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Please chime in on a proposed restructuring of the ROM hacking sections.
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Insectduel
Posted on 09-28-14 03:13 AM, in General Megaman Hacking Thread (rev. 2 of 09-28-14 03:15 AM) Link | Quote | ID: 158542


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Sorry for the double post, just for curiosity I'll post these based on my work so far.





Even with too many sprites in one character, other sprites started to flicker. Another good reason why it should be on emulation only while hardware consoles can see the flickering.

I am already aware about PharoahMan's sprites so I'll get to it ASAP.

Insectduel
Posted on 09-28-14 08:08 PM, in General Megaman Hacking Thread Link | Quote | ID: 158552


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*Facepalm*

Why didn't I think of that! It's quite easy to program if I get a chance. I could have created a code like that since 2009.

Bascially it's easy to change the controls based on the RAM value, then decrease the sliding speed where he can't move in either direction.

Insectduel
Posted on 09-28-14 08:17 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158554


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Since there's this debate going on I am going to put up an example. Imagine a game like Hana Yori Dango on Gameboy is in Japan but no English versions of the game. Then we romhackers are going to translate the game to English. Next, us romhackers decided to distribute the game for profit especially to retail stores. Does it work?

NO!

Because the original game is co-authored even we created for something we do, us romhackers will get sued from companies making it a bad name and reputation to our hobbies. So why are we profit something that is already been copyrighted. At least give us a paycut between us and the game companies.

Now I know why Tengen got sued for their ports of Tetris after Nintendo started making them including all of their unlicensed games.

Insectduel
Posted on 09-30-14 01:11 AM, in General Megaman Hacking Thread Link | Quote | ID: 158581


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I am going to begin creating a code patch for it.
IPS with source ASM code.

Insectduel
Posted on 10-01-14 12:06 AM, in General Megaman Hacking Thread Link | Quote | ID: 158595


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I am going to try out the Doropie patch when I get home. So far in Rockman 4 (haven't checked MM4), the ROM Offsets for the down button for sliding are x78156 & x78381 and is based on RAM $16. Change values to hex 08 will allow pressing UP and B for sliding. I haven't figure how to completely press down without pressing B but replacing the B button hex value only disables the jump or sometimes having Rockman to tap-jump randomly until you hold the buttion.

Insectduel
Posted on 10-01-14 01:12 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158598


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The hammer bros sometimes doesn't collide to kicked shells like SMB1's World 8-3 for example.

Insectduel
Posted on 10-02-14 07:15 PM, in Editing Magical Doropie? Link | Quote | ID: 158617


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You can't ask authors to design a level editor or sprite editor or whatever. Besides, you can edit these with just any hex editor and a FCEU X Debugger , PPU Viewer and Code Data Logger. All sprite formats are the same as the Mega Man games but some are different than the other depending on the mappers.

Insectduel
Posted on 10-03-14 06:30 AM, in Editing Magical Doropie? (rev. 2 of 10-03-14 06:30 AM) Link | Quote | ID: 158624


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I should tell you, there is a reason why ShaneM is this boards Global Moderator. I often chat through him on Facebook.

He actually read through assembly process and decided to create SMB and SMB2J on a 2 sided FDS ROM. I can't believe he actually did that but after all the disassemble code from SMB2J in the first place and my ISD SMB Util editor.

ShaneM not just use a hex editor he completely use a different tool that is superior than hex editors. Most ROM files comes with a complete disassembly file and there's a batch program where you can make it all possible without any overwritten hex values. Instead of editing hex values, you edit the ASM code like LDA, STA, BEQ, RTS, etc.

Also, if anyone consider building a Magical Doropie sprite editor, then making a program requires NES 6502 ASM with the exception of C+ Programing knowledge, Visual Basic or whatever works for them.

If you want to build a sprite editor, read through Shane M's thread. There's no reason why you should make a thread requesting the author to make the editor for you and even if is Private Message, it wouldn't matter. Some are not freelancers and requires money to build a game editor through physical labor and time. SMB3 Workshop is a PERFECT example of Hukka requesting donations to continue with SMB3 Workshop.

Insectduel
Posted on 10-03-14 06:35 AM, in What is a ROM Hack? Link | Quote | ID: 158625


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Do you remember MegaPhil X builds Mega Man 10 before it became Mega Man Unlimited. Because CAPCOM claims the rights for Mega Man games, MegaPhil X got slapped in the face and change the name. At first, I thought CAPCOM hired MegaPhil X to make Mega Man 10 but my believe was false. I think CAPCOM already seen it coming and why would CAPCOM would take the Mega Man 10 image that comes straight from MegaPhil X on the website?

