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mickevincent
Posted on 05-06-12 12:14 AM, in Megaman Odyssey Project Link | Quote | ID: 150819


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Well I have tried several times to tell you guys that I would like to design levels.


Posted by Thanatos-Zero
It has been quite some time. Some of you were surely asking what happened with the Megaman Odyssey Project. It has been halted due Kujakiller's new occupation, which made him quite the workaholic. His interrests shifted and if I speak with him about our project, he doesn't want anything to do with it. All my encouragement in order to motivate him failed, but that has mostly to do with his low self-esteem and his regrets to not be able to finish it in time. Because of said regrets, he un-offically cancelled the game.

Would I have only known sooner of his project back in 2005, we would have been able to progress much faster, since I have now a bunch of new friends who would do anything for him.

Still, if you want to change Kujakiller's mind about the project, leave here a message for him. Perhaps if you all encourage him, it might move him.
I would love to continue to work for him.

@za909
We have a zombie version of the Sniper Joe in the ROM.

mickevincent
Posted on 05-06-12 10:19 PM, in Megaman Odyssey Project Link | Quote | ID: 150833


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Posted by Thanatos-Zero
@Mickevincent
So, why haven't you made an account on my board yet? If you did, I would have you made a member of the team way sooner.
Still, as long as Kujakiller is too tired of the project to continue, you can only do some ground work. Ask Megaman-Omega if he has said work for you.

(Go a few pages back, my link to the board should be there)

Edit: I will not bother KK with it though, as I respect his wishes. I shall be back to support him, whenever he is ready to continue the project. I will do some ground work as well, when Megaman-Omega wishes it.


Question 1 -
How would my level be implemented into the actual romhack that you are working on? I don't know, maybe it's just to copy/paste some parts of the hex code?

If yes, I guess I just can make a level right away.

I know you put up a special version of megaflex a while ago and the actual romhack.

Question 2 -
What level should I make. I will register on your board but right now I don't have time. If you could tell me I could start right away(almost). What I wanna know is the theme of the level(water, stone, air etc) and where on megaflex it would be(on wich boss in the stage select).

mickevincent
Posted on 07-29-12 10:43 PM, in Megaman: The Beginner: For Beginners (rev. 5 of 07-29-12 10:50 PM) Link | Quote | ID: 151766


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Playing as another character would only need a change in the sprites. A program like YY-CHR is needed there. It's another thing about the weapons(movements and such), that would need some hex editing.

You can do alot just with a specific game editor and a program like YY-CHR.
But if you wanna change a character, the characters size may differ. Eg Hard man is bigger then Mega man. You can't fit Hard man into Mega man's sprite. Therefore you would have to make the sprite bigger, this would of course also need some hex editing. I have never seen anyone do just exact that thing but it's possible, of course, if you know NES language.

The only thing I can come up with for you is to continue and read tutorials on the internet. I gave up years ago but you might be able to fix it

mickevincent
Posted on 08-01-12 04:25 PM, in Megaman: The Beginner: For Beginners Link | Quote | ID: 151792


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If you dont already know ASM and how to use a hex editor i'd recomand something easier. At least to beggin with.

mickevincent
Posted on 08-09-12 04:53 PM, in Megaman: The Beginner: For Beginners Link | Quote | ID: 151901


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Matrixz has made some nice programs for that. But, I wouldn't begin with animations. You have to know ASM and hex to make cutscenes as you want them to play.

mickevincent
Posted on 08-19-12 09:31 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152099


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This looks realy nice, considering how limited you are in Mega Man 1.

Nice work!

mickevincent
Posted on 09-28-12 10:30 PM, in Dark Man Revenge(MM5Hack in progress) Link | Quote | ID: 152515


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Posted by FULMINE50
I'm not good at making sprites, I do a copy and paste parts of sprite.
For example, for the sprite of fake Protoman, need 3 or more squares of sprites (in tile layer pro), and as you saw from the video,the sprite of f. Protoman is without arm while jumping.
Is a long time that I ask questions about how to solve the problem



Well Iam no expert but to me it looks like you only missed to actualy put in the sprites for the arm.

mickevincent
Posted on 10-15-12 11:16 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 152659


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Just wondering, what happened with this program? Or maybe it is... dead..?

mickevincent
Posted on 10-15-12 11:36 PM, in Megaman 3 Improvement Fix Patch (rev. 4 of 10-15-12 11:41 PM) Link | Quote | ID: 152660


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Just change the tsa that is used where you dont want to show the ship to foreground. It could also be that color pallette no 1 is used in those tsa's, the first one will always show, not hide.

Yeah that was what za909 just wrote.. sorry

mickevincent
Posted on 10-16-12 04:43 PM, in Megaman 3 Improvement Fix Patch Link | Quote | ID: 152668


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Posted by NetSplit
Making the black at the bottom be foreground is not a correct solution. Backgrounds on the NES are not drawn in front of or behind sprites; instead, sprite tiles carry with them a priority that makes them be drawn in front of or behind the background. If you made the black a non-transparent color and made the ship be drawn behind backgrounds, it would also be drawn behind the buildings, which is certainly not what you want.

