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Insectduel
Posted on 10-20-14 11:13 PM, in General SMB3 Hacking Thread Link | Quote | ID: 158839


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I haven't hack SMB3 in a while but mainly for Super Mario All-Stars. The magic wand isn't an enemy sprite it's a special object like with hammers and fireballs. I did however found the ram for it but in order to have Boom-Boom spawn the magic wand, the whole sprite spawn ASM code must be replaced.

I already found the magic ball sprite after I recorded most of the SMB3 data in my notes.

Insectduel
Posted on 10-26-14 10:29 PM, in Megaman Forever Unabridged demo 1 Link | Quote | ID: 158875


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Alright let me point to everyone that still have interests in Mega Man Forever.

Matrixz clearly cancelled the project, so the answer to dreamerman's question that really bumps the thread and thinking that the game actually has updates is just too good to be true, but really it's not.

Back in 2011, I never knew the project is gone when someone PM'ed me on YouTube. The true reason why Mega Man Forever is cancelled because if bad criticisms. But tell me, what about Rockman 4MI? It's much more superior than Forever.

Anyway, for those never take a peek at Matrixz's blog? There you go! It's clearly written here.

For those that urging Matrixz to complete Mega Man Forever, why don't you complete Mega Man Forever. You know, make some mock up levels that comes from your imagination.

I can't see the point of this thread going on but there won't be anymore projects from Matrixz so deal with it. There are other projects to check on including fan games from the Rockman PM community. But hey, even some of mine is discontinued so I don't know when I should get back with my Mega Man projects.

Insectduel
Posted on 10-27-14 07:51 PM, in General Megaman Hacking Thread Link | Quote | ID: 158882


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This is one of my experiments. For each movement of Roll Chan Mobile, her frames changed. Unfortunately, this is not the way I program so far and is way more difficult than I thought. She's been working on for 3 months since August.

I always thought that Mega Man 4 needs Sprite CHR banks like Mega Man 5 or Super Mario Bros. 3. The way that Mega Man 4 loads its sprites by scroll ID is just akward. I have the following Rockman 4 ROM OFFSETs for each JSR pointer in my experiments for testing purposes. The way that Mega Man 5 loads it's sprites and then looked up the code thinking that I should rewrite the whole damn data scrapping the Primary and Scroll ID's from the main game.

x7422B - JUMP Pointer for Getting Hit
x781AC - JUMP Pointer for Ladder Sliding
x78216 - JUMP Pointer for Ladder Climbing DOWN
x782B3 - JUMP Pointer for Standing Still
x78336 - SOUND ID Pointer for Step
x783F9 - JUMP Pointer for After Sliding
x7848E - Direct JUMP Pointer for almost climb
x78541 - Scroll ID for Rush Marine Release
x78668 - JUMP Pointer for Recover after hit
x79279 - JUMP Pointer for Ladder Climbing UP

In order to program Roll Chan Mobile the right way, I may need some help on it or a code suggestion. The only person that knows all of Rockman 4 / Mega Man IV is PureSabe.



If you play Rockman 4 MI, you may see that Rockman's Sprite CHR immediately loads when he rides the Sakugarne and exploded from the item. PureSabe programmed it from a single STA and is customized at RAM $7850. Edit ROM OFFSET x9C875 for Rockman 4 MI, play Drill Man's stage and you know what I mean.

In this video, this is the experiment. Her jump shoots slows the game down which is unknown to fix but that wouldn't matter because it's my faulty programming. Plus I never did the pause menu VRAM yet which is for later and again Mega Man 5 uses its Sprite CHR banks. It pauses because the PPU GFX sprites gets loaded up every time Roll Chan makes a move like slide or jump. The Wave Man music is in the ROM but it's a lazy port from Mega Man 5 which only brings my entertainment levels to motivate.

I would try to get Roll Chan Mobile 4 done as soon as possible for release as the vanilla version before the mod version which includes her buster charge and Roll's intros.

The green ribbon version should be created as MMC5 only since it takes too much room.

I'm just too tired and my edits is done little by little everyday. All because I get early sleep and go to work early morning. I won't cancel the project unless I stopped doing my ASM programming completely. However, there's one my reasons why I chose to stop the Rockman AF project this year to try something new. I will let the project keep going and see what happens within the next month.

Insectduel
Posted on 10-31-14 03:51 AM, in Mega Francesca/Doropie 4 v1.1 released (Mega Man IV Hack) Link | Quote | ID: 158906


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This doesn't look like a vanilla hack. I know the arrow always point right but at times when you make a game like this it's not necessary. The arrows shouldn't belong in the GET READY screen.

Like I said before about the drowning code, it's buggy because the player is still alive after it reaches zero HP when blinks. Sometime I have to fix this or is it another way like with crushed walls.