Insectduel
Posted on 10-04-14 04:38 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 10-04-14 04:38 PM) Link | Quote | ID: 158641


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Posted by puzzledude

Some hacks are so difficult (Zelda Parallel Worlds) that they even require save states, that the hardware doesn't have. So why even make and sell a cart, that 95 percent of all players will surely never finish. Getting past the Guardhouse on a real system is close to impossible.

The cart seller of course doesn't care about that.



That game makes me SO mad after I played it and I couldn't even pass the guardhouse without savestates and the Water Dungeon is more Insane. I hope AVGN grabs a copy because I want him to review the game, not Mike Matei. Zelda Parallel Worlds is like dog shit on a curry sauce mixed with rotten apples.

SePH and Euclid could have done better so why begin to make a AttP mod which uses INSANE difficulty and not to mention I have to master from the original game.

If people actually brought carts of the game after they played it for the first time, they may think it's a fuck load of shit.

Insectduel
Posted on 10-07-14 08:39 PM, in Can someone give me DahrkDaiz's Mario Adventure reserve box? Link | Quote | ID: 158674


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I was originally going to create/rip the code from the game but it's too much hardcoded ASM work on. Needless to say that it's not necessary comparing with Dizzy9's code which is at RHDN.

Insectduel
Posted on 10-09-14 09:39 PM, in Can someone give me DahrkDaiz's Mario Adventure reserve box? Link | Quote | ID: 158713


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Posted by DahrkDaiz
Didn't we already discuss this via email? You're going to have to pull up your britches and do it yourself or use what's already available. No one's going to do this work for you out of the goodness of their heart.


Exactly! That's why I don't do people's work without getting paid for my time and labor hacking and ASM skills. As a matter of fact, it took me DAYS to disassemble codes from hacks and imported it.

I am not into Mario hacking as of now because I wanted to get my Megaman projects done ASAP.

Insectduel
Posted on 10-09-14 09:41 PM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158714


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People from the Vizzed community thinks that I made AfterSMB2J which is a hack of SMB1, that's incorrect and the original author of the game is AP.

Have you heard of Yellow Piranha plants? It's a enemy that can ALWAYS pop up even if you stand on top of the pipe.

Insectduel
Posted on 10-11-14 04:41 PM, in Editing Magical Doropie? Link | Quote | ID: 158742


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What, you kidding me? Now that's what I am talking about! Something that fits the thread topic. Good work!

By the way, the game still sucks comparing with the Japanese (Magical Doropie) version which has cutscenes. TKC didn't have that.

Insectduel
Posted on 10-15-14 03:51 PM, in SMB3 Workshop Issue - 4byte objects not visible Link | Quote | ID: 158784


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You probably accidently turn them off. Click view on the GUI menu to enable it on screen.

Insectduel
Posted on 10-15-14 03:54 PM, in General Megaman Hacking Thread Link | Quote | ID: 158785


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I haven't coded the duck button yet for Doropie but one of the Rockman 5 hacks actually uses the DOWN button for sliding and that person is PureSabe. I'll do Rockman 5 first, then Rockman 4 after I trying to program Roll's graphic swap routine which I still never do. It's been a month and I never got the work done.

Insectduel
Posted on 10-15-14 06:52 PM, in General Megaman Hacking Thread Link | Quote | ID: 158788


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I wanted to copy the breathmeter like Magical Doropie. After Doropie runs out of air, she flashes and slowly draining her energy. I am studying MD of it's hacking code and stuff. This is far the best drowning codes for MM4 I created so far.

Insectduel
Posted on 10-16-14 10:14 PM, in General Megaman Hacking Thread Link | Quote | ID: 158807


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Ha, I knew you eventually going to edit Megaman in the weapon menu. Zynk already mentioned to me that it's impossible to fix the issue because the sprite in the weapon menu because it reaches the limits or too many Sprite pieces in 1 character. I can't even fix Roll Chan mobile so I gave up.

Okay, if you want to assemble Doropie/Francesca pieces in the weapon menu but to extend it? Here's how? I don't know how many sprite pieces Doropie has unless reassembling her tiles without any add-ons is just a piece of cake.

