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Insectduel
Posted on 08-30-17 10:42 PM, in General Megaman Hacking Thread (rev. 2 of 08-30-17 10:43 PM) Link | Quote | ID: 165873


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@Ness, I have been trying to use that method to program Roll Chan Moblie. Mega Man / Rockman 4 wasn't meant to swap sprite animation frames but it is slowly used. For some reason, Puresabe was able to execute it perfectly.

For example, the sprite gone INSTANT when Rockman got on the Sakugarne without any delays.

Insectduel
Posted on 10-25-17 11:25 PM, in General Megaman Hacking Thread (rev. 2 of 10-25-17 11:27 PM) Link | Quote | ID: 165962


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This is actually going to be a short Rockman 5 project and you probably remember the infamous project that Chiko worked on that ONE game over the years, right? Constant updates, tweaking level designs and plagiarism graphics from other Rockman rom hacks. Game expected to be released on 11/17/2017 which is my 12th anniversary.

I am working on the Protoman Edition of that infamous game made from Chiko!

I tried the IPS itself and OF COURSE there are crashes! Data and is completely different and the Protoman patch most likely works for the (U) version of Mega Man 5.

First thing is I am working on levels that consists a Protoman path. Protoman has a different path than Rockman kinda like Sonic 3 & Knuckles. Wave Man and maybe Gravity Man may be unchanged or if you have suggestions of how to improve Gravity Man's stage.

Crystal Man and Napalm Man's stage is different than Rockman and is a restoration of the deleted level from Chiko. Dark Man 1 and Dark Man 4 will be my original level design. All Wily levels unchanged unless I'll find an open path for Protoman.

Once I design all the levels, then I'll import the Protoman data which takes about 1 to 3 days depending on the JSR's, LDA's, JMP's, Graphics and free space locations.

Insectduel
Posted on 11-20-17 12:39 AM, in General Megaman Hacking Thread Link | Quote | ID: 165978


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My game still on the Protoman/Blues data conversion process so this is going to take another week or two.

I know PC Fan games or even M.U.G.E.N has 0 to 256 palette limits when making such sprites and D.Va from Overwatch is so popular in the cosplay category. I am hoping that Blizzard don't take down the IP I am going to design for the NES for any Mega/Rockman romhack.

Can D.Va be made possible on the NES? Depending how many colors and sprite tiles. Too many sprites on 1 character can lead to flickering and Mega/Rockman 5 is extremely BAD and causes lag. Usually for Mega/Rockman NES games, you are allowed the first 6 palettes (not counting transparency) while the other 6 goes to the enemies.

Insectduel
Posted on 11-30-17 11:01 PM, in General Megaman Hacking Thread Link | Quote | ID: 165991


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Photobucket is POINTESS and unreliable when it used to be since I am required to pay to continue sharing my photos. Say HELLO to Imgur!



I have finally transferred the Protoman Data and this game is on beta-testing before I release it to the public. It's not just a sprite-swap version but a new gameplay. Blues and Rockman have different versions. Yeah, I was never a fan of Chiko's projects but DWL seems original when it's actually not.

My next projects, I might try the expand the Mega Man 5 rom to experiment to 1024KB. Both modes will be Mega Man and Proto Man mode with 2 different rom data.

Roll Chan Mobile to Rockman 5. I seriously need to do Roll Chan official into Rockman 3 or 5 since the fourth series is way to complicated. Rockman AF which is my original Rockman hack series will eventually go back on my feet soon.




Insectduel
Posted on 12-06-17 12:06 AM, in General Megaman Hacking Thread (rev. 2 of 12-06-17 12:06 AM) Link | Quote | ID: 166003


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Posted by Ness
So it looks like you're using both Chiko's hack as a base and my Protoman hack?

Did you ask Chiko? Just saying 'cause I don't seem to have been asked about this.
I would never say "no", that'd be an asshole move considering my hacks wouldn't exist without other people's work (rock5easily and matrixz tools and notes etc), but I think it's always nice to ask first.