There are two correct solutions here that preserve the black bar. You can turn off sprites entirely starting after the last non-black scanline, but the timing for this may be difficult and it's possible you could get some onscreen glitchiness. Or, you can place 8 sprite tiles on each row of the black section with a draw priority higher than the ship so that the ship isn't drawn on those rows. Note, however, that many emulators allow the user to turn off this 'feature', which would negate your work, so the first solution is probably more likely to work. For reference, Zelda 1 uses the 8 tile trick to make Link invisible when walking through north or south dungeon doors, and that emulator feature breaks this trick. If the number of tiles you need for this is too much, you could do just one row and change how the ship comes onscreen (having its tiles not be drawn if they're below that row, so it appears row by row), or you could cut the required tiles in half by switching to 8x16 sprite mode.

Edit: Fixed an omitted word.


Oh yeah, only Mega Man's sprite is the one that will be drawn behind graphics. I dont even think he's shots will. Don't know how it is with rush, I guess not.

mickevincent
Posted on 10-16-12 06:33 PM, in The General Project Screenshot/Videos Thread... (rev. 21 of 10-16-12 06:54 PM) Link | Quote | ID: 152669


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I just made two videos of a playthrough of two levels from Maverick Revenge 2. Just wanted to show this in case anyone who's interested has missed this hack. =) Sorry, it's still not completely finnished.






Here's the IPS http://acmlm.kafuka.org/uploader/get.php?id=3745
And it should be applied to a Mega Man 5 rom.

To those who are not yet familiar with this one -
You can finnish the game, at least as far as I know up until the last Wily Battle. Two of the eight robotmaster levels are not complete, it's charge man and star man. Thats why they are so short. You can also collect all MEGAMANV letters. After the last Proto Man stage(wich isnt finnished neither) you will get a delay before the game continues on.

Iam no good at asm, hence why this will probably never be more finnished, sadly.


mickevincent
Posted on 10-18-12 01:36 PM, in The Terminator Link | Quote | ID: 152685


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Hey guys. I just found out about this when I was searching for some 6502 tutorials.

http://www.pagetable.com/?p=64

Very funny =)

mickevincent
Posted on 10-19-12 07:07 PM, in Do you want to learn 6502 ASM? (Think again) (rev. 5 of 10-19-12 11:33 PM) Link | Quote | ID: 152697


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So.. after 4 years I finaly decided to actualy LEARN 6502 asm.

As you know I've yet released two hacks but just without any new asm programming. As everyone knows, you are very stricted on what you can do without any coding knowledge and the hack will just end up beeing just a graphical edit.
Of course, most people starts with that but after a while it's gonna get boring. And I decided once and for all that I just had to learn 6502 asm.

Thats why I made this thread. Because I have found two of the best sites for begginers that's surely is gonna give you a really good start.
Skilldrick's page will explain every bassic thing you need to know first. And when you feel that you understands the most of the things he writes about you should go to the Atari archives and read Richard Mansfield's book Machine Language For Beginners from 1983. The whole book is up there for free with his permission.

Why I had to share this with everyone is simply because I have learned more the last 2-3 days than I have done in 4 years. You need these sites

Begginers guide by Skilldrick

Machine coding(full book)

Good luck!


Update -

I just found another good book that probably is good to read after the first two as a complement. After all, the second one wasnt actually aimed directly towards NES programming. I havent realy got into to it yet but it looks like it covers the most. It's also made for learning to program the SNES, but it starts with the NES.

http://www.westerndesigncenter.com/wdc/datasheets/Programmanual.pdf

Program manual


mickevincent
Posted on 10-19-12 11:28 PM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152700


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Posted by infidelity
If i ever get around to making my video tutorial on basic nes asm, i know now where to post it. :-) Id love to share my tidbits from what was taught to me, and what i learned on my own. :-)


Yeah that would be nice . I just found something else that probably needs to be readed to complement the first two, I'll post it.

mickevincent
Posted on 10-20-12 12:12 AM, in Do you want to learn 6502 ASM? (Think again) (rev. 2 of 10-20-12 12:12 AM) Link | Quote | ID: 152702


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Posted by NovaYoshi
I started with this tutorial that my cousin wrote, and it's actually intended for NES homebrew, but I think actually getting to test out code in the language you're trying to learn and see the effects of it is much better than just reading documents.

It expects this assembler and linker, and doesn't cover clearing the screen, reading the controllers, or sprites, but those were pretty easy to figure out with other sources.


Ok thanx! I will check them up later.