If Doropie has more tiles than Megaman, then x79D73 will become x61110. Search B9 63 9D in hex editor, then change 63 9D to 00 B1. The formatting is 4-Bytes I believe and goes Tile Number, Tile Palette Set, X position & Y Position. Play around with it and you are good to go. Doropie's face however should be separate from the rest. After you inserted her tiles, add Rush tiles.

Wait what? Rush are you kidding me? Since you're creating Doropie, forget Rush just overwrite Rush tile sets from x79D73 if you want instead of moving it to a unused space reducing glitchy sprites.

After you did this, you need to know math! Go to x79D4F because this is where Megaman animation 2-byte tiles begins. Then x79D73 or x61110 or whatever Doropie tiles you set up, start counting in decimal number until reaches FF. Convert that decimal number to hex number by calculator. Keep doing this until your sprites wouldn't crash during play. But there are exceptions, like with my Roll Chan mobile video there are bugs I can't fix.

So Doropie needs the robo dog Rush in the menu? There is a way to disable it completely. Go to ROM OFFSET x79A5D and hex EA 3 bytes. If done correctly, Rush Animations isn't in the menu leaving with only Doropie. Combine it with Yosaku's Weapon Select Rush Quick code and every single time you select the rush item won't slow you down. Alternative, without NOPing x79A5D, ROM OFFSET x79D4F and use the hex number 00 for every one of them until x79D72. All animations would be Megaman.

Geez my brain hurts, why is everything so cryptic. It's been a month or more working with Roll Chan mobile for Rockman 4 and I know how I edit parts of the game with or without relying on game editors with the exception of the hex editor or FCEUX which edits all loaded roms.

Insectduel
Posted on 10-19-14 12:14 AM, in General Megaman Hacking Thread (rev. 3 of 10-19-14 12:17 AM) Link | Quote | ID: 158826


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My progress so far, I expanded the scroll ID's. Original game is up to hex 4F, now up to 7F and lots of unused ROM Offset locations for scroll ID's. In my game, hex 60 is Normal, Walk and hex 61 is climb, slide (Rm7 exclusive), jump and getting hit. I am still figure out the proper programming where Roll jumps and the scroll loads.

I also have Primary GFX set up to hex 51 in case there's more.

@Korxroa ??? ?? ??? What happened? Did you edit something that isn't graphic or code?

Insectduel
Posted on 10-20-14 12:32 AM, in General Megaman Hacking Thread (rev. 4 of 10-20-14 11:17 PM) Link | Quote | ID: 158833


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I'm just gonna talk it over with Zynk's questions.

Roll Chan Mobile's tiles are a total of 17 which is formed into 1 page. Then the 2nd page contains jump, climb, slides, etc. For what I did without crashing other sprites is to relcoate their Sprite ID ROM Offsets into an unused space. Keep in mind that adding too much may cause other sprites to flicker. I wouldn't care since I am not making the game on hardware and I can enable more than 8 sprites on an Emulator.

Posted by Zynk

Btw, there is an in-game bug when you equip Rush Marine around places with water, the buster shots does not align with the arm cannon. Is this fixable?



Anything is possible but I haven't tried it yet. I assume that moving the arm cannon shots UP make Rush shoots away from the mouth. Maybe a SubRoutine jump of the code?

Not if Rush Marine's arm cannon shots but did you know that the sliding ability through boss doors can make your character walk 1 or 2 frames DOWN from the floor? At first I thought something's wrong but the game actually programmed like that. Mega Man 3 blocks sliding through Boss Doors and Mega Man 5 and 6 replaces solid with air on Boss Doors. So Mega Man 4 got fucked up with the code based on sliding frames.

Posted by Zynk

EDIT: I'm almost finish with Rollchan 4, I want to change the helmet with a different image, but the the titlescreen for the JP version is uneditable with Mega FLE X. Is there a way around it?



100% possible, you just go to Screen Scene Mode and you edit the title screen from there. BUT since it's the JP version, back up the rom and copy/paste the Japanese title screen with the tile editor on a specific offset where the tiles load and start editing. Editing the Japanese version title screen is a little harder but it takes careful editing.

Or you can try the English Mega Man 4 and edit the image but copy the English data to the Japanese rom. Either way, it can save you from screwing up the title screen.

EDIT: @Korxroa Now I know because once you edit the screens, the whole sprites gets re-arranged. The best possible way to fix all the cossack sprites in the correct order. The other ones can manually fix on your own. The best way to edit scrolls is by hex which comes in handy into tight places.
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