Chiko is offline so there is no point trying to get permission. Chiko has been a bad reputation of the rockman hacking community since the 2010 and I think 2013 when all of Chiko's romhacks has been relinquished from his website. Trust me, most of Chiko's romhacks are extremely bad and poor quality gameplay. That project represents my late 12th anniversary is under fair use of copyright without permission from the original author.

Don't worry! I already credit you (MetHy) for your Protoman project. All I did is to transfer data onto the Japanese Rockman rom and after looking at the rom the data is slightly different and changing some JMP or JSR locations to the specific code.

Insectduel
Posted on 12-08-17 12:00 AM, in General Megaman Hacking Thread Link | Quote | ID: 166007


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I agree with Mega Man 5 being too easy since the sprites are loaded easily. I should give the official Roll Chan an another chance because Mega Man 4 giving me tons of problems. I have implemented the sprite but I just couldn't execute her sprite frames properly since it's too slow and glitchy. Sadly my dream hack is scrapped because of the issue and the way that Mega Man 4 CHR RAM is programmed. Roll still have palette limitations which is more than the standard NES colors which includes her bow, mouth and her charge shots. Roll's bow is possible only if you use the 2nd palette quad for her body entirely while the skirt, bow, gun, shoes and hair being the 1st palette quad.

Mega Man 3 or 5 are my only choices. If I cannot do or fit her in any way then Zynk deserves the Roll Chan title.

I have programmed the Beat Cannon in the past from Air Sliding after ripping the data from the game but her charge shot should replaced by Beat and I will try to match the games source material. What I need since I don't have the Rockman 2007 mobile I should find any Mega Man PC fan game with Roll's source material. The YouTube video don't have all the information.

Insectduel
Posted on 03-10-18 10:00 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 166267


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I usually upload this video on the SMB3 Romhacking Thread but this custom level is just for showcasing only.



Every DST (Daylight Savings Time and I lived in the United States) I design SMB3 Custom Levels related to clocks, angry suns, etc. The Stop & Go Temple is my most recent creation and it's based on DKC's Stop & Go Station and SM64's Tick Tock Clock stage. No actual music is used on the rom itself but since this is SNES of course there is MSU1 CD Quality music but not really.

The timer +?0 blocks are the most used for clock related stages.

Insectduel
Posted on 03-12-18 11:18 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 03-12-18 11:20 PM) Link | Quote | ID: 166269


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Alien-Type-0, I kept most of the custom levels (but not all of them because they are never backed up after my CPU is fried in 2013.) Pre-Patched on my Facebook group page called Super Mario Bros. 3 ROM Hacker's Guild. The custom level Pre-Patched ROM on the video above is released on my group page. I could post it here but nah, I wanted the entire SMB3 community to experience SMB3SMAS romhacking. Plus posting materials on my closed Facebook group page is safe to make sure I don't get copyright takedowns and requires approval to enter to make sure no lawyers are coming in.

Okay seriously, I may have plans to design a completely original SMB3SMAS romhack other than Frank's 2nd SMB3 Hack but I don't know if I can get into it.

Insectduel
Posted on 04-20-18 02:14 AM, in New SMB3 Project (OPEN INVITATION TO DESIGN LEVELS!) (rev. 3 of 04-20-18 02:16 AM) Link | Quote | ID: 166320


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I've been porting SMB3 levels to Mario All-Stars for years even some of A New Journey's levels. Sometimes I design my original SMB3SMAS levels for showcase. I was in the SMB3 community including level designing for more than 13 years. I can probably give you some of my levels I'm not using from my previous projects or design some originality.

As a matter of fact, I may E-mail you my level that is based on SMA4's e-Reader level + Frank's 2nd SMB3 hack style to be used but feel free to use it.
(Sorry, I am not into this forum's private messaging since I am not active here!)

Insectduel
Posted on 09-25-18 10:48 PM, in General Megaman Hacking Thread Link | Quote | ID: 166538


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Posted by DannyPlaysSomeGames
Hey there, I'm new here, although I've seen this thread a couple of times.

Now that I finally decided to get an account, I was wondering if I could get some help.

