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Insectduel
Posted on 08-30-14 11:34 PM, in General Megaman Hacking Thread Link | Quote | ID: 158012


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The games mechanics probably won't work zuschzero. If a game works on normal speed and there are pits that Mega Man/Rockman cannot reach including air sliding, then how are you going to complete the level?

Insectduel
Posted on 08-30-14 11:42 PM, in [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement (rev. 2 of 08-30-14 11:44 PM) Link | Quote | ID: 158013


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There is something I would like to add up especially Shane if you're still working on the FDS SMB1, if you played Dahrkdaiz's Luigi VS. Mario, how about if Mario Game and Luigi Game is loaded in 2 different banks.

Example, Mario Game Bank 1A and Luigi Game Bank 20.

It's like having 2 different SMB1 games but with a different character and levels.

Insectduel
Posted on 09-03-14 01:34 AM, in General Megaman Hacking Thread (rev. 2 of 09-03-14 01:37 AM) Link | Quote | ID: 158093


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I seriously needed help because I cannot fix the problem.




I have a SERIOUS problem about sprites in the weapon menu especially the sprite DMA's in Rockman 4 which is the ROM I use. This video is an example. First is I chose to relocate the ROM OFFSET from x79D73 ($9D63) to x61110 ($B100) which is unused by editing x79A6A and beyond to x79A7F. Roll Chan mobile's sprites are much more extended than Rockman/Mega Man. Rush's ROM Offset begins at x61152 ($B142) and Rush's sprites remain unchanged. Roll carries 17 sprite pieces while Rockman has 9.

Then I started counting and edit these values where it reaches the point where Rush animation takes place in the $B142 area at ROM OFFSET x79D4F ($9D4F). Two bytes for each Weapon/Item, one for two possible animations. The bytes points to where in the 9D63-9E50 to start reading sprites from. I successfully edit them. The question is, WHY IS THE SPRITE exists after you add more sprite in the weapon menu. Is there a way to fix it like normal or is something I miss? The only stupid way is to NOP 3 bytes at $9A4D which disables Rush's Animations in the weapon menu and I need to keep Rush there in case users need to replace Rush with Tango or something.

Insectduel
Posted on 09-03-14 08:39 PM, in General Megaman Hacking Thread Link | Quote | ID: 158106


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Dammnnnnn Korxroa! I hope you're in a same situation as me, trying to correct the sprites in the Rockman 4 weapon menu. I even place the extended tiles in the original rom offset, then relocate the letter sprites into another ROM location but no luck. I wonder if anyone knows about the problem.

If you remember, Doropie cannot breathe underwater so I already attempt to create a code back in 2009 where characters lose health underwater in Rockman 4 but it was a little faulty and incompleted.

I read the ROM files for the drowning code for Magical Doropie but it looks complicated than it looks comparing to create the true code to Rockman / Mega Man 4.

You can test out the code if you want but I won't be making a new code anytime soon.

Insectduel
Posted on 09-07-14 12:55 AM, in General Megaman Hacking Thread (rev. 2 of 09-07-14 12:58 AM) Link | Quote | ID: 158159


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@Korxroa The CSA can be buggy sometimes when is incompleted support. Invisible sprites easily detected by their BG Priority. You have to click on it for every sprite or view it on hex editor. According to the screenshot, it's ROM OFFSET x18164. Subtract 7F on every second bytes for every sprite so your sprites cannot be invisible.

According to your rush video or screenshots mentioned, these sprites aren't paired together which causes corruption. You must pair them by fixing the other frame below. I did this manually but it's hard to pair sprites. In Megaman 4, the sprites both use left and right in separate frames.

Insectduel
Posted on 09-07-14 08:05 PM, in General Megaman Hacking Thread (rev. 3 of 09-07-14 08:12 PM) Link | Quote | ID: 158183


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@Korxroa That's not what mean. I meant you have to subtract hex 80 which I was meant to say from the current hex and the second byte of the sprite which is the palettes with the flipping. Do the math! Let's say it's hex C0 subtract hex 80 which gives you hex 40 and gets rid of the invisible sprite.



I don't think it matters because I suggest that you start over from scratch but keep the current ROM. You can use Doropie for your 2nd rom by inserting your tiles, then open CSA, Clean up data in order to create free space, and start building your sprite. Keep an eye with the RAM addresses in sprite banks. When you add another tile, it should be able generate and it shouldn't corrupt. DO NOT use kill data for Frame and Coordinate data.

In Coordinate data, see that red circle Paired with "hex number". That means a single sprite fuses together in 1 go. Sprites in Megaman 4 like the Rush Jet must match with the other and usually causes by changing another ROM OFFSET. It's checked if the 2 sprite coordinates matched together. Left frame should always have a check to verify that the right frame matches the same as the left.

Once you're done, copy EVERYTHING from x18010 to x1C00F in your 2nd edited ROM and paste it on your first edited ROM.