Yeah it is better to test yourself then to only read documents. But I have messed with FCEUX's debugger for many years now. It's just that I need some theoretical knowledge now.
Hehe I didnt know the difference between LDA #$02 and LDA $02 a few days ago. Heck I didn't even know what LDA ment....... That wont get you anywhere. But of course, only reading wont get you anywhere either


mickevincent
Posted on 10-20-12 11:40 AM, in Do you want to learn 6502 ASM? (Think again) (rev. 11 of 10-20-12 04:22 PM) Link | Quote | ID: 152708


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Posted by za909
Very interesting and useful topic indeed!
I need to ask though, does it cover the "DPCM bug" of the 2A03 that was fixed for the 2A07 in PAL consoles? Something about stalling the CPU for a couple cycles, and if you happen to be messing with the PPU or the Controller ports at that time, it gets ruined.


If so, probably the program manual, it seems to cover the most. But I don't know for sure.


Edit -

Okey.. so I've tried to work out some things now when I got a little bit of knowledge of asm. So I got a tip from someone on youtube about my hack Maverick Revenge 2. When you select boss/level RAM adress $20 is suppose to get loaded with C0 as you can see in the first picture. STA $0020. And this happens on ALL level select stages.

But, when you select Charge Man there is a glitch for wathever reason. Then suddenly the A register at the exact same location is loaded with 80. So I went up a bit and thought maybe the A register is just loaded with a wrong value somewhere. Strangely it looks exactly the same... Is it because of the PLA(means Pull from stack to A? Right?) If so, I guess it's the stack that has got the wrong value on top?

This would help me alot if someone could explain .

Note one thing. I don't want help with this because Iam planning on finnishing Maverick 2, I will probably never do that. This just seemed easy enough to start with.

(This glitch screws the graphics when you see Charge Man on the level intro screen. But it's the correct graphics loaded to the PPU)





mickevincent
Posted on 10-20-12 06:15 PM, in Do you want to learn 6502 ASM? (Think again) (rev. 3 of 10-20-12 09:14 PM) Link | Quote | ID: 152710


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Yeah.. I found this

LDA $A900,Y @ $A903 = #$02

On a working level it want's to load 03 instead. I tried to change it and it did work. It's just that everything else got messed up .... like my computer will soon ...

Edit -
Nevermind, I managed to fix it. My first own bugfix in hex But.. all this for such a small glitch? How am I suppose to make my own bosses, enemies and other cool things? Geez ...

Edit 2 -
It's not healthy to do this 4 days in a row straight.

mickevincent
Posted on 10-21-12 05:26 PM, in Do you want to learn 6502 ASM? (Think again) (rev. 2 of 10-21-12 05:27 PM) Link | Quote | ID: 152713


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Posted by NovaYoshi
I started with this tutorial that my cousin wrote, and it's actually intended for NES homebrew, but I think actually getting to test out code in the language you're trying to learn and see the effects of it is much better than just reading documents.

It expects this assembler and linker, and doesn't cover clearing the screen, reading the controllers, or sprites, but those were pretty easy to figure out with other sources.


I have opened the files in FCEUX now and tried to do different things with it in hex and the debugger and so on. I don't understand anything at all. I think it's easier to learn Japanese without a translation book. Iam sorry if I sound a bit dull at the moment..

mickevincent
Posted on 10-21-12 07:27 PM, in Do you want to learn 6502 ASM? (Think again) (rev. 2 of 10-21-12 07:28 PM) Link | Quote | ID: 152715


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Which would be why the source code, with lots of comments explaining everything, is included, so you can make edits with a text editor and then use the assembler. :p
I was able to edit the text displaying demo into a text scroller without very much difficulty, but who knows where my source went.
------------------------------------------------------------------------------

Ok, yeah... I guess you mean the files that can be opened with the windows text pad.

It just feels so impossible to learn this by myself. Like change what to be in the PPU on some special location in a Mega Man game. Change AI routines for enemies... I mean I could figure out a small glitch with the help of Matrixz after alot of time. In that speed it would take a year to add a enemy.

How has people like Kuja Killer, Matrixz and Puresabe learned this? I can't understand that.

mickevincent
Posted on 10-21-12 07:43 PM, in Do you want to learn 6502 ASM? (Think again) (rev. 2 of 10-21-12 07:56 PM) Link | Quote | ID: 152717


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Posted by kuja killer
Ehhh.. i waste years on trying to do stupid boss AI.

The problem with me is "not" about being able to program in NES asm.
My problem is, i have purely zero "thinking" skills or creativity or imagination. So i stall for months or years trying to do 1 boss at a time.

In this case, duplex, bolt, and necro for my game...

But man... if i had a brain like puresabe.. then i would of been light years ahead with my game already. His creativity and imagination for rock 4 MI blows me out of the universe a trillion times over.


And my problem is not beeing able to program. I got tons of ideas both for bosses but specialy for level design. Maverick Revenge 2 is only a graphic demo of what I realy want to do.

It's wierd when I make a level I can just sit and do it while listening to music and ideas just pops up in my head the more I make. It's on the other hand, annoying as hell that I most of the time can't do anything with those ideas
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