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Insectduel
Posted on 05-16-14 08:56 PM, in General Megaman Hacking Thread Link | Quote | ID: 156551


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@Zynk I am suprised to hear that! But CSA is a really advanced tool once you get used to it and the proper tools. I am a profession at this tool.



This screenshot is real! I have been working on Roll Chan 5 YH which is just a player version of Rock5easily's Rockman 5 YH and her story is different. Roll faces Mega Man and his assembled sprites is just require some freespace. Everyone expecting Protoman VS. Megaman back in the past when Proto Man 5 was made but it just needs patience.

Insectduel
Posted on 05-17-14 02:09 PM, in General Megaman Hacking Thread Link | Quote | ID: 156555


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@Trinitronity You can start from knowing enemy ID's. Find out what enemy ID where Magnet Man shoots Magnet Missles and mess around with his floating controls. In Mega Man ROM-Hacking, usually the load of the code then Jump to SubRoutine where the Enemy ID ram address is stored.

Insectduel
Posted on 05-17-14 10:16 PM, in General Megaman Hacking Thread Link | Quote | ID: 156557


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Nope, MagnetMan's action is determine by ID frames.
What MagnetMan shoots his projectiles are your enemy ID's.

Insectduel
Posted on 05-19-14 04:16 PM, in General Megaman Hacking Thread (rev. 2 of 05-19-14 04:17 PM) Link | Quote | ID: 156563


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I don't understand anything in the red circles. Could someone please provide a FULL english translation of rock5easily's Rockman 2 editor? Thanks in advance!


Where do you download that Rockman 2 Editor from?
There's a download at Romhacking dot net that comes in a document file with full English translation tutorials.

Insectduel
Posted on 05-28-14 08:50 AM, in General Megaman Hacking Thread (rev. 3 of 05-29-14 01:48 AM) Link | Quote | ID: 156638


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For weeks, I've been trying to program the Beat Cannon weapon from Rockman 5 Air Sliding into Roll Chan 5 YH but crashes when it was launched into an enemy. The code is currently placed in bank 0. I even tried to place the code into the hard wired bank which is bank 1E-1F but crashes when the mid charging is released. I think Yuki Miyuki must've bank swapped the weapon code. I can't seem to figure the entire Beat Cannon AI code and this video is the example.

If I cannot create the Beat Cannon into Roll Chan 5 YH, then I will release it as its current change to be version 1.05 rather than version 1.1. I will also do an English translation to Roll Chan 5 YH only, not Rockman 5 YH. Roll's gameplay is completely different than Rockman. Current XDELTA patch is at my homepage which is version 1.02.

My new Mega Man IV / Rockman 4 project will be based on mobile Roll but there's stuff to take care of first. Rockman AF may be completed this year.

EDIT: Found a way to shoot the Beat Cannon and found the crash data but not yet for reflect. Crashes when hits a reflected enemy.

Please note that this modification of a hacked game does not affect the author's original coding. Like the Touhoumon games, this is an unofficial Xdelta patch. Rockman 5 YH is credited by Rock5easily.

Insectduel
Posted on 05-29-14 01:52 AM, in General Megaman Hacking Thread Link | Quote | ID: 156643


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@Zieldak A gravity sprite (if the gravity code exists in MM3) would have been a nice idea. Place the water tile as air and set the gravity sprite.

But yeah, I think Mega Man 5 uses it and Mega Man 4 most likely is the same when the ladder act as air. Even Mega Man fan games don't have coding limitations and climbable underwater ladders is possible to program.

Insectduel
Posted on 05-31-14 01:01 AM, in General Megaman Hacking Thread (rev. 2 of 05-31-14 01:05 AM) Link | Quote | ID: 156656


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Something I worked on last night. Rock5yh's Blues / Protoman script scene doesn't make sense and that's why I am making an improvement and it's intended for anyone that want to edit Blues / Protoman scripts. Mega Man X5 seems to be a good example when using a fire button and weapon button but controls are limited.

Rock5easily and Yuki Miyuki are the only ones that can edit Blues / Protoman scripts on their games but Air Sliding had Blues / Protoman double jump after giving Rockman / Megaman a full life.

You can download it when you go to my YouTube video.

Insectduel
Posted on 06-12-14 12:12 AM, in General Megaman Hacking Thread (rev. 3 of 06-12-14 12:15 AM) Link | Quote | ID: 156739


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I am going to begin the Roll Chan 4 mobile project soon after the Touhoumon game review. There are more fun facts regarding Roll's charged shot in my 2 screeshots from Mega Man 3. Of course, FAKE because it's not legit.

The official game had more colors than the standard NES version. Like I said before due to color limitations, Roll cannot have her green bow and cannot have her purple colored charge shots. (Unless you want that charged shot to be in Color Set 2 or 3) The picture on the right is the standard color. And why is her mouth red? I guess this is one of those sprite pieces where I can insert her mouth in.

