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Insectduel
Posted on 04-15-16 12:15 AM, in Roll-chan 3 Improvement RELEASED! Link | Quote | ID: 163032


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Why not XDELTA? It's a common patcher for people to use. If I would use it, then I would create Kuja's MM3 improvement as the original and Zynk's Roll Chan as modified. XDELTA does create outputs and/or overwritten them.

Anyway that's not important but on the other topic is I really like how you use her so people that want to play as her can use the improvement version.

If I feel like doing Roll Chan mobile again, then Mega Man 3 is the best game to use than Mega Man 4. At least it uses CHR ROM.

Insectduel
Posted on 05-20-16 04:12 AM, in board2 Town Square - Down'n'Up Link | Quote | ID: 163103


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Ever since the NES prototype game Happliy Ever After has been rom dumped to the public, I am attempting to create the .NSF file for it. The only one it needs is the figure out how the .NSF header is used. Thankfully there is tutorial by Gil Galad that covers it.

Insectduel
Posted on 05-25-16 04:36 PM, in General Megaman Hacking Thread Link | Quote | ID: 163129


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Posted by TheSkipper1995
Apologies for not posting in so long. Real life stuff, not important. Anyway, I have some free time now and have been working for a while on a hack of Mega Man 3; the premise? "Mega Man 3, as it should have been in 1990." I'm using KujaKiller's Mega Man 3 improvement 2.1 as a base and am using MegaFLEX to re-balance enemy damage and enhance the level-design. Here's where my question comes into play--

Normally in Mega Man 3, in the boss rush stage, going into a teleporter to start a boss fight stops the Wily Stage 3/4 music and plays the boss music instead... My friend made the suggestion to have the Wily Stage 3/4 music continue playing through all of the boss re-fights; I thought this sounded like a great idea. Problem is I have virtually no knowledge of ASM or hex editing. Would anyone be able/willing to help me out with accomplishing this? Should I contact KujaKiller personally and ask him to help?

Any and all help is greatly appreciated!


Sounded like an easy task! When it comes to music I can handle it. When the boss is defeated, the music muted before the big energy capsule dropped. I can immediately just NOP the code out. Only then it continues to play! If the boss music is set from the start, it shouldn't repeat the same loop track once the muted track is disabled including entering the teleporters.

Insectduel
Posted on 05-25-16 04:45 PM, in Megaman the Wily Wars - Editor news and Game related info (rev. 2 of 05-25-16 04:58 PM) Link | Quote | ID: 163130


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Speaking of Roll, which Roll chan would be using? There are many 16 bit sprite versions unless you want to transform Roll Chan Mobile to the 16-Bit age. That would be awesome! Or a cropped version of Roll from Marvel VS. Capcom. It's not just the graphics it's her mechanics. She have no weapon ability and her Roll Buster is the only weapon and drains her ammo in the official games.

EDIT: She also have no sliding ability or sprite image and I found a sprite image for it on a PC mod of Rockman 7FC.

Insectduel
Posted on 06-12-16 08:32 PM, in Mega Man Collab Project? Link | Quote | ID: 163299


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Mega Man III is fine but I can only do level design since I done the 4th and the 1st installments. It's going to take time to get used to the ram properties as I did with the 1st installment of the Mega Man series per level.

Insectduel
Posted on 06-18-16 11:58 PM, in Emulation General Link | Quote | ID: 163362


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Most of the emulators I used for FCEUX and Snes9X/ZSNES I used a Super NES USB controller. I am planning to buy a Sega Genesis USB Controller for Kega Fusion and a couple of PC Engine Fighting Games. The N64 USB Controller doesn't work too well and I don't use any of the N64 Emulators often.

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Posted on 07-15-16 12:12 AM, in Hack Ideas Thread Link | Quote | ID: 163484


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Here's a hack idea!

There is a Ghostbusers 1 and 2 on the NES from Activision, right? Okay you may be thinking that I should replace the male into female sprites. Actually I had something in mind. How about making a Ghostbusters game on the female characters based off the Mega Man engine. Can you swap graphics for Mega Man for each level? I was thinking about making a butchered game with no story and ridiculous original ideas that is not based on the actual 2016 reboot movie.