Insectduel
Posted on 09-08-14 10:42 PM, in Jason Vs. Freddy for NES Released!!! Link | Quote | ID: 158207


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Why not A Nightmare on Elm Street on the NES?

Insectduel
Posted on 09-12-14 02:05 AM, in Mega Man 5 Protoman hack Link | Quote | ID: 158301


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If you're going to use a Protoman hack, then use this code.

I would suggest using Sprites INC to create MM9/MM10 Protoman with the shield and assemble them with Matrixz's CSA editor. If the sprites gets too flicker like with my Roll Chan mobile, I also suggest upgrading to MMC5.

Insectduel
Posted on 09-12-14 02:32 AM, in General Megaman Hacking Thread (rev. 2 of 09-12-14 02:32 AM) Link | Quote | ID: 158302


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@Korxroa Once again, your sprites are not paired in all points of your video related to your question. If your left sprite didn't match the right during the process of the CSA editor, then it isn't paired together. It took me a while to figure it out for me I got the hang of it. Even I got help from Matrixz back then.

The easiest way for me is to relocate the Sprite Coordinates ROM Offset into an unused space and create a pair for both left and right sprites.


Insectduel
Posted on 09-13-14 01:32 PM, in General Megaman Hacking Thread Link | Quote | ID: 158357


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Posted by Korxroa


Created Doropie Sprite for Mega Man 2
Sprite Bank ID for Mega Man 2?

For Mega Man 2 not Mega Man 4
Find ROM Offset with Hex Editor
change max tiles 9 to B (can't new tile disabled using Matrixz's CSA)


If you can't create new tiles for Mega Man 2, you can add more tiles manually from 9 to B. Try to create new sprites manually in a hard-wired unused space. I don't know much about Mega Man 2 hacking and I don't often hack the game. There should be a lot of unused space in hard wired banks.

Insectduel
Posted on 09-15-14 04:08 PM, in Mega Man 5 Protoman hack Link | Quote | ID: 158403


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Posted by caesur4
I am getting a lot of sprite flicker--especially during charge shots. I might transfer my work over to the MMC5 mapper with Kuja Killer's patch if I run out of room for coding, but for now I'm going to build it in the native MMC3.

I really don't mind the flicker much.



Both FCE Ultra and Nestopia emulators have the option to turn on more than 8 sprites per scanline. When it comes to people playing games on reproductive carts, then there's an issue.

Insectduel
Posted on 09-15-14 05:10 PM, in Torn between ROM Hacking and Homebrew Development (rev. 2 of 09-15-14 05:20 PM) Link | Quote | ID: 158404


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Posted by Model FZx
You really can't "homebrew" a mega man rom and distribute it unless its an ips patch (probably make a BLANKROM.nes for nes or BLANKROM.smc for snes) for copyright reasons. I been thinking of making a *coughpiratecough* version of MegaMan Unlimited to SNES (limits expanded, bro!)

Long story short, better to hack a game than to build a game at Games-R-Us or Build-A-Game Workshop (BAG, Heh.)


Homebrewing a copyrighted game is allowed as long is completely original and not ports like Megaman X Street Fighter to Super Nintendo. CAPCOM will sue if is monetary distributed but the game is free to play on PC's. Today, the Chinese people are still homebrewing their Pokémon games on NES even if NES is discontinued. Someone PLEASE do a complete port of Pokémon Red/Blue/Green on NES with the exact code function like EV's, IV's, damage weaknesses, etc.

Insectduel
Posted on 09-16-14 08:45 PM, in General Megaman Hacking Thread (rev. 2 of 09-16-14 08:46 PM) Link | Quote | ID: 158411


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Roll Chan's 2nd set of tiles inserted to Rockman 4. The last phase may be easier if I had figured out. I'll take Rockman 5/Mega Man V for example.

$EC - $EF Sprite CHR banks
$558 Sprite Animation for Rockman/Megaman

Change ROM Offset at x3624E to Hex 01 will allow Rockman to do a standing jump which means the Sprite CHR banks won't change. That would be an example of how to put up CHR animations to Rockman 4.

My CHR set in Rockman 4 goes like this for Roll Chan mobile. Yes, there is a bit of unused CHR space which I did create room for it without ROM expansion.



Set 1
Standing, Walking, Walking Shoot, Standing Shoot, Walking Throw, Standing Throw

Set 2
Jumping, Jumping Shoot, Jumping Throw, Climbing, Climbing Shoot, Climbing Throw, Sliding (RM7FC exclusive), Getting Hit

Wire Weapon Set
Standing Super Arm (By Pressing UP)

Insectduel
Posted on 09-16-14 10:16 PM, in Torn between ROM Hacking and Homebrew Development (rev. 2 of 09-16-14 10:16 PM) Link | Quote | ID: 158413


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This is a perfect example of a homebrew game that uses copyrighted Megaman characters and without any endorsement from CAPCOM. Not to mention something that came from the Megaman Ruby Spears cartoon which is something creative and completely original.

Insectduel
Posted on 09-20-14 12:33 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 158447


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It's been a while designing and posting any SMB3SMAS levels. This is a requested level by the way and it's my recent level design. Please note that the music is NOT part of the rom file.