@Zynk, most sprites had their own rom offsets but I don't know any unused spaces for Mega Man 3. I just used my hex editor to move some assembled pieces into a new location. Eventually when I decided to create mobile Roll for Mega Man 4, Matrixz's CSA utility will be used to assemble and MM4 had a ton of freespace.

Insectduel
Posted on 06-13-14 11:18 PM, in General Megaman Hacking Thread Link | Quote | ID: 156767


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@Zieldak I don't think Himajin Jichicu wants anyone linking DIRECTLY to the uploaders for Rockman 2 CX but I can probably take it comparing with the Touhoumon authors.

I posted the download link on one of my YouTube videos but only to the website.

Insectduel
Posted on 06-19-14 07:34 PM, in General Megaman Hacking Thread (rev. 3 of 06-19-14 07:50 PM) Link | Quote | ID: 156862


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Thanks to Justin via Facebook, I found out that you are suppose to create mobile Roll by creating her body as sprite layer 2 which uses 3 colors. Then you insert Roll's red skirt, her red shoes, her green bow, and her hair as sprite layer 1. Look at my sprite sheet as I am going to begin working on it for Rockman 4 very soon.

I still appreciate Zynk's Roll Chan which is much better than Yuifa's and Mega Man 9's Roll Chan actually uses 5 colors. Mobile Roll uses 9 colors as seen in my sprite sheet. According to Sprites-INC website, it claims that Roll's colors may not be accurate which I don't know what it means.

The best method to insert pics into tile editors is to have the image sprites to have 4 colors but I rather draw them from scratch.

Since this is NES, Roll's mouth should be the same color as her skirt. However, there is NO way to have her buster charge to be purple. You have the option to change whatever sprite layer you want.

Insectduel
Posted on 06-21-14 12:37 AM, in General Megaman Hacking Thread Link | Quote | ID: 156902


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Some NES color samples to Roll Chan 4 project. (Rockman 4 hack) I need some suggestions before I start spriting after the Touhoumon video project.



This is by default and is an example of an unlimited color samples to any video game and especially to Wii, Sega, Super Nintendo consoles, etc. Mega Man fangames are the same.



As I already discussed about the green bow, here's the real result. This is what happens if Roll's green bow is used as sprite layer 1. Her weapon bar will be green and so is the weapon capsules. The only option is to change any sprite layer 1 sprites other than Roll to sprite layer 2 instead.



This sample is originally going to be, Roll's Red Bow.

But I also need to be aware of NES TILESET limits also so whatever tiles used to create Roll Chan mobile is going to be whatever is created.

Insectduel
Posted on 06-21-14 11:28 PM, in General Megaman Hacking Thread Link | Quote | ID: 156919


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@Zynk, I wasn't going to use sprite layer 3 in order to create her ribbon but that would be sweet if I walk around with random colors.

And you're correct, Roll is still recognizable even with a red ribbon. Depends what tiles is used is the tiles is going to use and remember. Roll cannot slide since there is no sliding animation which gives me extra tile space. If I am out of tile space, then I have match the tiles.

Insectduel
Posted on 06-25-14 10:17 PM, in General Megaman Hacking Thread (rev. 2 of 06-25-14 10:17 PM) Link | Quote | ID: 156963


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Posted by caesur4
Does anyone know how I could do that (whether manually or via program) for MM5?


I did that when I turn Blues/Protoman into Rockman/Mega Man for Rockman 5/Mega Man V. You just have to memorize tile numbers in order and look into Ram and Rom offsets while using Matrixz's CSA editor. Rockman/Megaman has more tile space than Blues/Protoman when you turn them into enemies before facing Darkman.

Insectduel
Posted on 06-27-14 07:35 PM, in General Megaman Hacking Thread Link | Quote | ID: 156995


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Using Matrixz's CSA editor requires your Tile Editor that has their ROM Offsets. If you want to edit something, you have to use your Tile Editor and go to a specific ROM Offset.

I was thinking of making a tutorial video of it since there aren't any but I am not doing tutorial videos for free or to freelance your current project. I appreciate some kind of cash payment in order to teach you guys to use the editor the right way and to assemble the sprites.

Besides, there are more stuff I haven't even know much of the CSA editor itself.

Insectduel
Posted on 06-28-14 05:16 PM, in General Megaman Hacking Thread (rev. 2 of 06-28-14 05:18 PM) Link | Quote | ID: 157028


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Posted by Trinitronity
Actually, I don't wanna use the CSA anymore, since I heard that it can corrupt the ROM graphically.
I have checked, and thankfully, nothing happened so far, but I don't want to take any risks anymore.
So...any alternatives?


Correct, that's true!

