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Insectduel
Posted on 08-26-13 02:23 AM, in Making bosses tougher in SMB3 Link | Quote | ID: 154664


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Sounds like an AI related question! In the original code, Wendy launches her rings after you stomp them. She can only limit to 3. I think it's possible but I have to recheck my document because Lemmy's AI is pretty much what you're saying with his Circus balls without stomping.

Insectduel
Posted on 08-27-13 10:22 PM, in Making bosses tougher in SMB3 Link | Quote | ID: 154676


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Hmmm based on my SMB3SMAS documents I've written and I have good knowledge of ASM gives me a challenge. I wonder if I can increase the number of stomps for each Koopa Kid, that means the fire hits must go with it. It should be easy like I created many other codes.

Insectduel
Posted on 08-31-13 05:09 PM, in Hackers wanted! Link | Quote | ID: 154695


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WWF Wrestlemania, I may want to hack the game myself but not at the moment. It's been loaded in my mind.

Insectduel
Posted on 09-05-13 04:56 PM, in General Megaman Hacking Thread Link | Quote | ID: 154729


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Posted by Trinitronity
Well, I have that "Capcom format" document, but I get the feeling that it is missing some informations.
Informations like how do I port NSF files into the MM3 ROM. I would really like to replace MagnetMan's Theme with that custom graveyardish track I have.


.NSF and .NES files almost carry the same data so there is no worry. Just copy all info and paste it.
Some .NSF files have some jump changes and Mega Man II are example.

Insectduel
Posted on 09-16-13 12:42 AM, in You're hack on a DSL/PSP flash cart Link | Quote | ID: 154788


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Good lord? Really?

I don't have a 3DS but my sister does! I would like to play SMB Extended with it.

Insectduel
Posted on 09-28-13 04:43 PM, in General Megaman Hacking Thread Link | Quote | ID: 154855


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I usually use my hex editor to do this. That includes editing the NSF file before the actual rom.

Insectduel
Posted on 10-03-13 03:34 PM, in General Megaman Hacking Thread Link | Quote | ID: 154894


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You have to export the music from the original game ROM before you get to the NSF, only then you can test yourself by editing the NSF before the main rom. The code starts in rom offset x80 in all NSF files but the music locations relies where is found.

Insectduel
Posted on 10-29-13 02:28 AM, in Mega Man Upgrade Patch (rev. 2 of 10-29-13 02:28 AM) Link | Quote | ID: 154971


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@dreamerman Don't you think that people make Mega Man fan games that bypass the NES limitations? Mega Man Unlimted, Mega Man Rock Force, Mega Man 4+ & Mega Man Revolution are fan based Mega Man games that don't use any NES programming. Maybe you should start learn how to program a game without hacking a NES game.

@RetroRain, any plans for TSA custom blocks? Jimmy already created the bounceblock so far that almost kinda like Mega Man VI.


Insectduel
Posted on 11-27-13 08:01 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 155185


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@Mario_RebuenSMB3 Welcome aboard Reynoldse53. I'm suprised those Reuben screenshots that you've showed me before via Facebook.

Insectduel
Posted on 01-09-14 08:45 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 155408


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For months, I wanted to code Luigi Game onto SMB3SMAS. It's not done yet! RAM $726 may be removed but I better take a look on how SMBTLL done that comparing SMB1's 2P game.

Insectduel
Posted on 01-11-14 09:46 PM, in General Megaman Hacking Thread Link | Quote | ID: 155425


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Rockman 4 MI version 0.02 is now released.
According to Puresabe, it was open to the public! Please enjoy!

link

Insectduel
Posted on 01-12-14 05:03 PM, in General Megaman Hacking Thread (rev. 2 of 01-12-14 05:03 PM) Link | Quote | ID: 155432


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Zynk, if you want to look for Palettes or palette hex numbers for any weapon including for charged shots, use the FCEU's PPU viewer which is located at Debug. The bottom row of the 1st 4 bytes is Mega Man's weapon palette.


