| |||
Views: 88,539,402 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 05-05-24 12:25 PM |
|
Guest: Register | Login |
Main - Posts by Insectduel |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 942/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
Sorry for the double posting but unfortunately, I have to end the Roll Chan 4 Mobile project unless I get to the NESDev community which is my last option. I know most you respected my mobile version but it seems that Rockman 4 / Mega Man IV is incapable of handling this Scroll ID loading thingy. Someone actually tried helping me but it didn't work either. My ASM skills aren't really that bad but it was worth my experience trying to create the impossible.
While playing games with the FCEU X PPU Viewer turn on, Rockman 3 isn't bad when reaching a new screen part of the stage and Rockman 5 is fluent and is actually controlled by Background & Sprite CHR ROM banks with their own RAM Numbers $EA - $EF. If I were going to do Roll Chan Mobile for the 5th Rockman game, then I need to start everything from scratch or better yet, make a whole new Roll Chan game from scratch as a home-brew NES game with a Rockman / Mega Man engine. I know nothing about homebrewing NES games so that's sometime in the future. Hell, Roll Chan Mobile stars in a few of their PC Rockman / Mega Man fan games. Even though I was stuck on one or two faulty programming codes, I could have program everything else such as her buster charge and depleted their weapon energy on my own. I'm just getting too tired of this and barely have little time doing my hobbies but a lot more time working in a real world. I can't barely get my projects done on time. EDIT: I joined NES DEV and I have to slowly explain my questions based on this Scrolling PPU issue. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 943/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
Posted by Stufid That's right, the NES Dev community. They are much more experienced in 6502 coding as well as making homebrew NES games. One of my Facebook fans via PM including Shane recommend that community to see if I can get my project fixed. But even if they don't, then it's pointless. I am extremely tired and exhausted and there are other incomplete ROM-Hacks projects behind my back. Keep in mind that ROM-Hacking is labour work so it does causes headaches & eye strains everytime I get up early for work. Hell, most people asks me to beta test their games so that's an another waste of my days trying to complete the project. @Kuja Killer, it's best NOT to kill yourself. You already put yourself in harm during the Odyssey project so please don't bother trying to attempt. Admit that it's impossible and it takes weeks to get it perfect. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 944/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
@Korxroa Necro Man's stage was released but removed by Kuja Killer himself. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 945/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
A late Merry Christmas SMB3 for Super Mario All-Stars level. YouTube removed the old embedded code so I can't post a video directly to the forum anymore. Someday, I'll find some more SMB3-SMAS hacking stuff which includes swapping GFX pages for each object set. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 946/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
Wait, isn't Kuja Killer's Mega Man 3 Improvement hack has that option to switch weapons with the select button, what's the difference? |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 947/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
Homebrewing a game isn't the same as ROM-Hack a game. When you ROM-Hack a game you modified data from a copyrighted game so I don't know why these 2 guys think it's homebrew for infidelity's game. Mike Matei says that it's a mod on their James & Mike Mondays video.
Homebrew is when you create a game from scratch. Homebrew isn't easy but when it comes to create a Mega Man game from scratch, then you gotta put all that 6502 disassembly effort and assemble them which includes sprites and sprite tiles larger than 8 per scanline. Each Mega Man game is so different than the others the way is programmed. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 948/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
Japan already hit it's mark to a HAPPY NEW YEAR.
Ever heard of a new Rockman game from PureSabe called Rock52015NY? You should try this out just for entertainment. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 949/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
The 1st problem is that you need to know about jump pointers. You know JSR, JMP, LDA, etc. Without changing jump pointers during region conversions, of course the game will crash. If you expect to transfer Retrorain's data into the Japanese version, then patching is NOT necessary. Just copy the data and reprogram the code.
I successfully converted MISTY's weapon patches from the Japanese version to Mega Man II back then in 2008. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 950/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
I'm cutting Roll Chan 4 Mobile on the NES for a while and decided to have NESDev a try. At first I thought I had this but nope, she takes longer than 6 months and she couldn't program any further unless I had no choice but to copy the CHR ROM banks programming from Mega Man 5 to Mega Man 4 which is tedious and confusing when I edit levels.