Insectduel
Posted on 07-22-16 10:30 PM, in Hack Ideas Thread Link | Quote | ID: 163587


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For the NES library from one of AVGN quotes.

That's interesting because the movie Ghostbusters 2 is definitely inferior to the first one. So I guess the formula works like this! A GOOD movie equals, a shitty fucking (Ghostbusters) game BUT a not so good movie equals a (Ghostbusters 2 Activision) game that's not as shitty.

To me, the 2016 Ghostbusters movie is not so good with too many bad jokes so I was surprised that it's the top #2 at the box office. I am still going to attempt to make a 8-Bit Ghostbusters 2016 game based on the Megaman engine.

Insectduel
Posted on 09-02-16 12:51 AM, in Mega Man 1 - 6 ROM datas Link | Quote | ID: 163993


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There is Mega Man 1 disassembly by bisqwit. I don't know if there is a Mega Man 2 disassembly but I don't remember.

Insectduel
Posted on 09-13-16 01:23 AM, in General Megaman Hacking Thread Link | Quote | ID: 164215


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Thanks Kuja because I haven't checked out Rockman CX's activity. I'll play the game soon.
CAPCOM is such a different beast than Nintendo taking down fan projects but there are bunch of Mega Man PC fan games today than romhacks and CAPCOM hasn't issue a takedown notice other than a Rockman 9 port to the NES.

I'm still angered that Nintendo took down AM2R to protect their IP but that's on a different topic.

Insectduel
Posted on 09-16-16 05:31 PM, in General Megaman Hacking Thread (rev. 2 of 09-16-16 05:32 PM) Link | Quote | ID: 164232


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That's true! Companies don't really care about romhacks especially if they're already made as a reproduction cartridge with 0% legal liability. I wonder if Rockman CX plans to be created as a repro cartridge for fans that actually wanted to play it on a hardware NES console. I prefer that than the clones especially Retron. If I am correct, it does uses MMC3 chip along with the SRAM battery which is going to be expensive for the guys to create.

I would like to see the fanboys make a NES homebrew of the Rockman World/Mega Man Game Boy series than a PC fan game. Why not a Rockman 7 or 8 port to the NES? Is it that hard to convert a PC coding to 6502 NES Assembly? Streemerz did it! People today are still making NES homebrews.

Playing Rockman CX does bring me new surprises to the end levels but I can see why the game is so much creative and impressive gameplay.

Insectduel
Posted on 09-24-16 10:51 PM, in General Megaman Hacking Thread (rev. 2 of 09-24-16 10:52 PM) Link | Quote | ID: 164334


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Posted by Trinitronity
No, it's not. And you know why? Because there is STILL no split disassembly.


That may be true but today there are Emulators that comes with debuggers. FCEUX is the best tool to disassemble coding specific parts of a certain game. It's still easier than making a PC fan game using Game Maker, Multimedia Fusion II, etc.

But making a home-brew NES rom from scratch even if you're using companies IP you have to make your own game's 6502 assembly.

Insectduel
Posted on 09-24-16 10:59 PM, in Mario level design tips? (rev. 4 of 09-24-16 11:02 PM) Link | Quote | ID: 164335


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Posted by Googie
Whatever you do, don't add more objects and enemies in a level, what'll happen that the data will spill to other levels causing problems. But you can add less objects and enemies per level.

I learned this the hard way when I did Wario 3 years back.

What Google said about that is not recommended for newbies. If you're advanced or professional in SMB3 hacking, Quick Quirly got tips of making your levels while you're using the amount of space used. The best tip is to remove (put all FF's) all enemies and objects BEFORE you make a level completely from scratch. Change pointers on the map screen every time you start making a new level.

This is how I got into SMB3SMAS rom hacking but when I ported Frank's 2nd SMB3 hack for SMAS, I have to port all of his levels into all the empty free spaces available even if the original levels like World 5-9 SMAS has LESS objects than the NES version. Make a good level by using empty data as possible.

Insectduel
Posted on 09-24-16 11:06 PM, in General SMB3 Hacking Thread Link | Quote | ID: 164337


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@AlanJacobs You mean change the palette or change the palette quad of the enemy? These are 2 different things! Changing the palette stem also may change the head of the plant and changing the palette quad may swap into different palette color of the current column used.