Insectduel
Posted on 11-03-14 03:46 PM, in SMB1/SMB:TLL Glitch Fixes SMAS (SNES) Link | Quote | ID: 158915


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I guess you're going to import all the codes made from the FDS version to SMAS. Cool! Because Nintendo should have fix the changes before they release SMBTLL especially the 3-Framed Elevator lifts.

Insectduel
Posted on 11-08-14 10:39 PM, in General Megaman Hacking Thread Link | Quote | ID: 158950


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Uh-Oh, when you remove Rush Tile's Face for the Rush Jet, the ROM-OFFSETS on the right side gets shifted back.

Just change the right sided's RAM address and the paired with sprites should be checked on. Otherwise edit manually by hex editor by changing their ROM OFFSETS where it points. Also, make sure the left matches the same tile count numbers as the right which is the reverse direction.

Insectduel
Posted on 11-09-14 09:31 PM, in General Megaman Hacking Thread (rev. 2 of 11-09-14 09:36 PM) Link | Quote | ID: 158954


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@Model FZx I do not know his E-mail contact but if you have a Twitter account, his Twitter name is @NBoroKobo. I may also contact him to lend him a sample of my Roll Chan 4 Mobile project in case I cannot complete the programmig on my own.

Insectduel
Posted on 11-11-14 09:23 PM, in General Megaman Hacking Thread Link | Quote | ID: 158965


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Here's the disassembly for the Guts lifts in Mega Man 1.



; LIFT MANAGER
0001DA86: A5 31 lda CurrentStage
0001DA88: C9 05 cmp #$05
0001DA8A: D0 06 bne + ; $DA92
0001DA8C: A0 02 ldy #$02 ; Gutsman stage. Eat three.
0001DA8E: A2 00 ldx #$00
0001DA90: F0 04 beq ++ ; $DA96
+
0001DA92: A2 15 ldx #$15 ; If it's not Gutsman stage.
0001DA94: A0 00 ldy #$00
++
0001DA96: 86 0C stx $0C ; index into LiftData.
0001DA98: 84 0D sty $0D ; number of elements to read from that table.
-
0001DA9A: A9 2C lda #$2C
0001DA9C: 20 63 F6 jsr CreateEnemy ;create a lift.

0001DA9F: A4 0C ldy $0C
0001DAA1: B9 EC DA lda LiftData+6,y
0001DAA4: 95 6B sta Meters+1,x

0001DAA6: A9 20 lda #$20 ; Make object invisible and non-collidable
0001DAA8: 9D 20 04 sta ObjectFlags,x
0001DAAB: B9 E6 DA lda LiftData+0,y
0001DAAE: 9D 80 04 sta ObjectPosX,x
0001DAB1: B9 E7 DA lda LiftData+1,y
0001DAB4: 9D 60 04 sta ObjectPosScreen,x
0001DAB7: B9 E8 DA lda LiftData+2,y
0001DABA: 9D 00 06 sta ObjectPosY,x
0001DABD: B9 E9 DA lda LiftData+3,y
0001DAC0: 9D 40 06 sta ObjectFireDelay,x
0001DAC3: B9 EA DA lda LiftData+4,y
0001DAC6: 9D 60 06 sta ObjectYSpeedFraction,x
0001DAC9: B9 EB DA lda LiftData+5,y
0001DACC: 9D C0 06 sta ObjectLifeMeter,x

0001DACF: 98 tya
0001DAD0: 18 clc
0001DAD1: 69 07 adc #$07
0001DAD3: 85 0C sta $0C ;next lift pointer
0001DAD5: A9 00 lda #$00 ;Make the lift move 1 pix/s to the right
0001DAD7: 9D E0 04 sta ObjectXSpeedFraction,x
0001DADA: A9 01 lda #$01
0001DADC: 9D C0 04 sta ObjectXSpeed,x
0001DADF: C6 0D dec $0D ;number of lifts
0001DAE1: 10 B7 bpl -
0001DAE3: 68 pla
0001DAE4: AA tax
0001DAE5: 60 rts

LiftData: ; at DAE6. Contains 7-byte records.
; Bytes:
; 0=ObjectPosX
; 1=ObjectPosScreen (screen number)
; 2=ObjectPosY
; 3=ObjectFireDelay (#$40 = moves left, #$00 = moves right)
; 4=ObjectYSpeedFraction (?)
; 5=ObjectLifeMeter (lift index)
; 6=Meters+1 (huh?)
.byte $F0,$03,$47,$40,$00,$00,$00 ; In Gutsman stages, these three are used at once.
.byte $88,$03,$87,$40,$00,$01,$00
.byte $20,$04,$C7,$40,$08,$02,$00
.byte $78,$1B,$87,$40,$00,$03,$00 ; Otherwise, this only will be used.

Insectduel
Posted on 11-12-14 02:42 PM, in General Megaman Hacking Thread Link | Quote | ID: 158970


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Actually Vanya, I did.



I used that title screen during the time the game is in progress.