I was also thinking of creating Roll Chan mobile using only monochrome colors which is black, red and yellow much like in some games made by Ocean like Robocop. Palette quad 2 is freely use. I wonder how hard is to make Mega Man / Rockman in perfect sprite format in Darkwing Duck like in the pirate version. People loved my Roll Chan Mobile on the NES but I cannot complete the programming. I should give this a try and someone requested me to put Megaman in Darkwing Duck. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 951/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
Posted by MikeTechno I already tried Puresabe and he actually tried but no dice but did show me how the Sakugarne RM4MI custom code so that could be a good start of reading how the programming is done. For now, I have other projects by request so one of my projects had to be cut. Someday I'll get back to my Rockman AF project when I had the chance. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 952/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
The answer to Zynk's question about the palette swap for HP's is much easier since it's already covered in Matrixz's document. I think but I don't remember. Even so, it's easy to disassemble sprite pals if you know the palette quads by heart. Imagine if every Mega Man game uses palette quad 2 for Robot Master's HP.
Anyway, I kinda rushed trying to get my Roll Chan Mobile sprite before the deadline for other projects but it didn't make it. It just takes time and patience and well knowledge, but yeah the NESDev community gave me another chance to do it on my own and I CAN DO THIS as a self-reliant ROM-Hacking artist. I also need some good tutorials on PPU's so I have to rely on my PPU viewer very heavy. Rather than continuing with it now, I have a pileup of projects (including SMB3 for SMAS requests) that needs to be done first before going back with Roll Chan 4 Mobile. In case I still can't do it after all these tips from the NESDev community and tutorials, there's going to be your monochrome version. There is no ASM programming required for monochrome character sprites but some features like the slide may need to be disabled. Once again, I'll do Mega Man in Darkwing Duck in a blue palette and Mega Man's sprite has much less tiles than Darkwing so I should have no problems. The pirate version has a monochrome palette (I think) but I have to check in my CSA editor for the difference. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 953/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
Rockman Install Metal is okay but redounding. The gameplay is fluent, the boss battles wasn't much of a challenge (at least few of them while some did put up a good fight), the weapon edits are okay and awesome music. I'll be surprised which CAPCOM music is inserted perfectly but you have to play the game for yourself or wait until I extract all the sound data to the .NSF file. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 954/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
Posted by Korxroa I hope you don't beat me to it! If I were going to design the perfect Mega Man using full colors and not monochrome colors like the pirate version. I would love to see you attempt. Not to mention to test out the bugs. Shantae's sprite is larger than Darkwing Duck's original sprite size. Without enabling 8 sprites per scanline on an emulator, expect some flickering for other sprites. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 955/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
This is one of my recent SMB3-SMAS projects and is adding the 8th Koopa Kid. It's been done for a week and a half with my trusted programming skills I already learned. I took my time developing it and it is currently play-tested to make sure the other 7 Koopa Kids don't have buggy effects. I am going to release it soon but expect one coming for SMAS+World and Super Mario Collection ROMs as well but not if anyone going to use those roms anyway. Posted by Korxroa You gave up too easily and idk if there's freespace available. Darkwing Duck uses a similar frame style as Mega Man IV's. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 956/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
@Shane
I don't know about doing the NES one yet but I know for a fact the data is found in Prg10 on the NES disassembly file. The SNES version has more space than the NES and the graphic loads are completely different. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 957/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
@Zynk, the throwing sprite is already used from Rock5easily's Rockman 5 YH game so I assume that it's possible to use it. Not sure why it's not used in the final version. The air bubbles? Not sure about that! |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 958/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
I'd take that back when I commented that Rockman 2 Final Mix is good. The challenge went way too far on the wily stages something that elitists play. And people claimed that the music is horrible too which I never actually found out myself what's wrong with the audio department. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 959/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
Wily 6 is okay to edit because some hacks had Wily 6 for larger screens and anything before Room 1F has no effect. |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 960/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
The 8th Koopa Kid is ready for download and to be used in your own project. You can also add the Koopa Kid Level Header Counter code in your project if you want the 8th Koopa Kid to the faced in World 1, World 5, etc which is available on my homepage.
It's only 98% completed but I cannot fix the 8th Koopa Kid's wand swing which is too complicated even with SMB3 Disassembly but I can't fix it. Enjoy! |
Insectduel |
| ||
Hammer Brother Level: 68 Posts: 961/1069 EXP: 2689827 Next: 38973 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
@MikeTechno, I already made Megaman Showdown 2 but it's discontinued after ver0.55. Boss rush Mega Man hacks becomes more obsolete. |
Main - Posts by Insectduel |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 132, rows: 164/164, time: 0.232 seconds. |