Insectduel
Posted on 03-07-14 09:13 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* (rev. 2 of 03-08-14 12:13 AM) Link | Quote | ID: 156018


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One of the SRAM glitches I found during gameplay.

EDIT: Whoops! Drakon already fixed it! I didn't see the entire post.

Insectduel
Posted on 03-08-14 10:28 PM, in General Megaman Hacking Thread (rev. 2 of 03-08-14 10:28 PM) Link | Quote | ID: 156038


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I just set a $5 ad campaign on Facebook promoting a NEW Rockman 1 hack called Rockman Gaiden which just released today via 2ch. If you like my Facebook fanpage, the "Sponsored" ad will appear on the news feed for the next 3 days.

Link

You need the Japanese Rockman 1 rom to apply the IPS patch, not Mega Man. The author is Sophia whose also did the Rockman 2 hack called Rockman 2 GX.

Insectduel
Posted on 03-08-14 10:51 PM, in ShaneM's ANNSMB Hack (It's Here!) Link | Quote | ID: 156039


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Posted by XTTX


This looks awesome man! I dont think i have seen too many ANNSMB hacks at all.


2 years ago, I was originally suppose to be a team ANNSMB hack like SMW's SMWCP game.
It failed! It's not necessary to make a ANNSMB hack anymore. I'll just stick with SMB2J.

Insectduel
Posted on 04-10-14 12:00 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 156320


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This is just a warmup! People often ask me when should I do an actual SMB3SMAS hack besides Frank's 2nd SMB3 hack. I had a game planned but there are other projects to finish first.

Insectduel
Posted on 04-21-14 05:23 PM, in General Megaman Hacking Thread Link | Quote | ID: 156412


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That's pretty easy to figure out, I THINK! If I do a quick CDL on my FCEUX Emulator, I can probably find the hex number of 11 and change it. If the text is based on TSA's like Mega Man IV or V, then it's also possible. AND if the text uses the existing rom offset, you can probably move the text rom offset into an empty space by changing it's LDA pointer.

Insectduel
Posted on 04-22-14 11:43 PM, in General Megaman Hacking Thread Link | Quote | ID: 156426


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My FCEUX Hex editor may figure it out with a RAM searcher. So it's based on TSA Solidity like with Mega Man 1. Each level has 4 TSA block settings per stage. So when Bubble Man comes in, he can turn air into water for battle. I wonder if Bubble Man can turn SPIKES for battle. Now that would be a laughter.

Tonight or Tomorrow, I may be able to help you out and give you the ROM Offset for it. It should be 1 byte of a code with a TSA ram offset.

Insectduel
Posted on 04-26-14 01:48 AM, in General Megaman Hacking Thread Link | Quote | ID: 156443


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Yeah that's the problem.
It's supposed to be RAM $34 at hex 04 which is water but I guess the data is different.
I think Rockman 2 Gensokyo disabled the water setting when Reimu is battled.

Insectduel
Posted on 05-15-14 08:02 PM, in General Megaman Hacking Thread Link | Quote | ID: 156542


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Warning! Fake screenshots!

Looks like CAPCOM created a legit 8-Bit Roll for Rockman 1 Mobile and the sprites is uploaded on Sprites-INC website.

But, do you know what it takes to create Roll mobile into a NES game?




Anyone can easily use mobile Roll into any of Mega Man fan games but when it comes to Mega Man ROM-Hacks, there are facts.

Based on the Mega Man 4 screenshots, the NES actually have color limitations so Roll cannot have her green bow or other known color schemes. There may be a few sprite limitations as well.

I am going to challenge myself in creating the mobile Roll Chan for Mega Man 4 using YY-CHR and Matrixz's Capcom Sprite Assembler. I draw mobile Roll from Sprites-INC into the tile editor and assemble the pieces.

Zynk's Roll Chan is much more favorable than Yuifa's even for Rockman 5's Roll Chan.
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Main - Posts by Insectduel

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