing the map music in SMB3 Link | Quote | ID: 154277


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It relies on the ram of the sound engine.

$4F1 - $4F5 uses different music and sound effects in SMB3. But yeah onward to the question.

There is a second set of music on the map screen after death and level cleared too.

Insectduel
Posted on 07-10-13 11:15 PM, in Changing the map music in SMB3 (rev. 2 of 07-10-13 11:16 PM) Link | Quote | ID: 154291


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If you edited the locations at 0x3C424-0x3C42D, then you should copy the original values of the unedited SMB3 and paste it on your search. If is Translhextion then use the find option and paste these as text.

Only then you find the second set that contains after death/level cleared.

Insectduel
Posted on 07-12-13 04:09 PM, in Changing the map music in SMB3 Link | Quote | ID: 154297


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Good question, I should take a research on it today since I know so well about music. It shouldn't take long to find it by my FCEU X emulator.

Insectduel
Posted on 07-13-13 04:57 PM, in Changing the map music in SMB3 Link | Quote | ID: 154301


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Found it, go to rom offset x143EF. That's the music ID value for World 5 map music for the cloud world.

Insectduel
Posted on 07-19-13 09:55 PM, in Making bosses tougher in SMB3 Link | Quote | ID: 154356


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Posted by Chaobomr
Yes, I'm at it again.

I was wondering if anyone knew how to increase Boomboom's jump height and increased the number of hits on the Koopalings.


Are you out of your mind? I extracted their data a long time ago. Maybe the Koopalings but also part of Boom Boom's AI data. I guess some games had them reprogrammed.

Insectduel
Posted on 07-21-13 09:53 PM, in Making bosses tougher in SMB3 Link | Quote | ID: 154381


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Posted by Chaobomr
Posted by Insectduel
Are you out of your mind? I extracted their data a long time ago. Maybe the Koopalings but also part of Boom Boom's AI data. I guess some games had them reprogrammed.


Then how do I deal with that crap? What do I do?


I'm sorry, I forgot about the thread question! I was busy playing Mega Man Unlimited.

If you have Facebook, you can contact me at the Insectduel's Domain fanpage or E-mail me at insectduelprotectmusic@gmail.com. Remove protect music.

I'll provide the HP's for the Koopa Kids right away I extracted on the NES but the Boom Boom's Jump height haven't extracted all of the AI data yet. I'll post it tomorrow.

Insectduel
Posted on 07-21-13 09:58 PM, in General Megaman Hacking Thread (rev. 2 of 07-21-13 10:00 PM) Link | Quote | ID: 154382


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Posted by Gavzilla1000


Is it normal to take this long to complete one stage? And how can I make each stage be "professionally" done?




With Rockman AF (my Rockman 1 hack), only 3 to 5 days per level which includes the following.

1. MAP designs
2. Room order
3. Checkpoints
4. Scroll editor & their check points
5. Doors and their TSA's for opening & closing
(Rockman / Mega Man is the only fixed option than others)
6. Bits of ASM per stage

I have not started with enemies yet so enemies rely on their graphics depending which enemy I want and fix their graphic slots including tileset numbers for sprites.

For Mega Man / Rockman, both stages must be built right away for normal and wily stages depending on TSA usage.

Insectduel
Posted on 07-29-13 10:10 PM, in Mega Man: Into Darkness (rev. 2 of 07-29-13 10:12 PM) Link | Quote | ID: 154486


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I suggest using the 2P B and A buttons for weapon toggle just like Rockman 4 MI. I'm using a SNES gamepad controller to play certain games rather than using SELECT with holding UP or DOWN.

I really hate playing Mega Man Paradise, controls are akward and unfamilar with the weapon usage button.

Insectduel
Posted on 07-30-13 05:15 PM, in General Megaman Hacking Thread (rev. 3 of 07-30-13 05:49 PM) Link | Quote | ID: 154493


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I'm just curious!
Who the heck is PokemonMaster.

It's been uploading Rockman / Mega Man related patches to the uploader. I wonder if the uploader had permission before uploading first because some Japanese authors don't want their work to be redistributed (Or reuploaded from the original sources) including private uploaders.