So I've had a couple of old trash Megaman ROM hacks of my own for a while now and I decided to actually make something decent with them. Right now, I'm trying to rework and redesign the sprites for a MM1 ROM hack. I was wondering if there's a way to change the x/y pos of some of the sprite tiles and if you can even swap them to take advantage.



The thing I wanna change specifically is Megaman's face's position. I know there's like a disassembly floating around there, but it's only partial, and I couldn't find any details on the sprite layouts.

Anyways, thanks!


I did remember doing sprite layouts even to enemies, but I hardly touch this game in a while. Now I kinda forgot where the x/y sprites located but the palette quad is easy.

Honestly, Mega Man 1 functions assemble sprites differently than Mega Man 2 but the sprite assembler for Mega Man 1 would be useful if someone designed it.

Insectduel
Posted on 11-18-18 08:44 PM, in Does anyone wants to help me out with a Mega Man 3 hack? Link | Quote | ID: 166664


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Posted by Alien-Type-0
Posted by Thanatos-Zero
Posted by kuja killer
well if it's just a sprite/graphics hack, then i wouldnt be able to since im not an artist.


The graphics already exist, but what is really exciting are the gameplay mechanics.


I'm not really sure the nes bass sprites will work out unless its edited.
Reason being basses helmet is a little too tall and wide it would over run to the next graphics beside it.

https://www.spriters-resource.com/resources/sheets/34/36590.png


The NES has limitations. It's possible to paste these sprites into YY-CHR with the correct palette from MS Paint but construction these sprites requires use of Matrixz's Capcom Sprite Assembler and knowing of how free space works and must have knowledge in hexadecimal numbers.

Depending how many sprites bass uses comparing with Megaman's sprites, gameplay wise that enemies may flicker on screen when too many sprites is used.

Insectduel
Posted on 12-21-18 12:59 AM, in Mega Man X2 MSU-1 v2.0 Released! Link | Quote | ID: 166790


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I really hope it fixes the Overdrive Ostrich issue. IT CRASHES right before it spawns. I thought it was the rom that I am using which is the Japanese Rockman X2 rom but no it's actually the .PCM files that causes the crash from the Snes9X v1.55 I've been using. Jump to 36:53 and you know why my run had the .PCM file removed. Like most MSU-1 hacks, music's rom is muted and I take the DKC games as an example.

Also, SNES9X v1.58 has been released recently and it supports MSU-1.

I may want to try the Rockman 2 Sample (Prototype) with MSU-1 soon if any data pointed to a specific rom offset.


Insectduel
Posted on 12-21-18 01:06 AM, in Bsnes and SNES palette editor Link | Quote | ID: 166791


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I usually use either Lunar Magic (to load a palatte file) or Racing Stripe which I HIGHLY recommend to change the palettes for SNES roms. You need ZSNES and then use savestate to change the palette. Keep in mind that you should have knowledge in hex and each color has it's own PC hex address number.

Insectduel
Posted on 12-26-18 11:49 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 166805


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Just an idea that everyone comes in mind. The MSU-1 version of DKC needed more tracks to fill in the death music and for each theme level.


Insectduel
Posted on 12-31-18 06:03 AM, in General Megaman Hacking Thread Link | Quote | ID: 166812


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Happy holidays, posting from my mobile device. Puresabe Neoぼろくず工房 is planning to リリース (Release) one of his traditional New Year's Day fangames on his website. I live in the United States so my midnight time is 10:00am.

I should start playing blindly on camera for YouTube after the New Years Eve DJ party from my Japanese musician gospel friends. Keep an eye on it.

http://borokobo.web.fc2.com/index.html

Insectduel
Posted on 01-14-19 11:05 PM, in Mega Man in St. Canard (MM1 hack demo) Link | Quote | ID: 166855


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Posted by Googie
People been asking for it, so I'm delivering.

I been working on this hack since 2007 on and off, but I'd love to finish it. Dragonsbrethen did the graphics. Here's a video of the hack in action.

And here's the patch.

Bugs: The checkpoint in Bombman's level doesn't work, you'll keep falling through the screen. There's also graphic glitches when you walk through the doors before you fight the bosses. There's a graphic glitch in Elec Man's boss room, it's in the video, and I don't know how to get rid of it. It looks fine in the editor though.