Insectduel
Posted on 09-20-14 11:16 PM, in General Megaman Hacking Thread Link | Quote | ID: 158461


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I seriously need to make a video tutorial on Matrixz's CSA since I am the only one experienced with the tool. (Or if anyone else uses it for at least a month)

The InsectduelTalks YouTube page is extremely lazy to come up with new episodes to discuss and I already covered Dan's Rock and Roll Mega Man 1 editor.

I need to build up a script so people have a clear understanding of how to use it.

Insectduel
Posted on 09-21-14 07:42 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158472


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Posted by Thanatos-Zero

Infidelity may profit from this game as he wishes, but I won't be any part of this, because I do not accept any valueables from outright breaking the law.


You can't profit a copyrighted modified game, that's against the law and it's copyright infringement against Nintendo for original coding and other stuff.

Insectduel
Posted on 09-24-14 09:55 PM, in General Megaman Hacking Thread Link | Quote | ID: 158515


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Most Megaman sprites in Megaman IV are not found in CSA because they are coded differently on a different ROM banks, like this one below.



I already mentioned that I needed help because I expanded Roll Chan's tiles in the weapon menu but messes up Rush's animations for no reason.

I did the Wire sprite a while ago but only for PRESSING UP. The 2 Wire sprites for Megaman are left out and too lazy. I assume that the No helmet Megaman train ride is also a different bank which I will attempt to extend her sprites if I get a chance.

As Zynk mentioned, use FCEUX PPU viewer to find hex values.
You may be able to switch palette assignments w/ CSA but no change color w/ it. Change colors using hex editor.

The palette assignments goes in 4 rows of colors of the first 4 NES palette colors in a row. The sprite palette assignments are UNDER the object palette assignments. Usually for Megaman Palettes, it's 00 (Row 1) for the suit colors and 01 (Row 2) for the face colors.

Insectduel
Posted on 09-25-14 09:51 PM, in General Megaman Hacking Thread (rev. 3 of 09-25-14 09:54 PM) Link | Quote | ID: 158521


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Zynk, I already have the ROM Offsets for these and it's straight from Matrixz's document.

79D4F-79D72 : Weapon Menu - Megaman and Rush Sprites Byte-offset Data for 79D73
(Two bytes for each Weapon/Item, one for two possible animations.
The bytes points to where in the 79D73-79E60 to start reading sprites from.)

Sprite Sets - Indexes to 79D4F:
00-17 : Megaman
18-19 : Rush (Animation)
1A-1B : Rush (Rush Coil Selected)
20-21 : Rush (Rush Marine Selected)
22-23 : Rush (Rush Jet Selected)

79D73-79E60 : Weapon Menu - Megaman and Rush Sprite Data
9D63-9D88 / 79D73-79D98 : Mega Man
9D89-9DB4 / 79D99-79DC4 : Rush standing : see 79DC7
9DB7-9DBE / 79DC7-79DCE : Rush's moving tail
9DC1-9DE4 / 79DD1-79DF4 : Rush Going into Marine Or Jet Manque queue
9DE8-9DF6 / 79DF8-79E06 : Rush Coil (only the spring and the back, since the rest is the same as Rush standing)
9DF9-9E28 / 79E09-79E38 : Rush Marine
9E2B-9E4E / 79E3B-79E5E : Rush Jet

I think x79A69 is the starting point of where you find the pointers (B9 XX XX) for these sprites and I change each of them to $B100 (x61110), started adding her tiles which counts a total of 17 including Rush tiles, and edit these locations at x79D4F and it requires tile counting. Rockman/Mega Man has 9 tiles in the weapon menu.

It's kinda weird how it looks right now but maybe because the game cannot handle too much character sprites. It's tedious that I have to NOP ROM offset x79A5D to disable Rush in the menu along with Yosaku's patch that edits the speed of Rush Select. Or maybe I should revert it back to Megaman or try the classic Roll sprite.

Insectduel
Posted on 09-26-14 08:42 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 09-26-14 08:42 PM) Link | Quote | ID: 158532


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Posted by daltone
What your suggesting is to make it incompatible with any future emulators, no one is going to keep old shitty inaccurate emulators around forever.



That's not what Puzzledude meant, he meant that ROM-Hacks cannot be played on real consoles but still played on Emulators like NEStopia or FCEUX.

As for myself I would not allow this shit happen either. I really hope Frank's 2nd SMB3 hack for SMAS isn't converted into a cartridge or I'll be pissed and the game still has bugs and enemy glitches. My game still holds a x200 byte header because isn't real SNES consoles cannot play any games with x200 byte headers?

I rather get paid from ROM-Hackers for helping people out for their projects because I put a price for people that needed my help to program and to beta-test. I do not freelance and my time in real life is extremely limited which are my reasons. Another legal term is I may do a kickstarter to complete any of my incomplete ROM-Hacking projects and pay the people that help me improve the game.
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