Insectduel
Posted on 11-13-14 11:15 PM, in General Megaman Hacking Thread (rev. 2 of 11-13-14 11:16 PM) Link | Quote | ID: 158980


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Posted by Korxroa
Kuwata's Rockman 2 Editor doesn't work Japanese version of Rockman 2.
get error message.

Kuwata's Rockman 2 Editor won't running Windows 8.1 with Run as admin or Compatibility Mode set Windows XP.



Yes it does! Unfortunately, it's compatable with shorter url names. Like C://Program Files/Rock2ed.exe

Insectduel
Posted on 11-14-14 10:38 PM, in General Megaman Hacking Thread Link | Quote | ID: 158988


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Posted by Model FZx
How do I edit the boss text? Like when you select a boss, it says the name.


Ever heard of table files? In NES emulator FCEUX, open your PPU Viewer where you pause the boss text selection screen. On the left side of the PPU Viewer, there's text and is counted by hex number. The hex numbers tells you where you write the text.

You can write those numbers and create a table file in case you want to use it to write text. In other words, since it's NES a table file isn't recommended since PPU Viewer on FCEUX helps a lot faster.

Insectduel
Posted on 11-17-14 06:47 PM, in General Megaman Hacking Thread Link | Quote | ID: 159009


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Happy 9th anniversary, Insectduel's Domain!

Because my website launched in 11/17/2005, I have a 1-level Rockman 5 hack for you to play and to use as a base of your project.

Enjoy!

Insectduel
Posted on 11-22-14 02:12 AM, in General Megaman Hacking Thread Link | Quote | ID: 159037


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@Korxroa It's most likely that you have to change the white palettes to all of them where the X goes. This my NES palette chart Tic Tac Toe style.

X = Applies All Screens
O = Applies 1 color per object on screen


Object NES Palette : X O O O X O O O X O O O X O O O
Sprite Row NES Palette : X O O O X O O O X O O O X O O O

Insectduel
Posted on 11-29-14 10:10 PM, in Weapon Toggle in Mega Man 4 & 5, 6 NES Hack? (rev. 2 of 11-29-14 10:17 PM) Link | Quote | ID: 159086


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Posted by Korxroa

Insectduel's Rockman 2 Japanese including Switch Weapon (enable select button)



I never actually created the code, I re-uploaded it. And I don't know who created it but I assume is one of the Japanese Rockman 2 hackers.

EDIT:
About Switch Weapon for Mega Man III. Kuja Killer is the only person that can program the code from his Odyssey game.

Insectduel
Posted on 12-12-14 04:47 PM, in General Megaman Hacking Thread Link | Quote | ID: 159119


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Korxroa if you're going to make a Mega Man 5 with a hard difficulty included, you could have at least expand the rom and program the hard mode code at the title menu. Matrixz's Mega Man Showdown V actually has a hard mode option.

By the way, although Rockman 4 MI is version 1.00 but PureSabe still needs someone who's professional in Japanese to English since he's inexperienced with English.

Insectduel
Posted on 12-15-14 09:54 PM, in General Megaman Hacking Thread (rev. 2 of 12-15-14 10:00 PM) Link | Quote | ID: 159125


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Rockman 2 Return Bullet by PureSabe.

Video, can't find old embedded code

Tested on Rockman 2, successful!
Applying the IPS Patch to Mega Man II, game crashes on startup!

The Rockman 2 RB package not if comes with IPS patches but with the source code and the do.bat provided. If you can't read or know how to program the ASM batches like with ShaneM's SMB2J hacking, then use 3 hex editors which includes Rockman 2, Mega Man II, and Rockman 2RB opened on the same window. Convert the 2RB data manually to Mega Man II if you guys wanted to create a good challenge.

Insectduel
Posted on 12-17-14 07:19 PM, in ROLL-CHAN - Player Sprite Hack Released! (rev. 2 of 12-17-14 07:20 PM) Link | Quote | ID: 159135


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Excellent! Finally a decent Roll Chan sprite.

I am still stuck with the Roll Chan 4 Mobile project because the lack of code and I needed help on the Sprite CHR ROM when she jumps, slides, climbs, and shoot graphics and Roll Chan mobile has 2 CHR pages which all of her sprites wouldn't fit on the NES. I may have to release it as a prototype version and get help from either PureSabe or the RHDN community. I need to get her done ASAP.

Insectduel
Posted on 12-18-14 11:38 PM, in General Megaman Hacking Thread (rev. 5 of 12-21-14 12:11 AM) Link | Quote | ID: 159136


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I decided to release the prototype version of my own version of Roll Chan 4 Mobile after Zynk released it. It's incomplete but I still needed help because I cannot do this project by myself. You can enjoy my prototype version but I am stopping the project for a little while because I have other things to work on. I may either contact PureSabe, Rockman PM community or the RHDN community because PureSabe is the strongest in Sprite CHR ROM when is loaded during the RM4MI gameplay.

Insectduel
(post deleted) ID: 159142

Insectduel
(post deleted) ID: 159154
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Main - Posts by Insectduel

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