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Main - Posts by Insectduel

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Insectduel
Posted on 10-18-19 12:30 AM, in SMB2J for SMB1 - GreatED Experiment (rev. 3 of 10-18-19 12:34 AM) Link | Quote | ID: 167146


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I've been using the GreatED SMB1 editor and testing it for many months and I think it's a pretty good level editor but the lack of it's features comparing with SMB1 Utility. Read the documentation for more information after you download it. There are 2 IPS patches of the file, standard and GreatED version for people that is interested to view the SMB2J level data inside the editor itself.

Comparing with the Famicom version and YES I know there are already the SMB2J for the NES (and loopy's MMC3 conversion) but version I built from GreatED as a project is actually a remake version with some features. For instance, the Famicom to NES conversions has 4 branches for each world level while the remake version has 2 branches which is Worlds 1 through 9 and Worlds A through D on a specific rom offset. The remake version uses coding assets from Super Mario Bros. The Lost Levels. I forgot to mention in my document is that Level End, Pipe Intros and Treetop Warp Zones are rom offset around x1E00 as the pointer with no enemies loaded.

It's currently in the beta phase as some SMB2J features are missing. What should I do now is to convert a 81KB SMB1 rom with SMB2J items into GreatED's 257KB rom and try to insert the SMB2J levels. This is made entirely from scratch after GreatED is used. What lacks GreatED from SMB Utility is the ability to see tile metadata such as Upside Down Pipes being non-existent in the editor but in the ROM. I hope the author updates it!

I also like to know about GreatED's loop commands and how the data work comparing with SMB1 or SMB2J loop command system. I couldn't figure out!

Warning: Saving levels using GreatED will overwrite and rearrange all level data. Level Data I wrote are in the original FDS order (enemy data for Worlds A through D are from The Lost Levels) and so are the pointers. Backup before using the rom as a base for your project or I will make some updates.

This is not a full-game project but rather a testing phase to see what GreatED can do!

Debug mode is activated, press B to select any SMB2J world. World 9 is unplayable as the pipe pointers are not coded yet but you can view them with GreatED.

Insectduel
Posted on 11-08-19 09:51 PM, in SMB2J for SMB1 - GreatED Experiment (rev. 3 of 11-08-19 09:52 PM) Link | Quote | ID: 167155


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@DanielFA GreatED is new but the only good thing is the ROM is expanded to 257KB and adds more rooms. That's a good reason why I used it and port some SMB2J levels with the GreatED engine.

Insectduel
Posted on 11-08-19 10:00 PM, in General Megaman Hacking Thread Link | Quote | ID: 167156


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What if I wanted to make a Mega Man game based on the Summer Olympics and Pokémon Spaceworld 1997. Mega Man III is the base rom I should be using but I should be ready to go back to Mega Man Rom Hacking. Don't know about using Mega Man 3 improvement as a base because it requires a specific editor to view and edit levels. This video below is Capcom's Gold Medal Challenge 1992 and the Olympic stage should be used.



I'm also thiniking about finishing Rockman AF (Rockman 1 hack) since I completed all the levels but not the enemy placements coding assets within the levels including enemy graphics. I should also design a Mega Man X Sprite which the game is based on. Mega Man X is the protagonist character for Rockman AF. It's started since 2012 but on hold.

Insectduel
Posted on 11-14-19 10:05 PM, in General Megaman Hacking Thread (rev. 2 of 11-14-19 10:06 PM) Link | Quote | ID: 167161


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Okay cool! I have started using Mega Man 3 Improvement as a base since it has empty graphics and free space to start with. This game will have minor to little 6502 ASM coding based on the level design. Later I may release a 1-level demo on my YouTube page but I'll start with Hard Man's stage design first.

Each of the 8 robot masters are based by Japan regions from Hokkaido to Kyushu and the Doc robot stages are the 1964 based Japan stages. It's possible to include a "Middle Level" like in Mega Man 7 or 8 (or Rockman World 2) before the last 4 robot masters but eventually I'll be able to program it.

Insectduel
Posted on 11-14-19 11:15 PM, in General Megaman Hacking Thread Link | Quote | ID: 167163


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I haven't picked this one up! With the new updates it's very useful to design levels easier not to mention some CHR animations since Mega Man 6 Yamato Man's stage into a Mega Man 3 game requires another graphic set and there is no scroll gfx load in Mega Man 3. Thanks for all the hard effort for the Mega Man 3 community.

Insectduel
Posted on 05-29-20 06:41 PM, in General Megaman Hacking Thread Link | Quote | ID: 167371


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For people that has problems with MegaFLE X, do you put certain .dll files the same folder as the editor or system file? Try run as administrator by right clicking on it. I got trouble at first.

Insectduel
Posted on 11-12-20 11:47 PM, in General Megaman Hacking Thread (rev. 3 of 11-13-20 09:17 AM) Link | Quote | ID: 167444


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In Mega Man 3, are there any unused sprite ID's for the X and Y positions? I feel that every one of them is used so any sprite edited from the X and Y positions will mess some of the sprites up. Let's say you use Capcom Sprite Assembler for Mega Man 3 and you are on the $36000 bank, you edit F0 thinking that it's unused in the entry but in the actual game you corrupt one of Doc Robot's sprite which is at the $2A000 bank. The X and Y positions is located around x33010.

I am in the final progress of my upcoming hack and it's the hardest part of hacking Mega Man games.

Insectduel
Posted on 11-15-20 11:54 PM, in General Megaman Hacking Thread Link | Quote | ID: 167446


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Ah cool! I never knew other unused areas other than 33960-33DFF which I actually use for the X/Y data which is used pacifically for Break Man since I want to remodel the sprite and not overwrite Proto Man which uses the same sprite ID for X/Y. Yeah that kinda surprised me when I did it the first time only to find out that you need to edit both left and right sprites for each sprite ID.

Based on my hack, I have to play and scan the entire game using a debugging tool emulator to see if there are unused sprite ID's for X/Y data. Turns out there are few unused ID's I can use other than the bosses that won't be used in the game like Gamma, Snake Boss, Kamegoro Maker and Giant Mets just enough to insert the X/Y data in freely. Replayed the game with the new Break Man modded sprite and there are no mess up sprites in all of the levels.

I am going to remodel every robot master from scratch. From Doc Robots which came first to the Robot Masters using both Tile ID and X/Y data. However, editing sprite collisions such as bumping into walls or hitting the floor requires to edit their AI data based on a specific RAM code may take some time.
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Main - Posts by Insectduel

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