But I do it in a different way so if I were adding more tile pieces I have to relocate into a freely hard-wired bank ROM address to prevent other sprites from corruption.

If I were doing mobile Roll for Rockman 4, I have to leave Rockman alone and relocate it into a new unused ROM address to create her since she has more tiles than Rockman.

At times when I done a side Rockman 5 project, I assembled blues but part of the Gyro Attack sprite is corrupt. I fixed it by relocating into a new address.

Insectduel
Posted on 06-30-14 02:15 AM, in Possible Future Hack Thread (rev. 2 of 06-30-14 02:16 AM) Link | Quote | ID: 157059


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I already had Rockman AF on hold which will be completed by the end of this year. But before that, I am currently creating a new hack for Rockman 4 which is based on mobile Roll and I hope her tiles can fit.

Frank's 2nd SMB3 hack for SMAS still needs some bugfixing.

And someday, SMB1 hack for SMAS if I have the balls to create some of the SMAS levels regardless if I use SMB2SMC editor.

Or how about a ZyuRanger hack on the famicom since I collected some data from the game.

SMW Hacking would be nice but it's long-term.

And finally, Mega Man 4 Dr. Light's Conquest is a planned development and since after 2010 due to a computer crash, the project was cancelled. I notice that there's Mega Man II and Mega Man III with Mega Man 1 stages and graphics so why not Mega Man IV gets a shot.

Insectduel
Posted on 07-01-14 01:18 AM, in General Megaman Hacking Thread Link | Quote | ID: 157077


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I am beginning to work with Mobile Roll Chan.



First I am using SNES colors as a base. The first 4 colors are your NES colors.

I imported her image from SPRITES-INC website into the tile editor. This should give me the opportunity to insert her tile pieces to create Mobile Roll Chan and using Matrixz's CSA editor. I hope all tiles fit.

Insectduel
Posted on 07-02-14 01:06 AM, in General Megaman Hacking Thread (rev. 2 of 07-02-14 01:06 AM) Link | Quote | ID: 157102


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CHR set for Roll-Chan is now ready to use. It's not for NES and it's a CHR file rather than the other rom files.

Currently you could look at the ripped pixel tilesets only for SNES. BUT it's intended to be used as a base for NES.

Insectduel
Posted on 07-07-14 05:58 PM, in General Megaman Hacking Thread (rev. 2 of 07-07-14 06:00 PM) Link | Quote | ID: 157326


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I didn't expect what to expect. Not counting the skin colored tiles, Rockman has 7 tiles while Roll Chan has 11 tiles. I don't know how this is going to work since NES tilesets are limited regardless if the sliding is removed. Roll Chan mobile doesn't have a sliding animation.

In case I am out of room or tile space, I will be able to create mobile Roll using the green ribbon but CHR-Bankswitching may be required for each movement. Rockman 5 has this. When Rockman jumps, tiles changed according to my PPU viewer.

Unfortunately, I have to relocate the ROM-OFFSETS in order to create mobile Roll as well for room for other things to prevent corruptions when the next sprite is overwritten.

Insectduel
Posted on 07-08-14 07:16 PM, in General Megaman Hacking Thread (rev. 4 of 07-08-14 07:26 PM) Link | Quote | ID: 157366


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You guys should learn that changing pointers into a new/unused freespaces is a must in order to add more tiles onto a sprite. You can't edit the existing pointer or the next sprite will corrupt. My test rom uses none of that so let's take a look in my video.



Please don't question about the music or anything else like that. It's recorded in 50FPS, not 60FPS. Only 2 sprites inserted which is the standing and shoot while standing. All others not inserted. Palettes not edited.

Some time ago on Facebook, Justin did mentioned to me that there will be sprite flickering and Roll Chan mobile does flicker and you know why, because her tiles are almost 2x the pieces used than Rockman which gives her 16 to 18 tiles comparing with Rockman's tiles.

You add more tiles onto a single character causes other sprites to flicker. This video is an example when Roll Chan mobile flickers while she shoots.

I am sure I don't want Roll's legs and arms to be orange to reduce flickering meaning less tiles to use. At least Mega Man 9 Roll got the skin palette correct according to SPRITES-INC.



And if you think I am lying, there's your proof! I found out that you're supposed to use Palette Quad 2 for Roll's green ribbon which makes the first one the black and red outlines usable.

I really appreciate the Mega Man / Rockman fangames and to all people in the Rockman PM community for making such awesome fangames. Mega Man fangames doesn't have color limitations, have no flickering, and can store animation characters instantly. Imagine is Bass is created as a NES game which the sprites from Mega Man 10 already exists in Mega Man Unlimited and Mega Man Revolution. I wonder how hard is to create Bass in any NES Mega Man hacked game from Mega Man 10 comparing with the crappy Mega Man 1 game which is made WAY back in 2000.
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