EDIT: Sorry to say this, effective immediately there will be no more leaked sharing from uploaders on YouTube and Facebook. I'm done posting stuff even if I'm making money off it.

Insectduel
Posted on 07-31-13 05:23 PM, in Making bosses tougher in SMB3 Link | Quote | ID: 154507


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I never even get a chance to look or to add data onto my notes. As soon I get off work, I get tired. Actually, I've been playing around and haven't worked 3 days and since my eyes are easily wary. I usually sleep at 10 to 11PM.

I have no specific projects or video recordings tonight so I got time to look and add Boom's AI data onto my database and message you on Facebook tomorrow.


Insectduel
Posted on 08-01-13 09:44 PM, in SMB3 Question, New Hacker Introduction (rev. 3 of 08-01-13 09:45 PM) Link | Quote | ID: 154518


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Posted by AlanJacobs

1) How do you change the score to receive the N-Spade? I believe the original score is 80,000.


Hmmm... I never seek this data yet but I'll try my best.

Posted by AlanJacobs

2) Frozen Coin Blocks: Is there a way to make this block non-slippery yet still keep the ability to change into a coin when shot with a fireball? I tried fixing it with hex editing but can't come up with anything. When I edit the ice blocks in the game to make everything non-slippery, it also, unfortunately, gets rid of the ability to shoot the ice block into a coin.



All Ice Blocks are non slippery. I change the Ice Blocks in different Tile ID's and they don't slip. Check out my friends video.



The only way to make it non slippery is to change the object set. OR, change the Ice Block tile ID to Tile 7A which is unused in the original game.

Insectduel
Posted on 08-07-13 09:00 PM, in SMB3 Question, New Hacker Introduction (rev. 2 of 08-07-13 09:18 PM) Link | Quote | ID: 154548


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Oh no! You must be able to know some ram addresses. SMB3 workshop does come up with a RAM map guide. It isn't hard to know basic ASM but there is no knowledge required.

Insectduel
Posted on 08-15-13 12:05 AM, in General Megaman Hacking Thread Link | Quote | ID: 154569


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I created this code yesterday after I played the fan game Mega Man Rock Force with infinite lives. Except my Rockman AF rom has tiny bit of freespace left to insert it.

Music is Countdown to Void from Mega Man Unlimited and not inserted to the game. Composed by Kevin Phetsomphou (Kevvviiinnn), Philippe Poulin (MegaPhilX), and Yan Thouin (ThunderThouin). I should have pick Yoku Man's theme since it makes sense to the theme itself.




GotExtraLife
lda #$32
clc
ldx ExtraLives
cpx #$09 (Originally 63)
beq ++
bcs +
inc ExtraLives
bne +

GotLargeLifeCapsule
++
lda #$1C
sta CapsuleObtained
rts

PlaySound
+
jsr IssueSound
rts


I may planning on releasing a code .txt patch instead of the IPS patch if interested and shows you what rom or ram addresses locations to use of the code.

Insectduel
Posted on 08-23-13 04:29 PM, in General Megaman Hacking Thread Link | Quote | ID: 154637


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I'm just curious! How the energy balancer is being created and how much bytes to create it? I would love to attempt it to Rockman / Mega Man 1. Except my project has tiny freespace left on bank 7 which is the main data.

Insectduel
Posted on 08-25-13 11:05 PM, in General Megaman Hacking Thread (rev. 4 of 08-25-13 11:16 PM) Link | Quote | ID: 154660


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Thanks for the reply Anandastoon! But since my Rockman 1 project do not have enough space to create the energy balancer due to other code usages, I guess I should try to build it at my own risk if I'm able to. My goal is to make a project without rom expansion which I still held my MMC6 Rockman 1 patch but not necessary.

My project also do not have enough space to convert it to MMC3 from infidelity's code which I like the UNROM to MMC3 idea without expanding the rom.

Insectduel
Posted on 08-25-13 11:09 PM, in Making bosses tougher in SMB3 Link | Quote | ID: 154661


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You mean you wanted Wendy to not launch her Candy rings? It's activated by the world number. The same goes with Roy's or Ludwigs Earthquake stomps and Lemmy's Circus balls.
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