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Posted on 09-29-16 05:05 PM, in General Megaman Hacking Thread Link | Quote | ID: 164437


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Let's get back with Rockman CX. Personally since I don't read Japanese it's the gameplay that got me addictive. It would be cool if someone that knows both Japanese & English to do a fan translation of the game I mean, the author of Rockman CX clearly do not have English experience and Puresabe asked people that knows proper English to translate Rockman 4 MI for him. This could lead to players that wanted to play Rockman CX on hardware.

Also the only Emulators that compatable to play the game is VirtuaNES, Bizhawk (Multi) & NEStopia. FCE Ultra has glitches. With NEStopia, I was mad that the recording options doesn't run well so Bizhawk is the only one even the playback with NEStopia leads into out of sync.

If anyone DOES make a reproduction cartridge of the game with the MMC3 chip and Save Battery, does it run well comparing with the Emulators? Well repros and homebrews are still being used on the modern retro gaming market.

Insectduel
Posted on 10-25-16 06:58 PM, in General SMB3 Hacking Thread Link | Quote | ID: 164513


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I got ASM ideas at work especially if I am making my custom SMB3 level. SMB3 ROM hacking becomes Super Mario Maker where I want to put my 1-level designs at work and decided to share it with others.

In this video, the Timer Block is NO longer the replacement of the P-Switch but the Coin/Star block instead. I am confirmed that I am going to make the DST (Daylight Saving Time) level which is Moon Clock Death.

This video demonstrates the moon on screen but when it hits the certain time the player dies. In this upcoming level, you start at 30 seconds but increase the timer higher than 60 seconds while the Moon is on screen the player dies. The level should be LIVE on my page YouTube on November 5th with a download link to the rom for those that want to play it.

Download for the T-Switch block is available here.

Insectduel
Posted on 12-09-16 12:21 AM, in General Megaman Hacking Thread Link | Quote | ID: 164650


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Posted by SOPHIA
MY Megaman X Hack complete
Let's Play!
http://minatonoitiba.web.fc2.com/mainpage.html


I haven't check the forums in a while! I never knew this exist and it's legitimate? I would imagine if I can play Mega Man X Generations on an actual SNES (which is dirty) I still owned and I am not talking about the EVERDRIVE or SD2SNES which can load Romhacks on an SD Card to play on hardware.

I owned Super Demo World and Zelda Parallel Worlds so I would like to play it on my CRT TV which costs me a whopping $55 for them to make and a month to wait for shipping.

Just for the record, playing the game doesn't give me interests to remodel any Mega Man X projects in the future.


Insectduel
Posted on 12-15-16 11:07 PM, in General SMB3 Hacking Thread Link | Quote | ID: 164666


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What would be cool if I or someone could make a Spiny Helmet from Mario Maker which is based on the Kuribo's Shoe Power-Up Sprite. The Buzzy helmet may be too difficult to code and requires a really professional in 6502 ASM or someone in Dahrkdaiz's level. I am currently reading the Kuribo shoe data and I hope it's possible to make a Small Mario riding on Kuribo's shoe and bashing bricks while small. Otherwise it would be a good code to work on if I can read the opcodes properly.

Insectduel
Posted on 12-22-16 04:33 AM, in Super Mario Bros. 3: A New Journey (v1.1) Link | Quote | ID: 164676


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Posted by DooM Thund3r
I'm a new Super Mario Bros 3 rom hacker and I was just wondering what programs you used to create that rom.


SMB3 Workshop is the best SMB3 editor, also uses for Super Mario All-Stars but incomplete support. It's mostly used for SMB3 on the NES.

Insectduel
Posted on 12-24-16 01:19 AM, in Mega Man 1 - Basic weapon ASM hacks, music hacking Link | Quote | ID: 164678


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All of these can be found in 1 single document.
http://bisqwit.iki.fi/jutut/megamansource/

You can probably learn 6502 ASM even the basic levels through Romhacking dot net. I've been hacking Megaman 1 for years but I am still learning to code certain aspects.

Good luck!
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