Need help in this department: Whoever wants to make the boss corridors like in Mega Man 2, please let me know, I want to get ridda the double screens in the boss hallways.

I'd like to have the robot masters have different weaknesses.

Please lemme know what you think, I'd really love to finish this hack.


I fixed the Bombman checkpoint a long time ago and it was an easy fix. You can blame the Rock n' Roll editor for not properly have the hex value the for the teleportation for all checkpoints. However, your hack has a lot of bugs which means it can't be repaired and it has a lot of problems.

I'd like to have the robot masters have different weaknesses? That's in the Rock n' Roll editor itself.

I'm sorry man but it's just too much stress to fix and I already quit on your project because it's just too much to handle. I was originally going to charge people for doing people's projects (including using Fiverr) which was in the grey area but Nintendo and other companies gets pissed off and I don't work on people's romhacking projects for free.

I've been hacking Mega Man 1 for long periods of times and I know these problems but unfortunately you have to sit and learn how the mechanic works which usually takes up to 6 months or a year.

Insectduel
Posted on 01-17-19 12:05 AM, in Mega Man in St. Canard (MM1 hack demo) (rev. 2 of 01-17-19 12:06 AM) Link | Quote | ID: 166861


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Posted by Googie
So you would charge me to fix my bugs in this hack? Okay, how much would you charge me to fix the graphical glitches?


About $30 per project depending on the length but I stopped the program since Nintendo took action taking down AM2R and watched the video from BlazeHedgehog stating that you cannot charge people money from fanprojects including using Ko-Fi, PayPal, Patreon, KickStarter, GoFundMe, etc because companies will file a lawsuit against people that willing to attempt.

It doesn't matter anyway because I have no motivation of working with fanprojects or ROM-Hacking due to my personal issues and future vacation plans. Most of the time I have been making YouTube videos and designing SMB3SMAS custom levels just for my entertainment.

Insectduel
Posted on 02-10-19 09:43 PM, in General SMB3 Hacking Thread (rev. 2 of 02-10-19 09:44 PM) Link | Quote | ID: 166886


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I recently learned about Enemy AI's and my SMB3SMAS mini rom-hack that will be released on March 2019 has 2 different Angry Suns. Just watch the timer and how these Angry Suns function.

Oh yeah, I gave Super Mario All-Stars the MSU-1 treatment!


Insectduel
Posted on 06-21-19 01:14 AM, in General Megaman Hacking Thread (rev. 4 of 06-21-19 01:15 AM) Link | Quote | ID: 167028


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I always have the urge to insert the musics in one of Ridley X's Mega Man romhacks? Is it possible to have all the music without intervening the sounds? This is about Mega Man 4 music editing! I hope it isn't a complicated setup but this kind of technique may take me a week to learn and manage music pointers without hitting one of the sound rom offsets. In fact, in one of my upcoming YouTube videos I can turn off all musics and insert all of the CD quality remix music from Rockman Complete Works since I created my own IPS patch where all levels and title screens musics is muted.

Ridley's Mega Man 4 Hack #10 has all Mega Man 5 stages and Ridley's Mega Man 5 Hack #4 has all Mega Man 4 stages which wanted me to insert the musics. Not to mention I am hoping that Ridley's Mega Man 5 Hack #4 is Protoman Compatable.

Insectduel
Posted on 07-29-19 08:13 PM, in General Megaman Hacking Thread Link | Quote | ID: 167074


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Hi EggplantPimp, the answer to your question is simple since the Rock n' Roll editor uses a complicated setup! I haven't used in a while. I think it does move the checkpoint in the editor 1 pixel at a time but I can't remember.

Here's the following bytes by default. Bombman is stage 03. It begins at ROM OFFSET x1C2E4.

Checkpoint 1

.byte $0A,$0A,$0E,$08,$07,$0A
.byte $22,$24,$2F,$1D,$1D,$1D

Checkpoint 2 (usually the boss room)

.byte $14,$14,$14,$10,$14,$0F
.byte $27,$29,$2F,$21,$1C
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