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mickevincent
Posted on 10-22-12 03:04 AM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152723


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Posted by Thanatos-Zero
Posted by kuja killer
Ehhh.. i've wasted 5 whole 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.

That is not true. The lack of creativity and imagination can be easly explained.

First, you do not dare to take other ideas from others and adjust them for your own needs.
Second, stop with the mental self-deprecation. You are more able then you think!
Third, there is nothing new under the sun, so take ideas from other games or even real life!

It is no SIN nor is it a CRIME to make use from the ideas of others, except they are protected from the goverment to make sure you do not make money out of this.

Think about it! Your idea with Duplexman 1 was later taken and used by Puresabe for Cossack 1!
He did exactly those things.
Where did he got the ideas? From other games and from real life.
All what you need to do is, is to pay more attention to your games and the world you live in. Take what you need, what you think is cool.


Yes. And also... think about it.. the whole thing with making a Mega Man hack is to take an idea of a whole game.



mickevincent
Posted on 10-22-12 10:39 PM, in Do you want to learn 6502 ASM? (Think again) (rev. 2 of 10-22-12 11:09 PM) Link | Quote | ID: 152728


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Ok this topic turned out to be a real chatter room That's good, keep on talking! Hehe.

And thanx for everything Infidel! The part with 200 - 2FF was realy nice. But... it doesnt make any sense at all ... I mean, it did work... a bit..

I tried to just add something to the screen, wathever from the PPU. So I wanted to make $2F0 become 16. I added a write breakpoint to it and it appeared. I changed the LDA to 16 and succes! Something poped up. Problem is something poped up everywhere... and it changed when I walked and it were there on the boss select screen, level intro and everything... wich to me.. well Iam getting dizzy..

Edit - Now I know 2F0 would be the vertical part of it, but since the other once after said 00 I didn't expect anything to come up.

mickevincent
Posted on 10-23-12 10:35 PM, in Do you want to learn 6502 ASM? (Think again) (rev. 4 of 10-23-12 11:19 PM) Link | Quote | ID: 152738


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So I have now written my first asm code that works, and don't makes the game crash It does absolutely nothing... haha, well it does. But not that you can see. I have moved a routine for the health bar in MM4 to another part were I hope there was some free mem, and then I did a return. If I want to, I guess I could code something right after that health bar routine now I just have to move the end of it to the other side of wathever I wanna do there. Feels very good ! Iam very glad now

Edit - So I have actualy managed to do something with it. I have put an letter under the health bar And when you enter the menu, it's gone. It's only there when you are on a stage and fighting. Hehe. Well, at least Iam getting somewhere!

mickevincent
Posted on 10-24-12 12:36 PM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152744


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Posted by infidelity
Excellent! Thats good that you understand JSR's. Its also good that you know how to write the proper address for the JSR. The very basic things people should learn, is loading and storing, compares, branches, jsr's and jmp's.


Yeah, thanx But wathever I writes to $200-2ff is flickering. I see that it wants to write f8 to many of those places. But the place were mega man is stored is also flickering in the ram, but mega man himself doesnt flicker. I dont get why.

mickevincent
Posted on 10-24-12 04:10 PM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152746


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Posted by infidelity
Trying to remember off the top of my head with megaman4. The F8's are constantly stored there, so that nothing appears on the screen that isnt supposed to be there. There is very technical asm that goes on, that constantly updates that entire area.


That was what I was thinking. Hmmm.. also, I took a routine that is for the health bar to write what I want on the level screen. It works and disappears when in menu. But it shows during the intro and for about 1 sec at boss intro screen. Wierd...

mickevincent
Posted on 10-26-12 10:29 AM, in Do you want to learn 6502 ASM? (Think again) (rev. 4 of 10-26-12 11:06 AM) Link | Quote | ID: 152750


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Posted by NetSplit
Posted by mickevincent
Yeah, thanx But wathever I writes to $200-2ff is flickering. I see that it wants to write f8 to many of those places. But the place were mega man is stored is also flickering in the ram, but mega man himself doesnt flicker. I dont get why.


Assuming you mean that values in the $200-$2FF page are getting moved around rapidly while the game is running, this is meant to constantly change sprite drawing priority. The NES can only draw up to 8 tiles on a single scanline; all other tiles on the same line won't be drawn on the screen. Rapidly rearranging the tiles in memory will change the order in which they're drawn and produce flicker if that limit is exceeded. Flicker is generally a better solution than having the same tiles not be drawn frame after frame. This strategy isn't universal; while the Mega Man games do it, I think Bubble Bobble doesn't, so you can get some sprites fully obscured by others on the same scanline.

Another reason to do flicker is because the order of the sprite tiles determines whether a sprite appears in front of or behind another sprite. Shuffling sprite data will make sprites flicker if they're drawn on top of each other, while keeping it stationary will make tiles consistently appear in front or behind others.


Also, to add to infidelity's earlier explanation, the byte that controls the palette of a sprite tile also controls its mirroring (x and y) and it's background priority (drawn in front of or behind the background).

Edit: But I think you may be saying that the tile you added visibly flickers onscreen, while the rest do not. I'm not sure what you're doing or not doing that would be causing that.


Okey. Matrixz told me yesterday about ram $97 wich is the one controlling $200 - $2FF. It will write $F8 to every 4th adress from $200. I examined $97 yesterday without any of my own codes.


Now I can be totally wrong, but...
It seems that it will say the top adress value of what is used on $200 - 2FF.
Let's say only adress $200 - $215 is used, then $97 will say $15.
So.. I tried to write what I would need it to say, that's E9 with a simple LDA STA but that didn't work cause it looks like something else is also written at the same time so 97$ will jump fast between my value and another one.

I guess it's not as simple as STA something to it, but there's gotta be a way to controll it?


Edit - No I guess I can't just say E9 cause that would also mess things up depending on what is already on the screen. It has to be something like "write to adress+wathever is in 97.." it has to check whats already there.

mickevincent
Posted on 10-28-12 12:52 AM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 152760


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Iam gonna try this It looks good considering it's Mega Man 1. It's very limited compared to later Mega Man games.

mickevincent
Posted on 10-29-12 08:08 PM, in Your Gaming To Do List Link | Quote | ID: 152777


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Since I always buy good games on release, there is realy no one for me to play now. Iam waiting for GTA V.

I just recently felt like replaying FFVIII, when I noticed that's one of the FEW PS1 games that doesn't work on PS3. Thats just wierd. Okey with some crap no one liked anyway like ... oh yeah, no one actualy liked FFVIII haha...

mickevincent
Posted on 11-01-12 01:27 AM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 152787


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Posted by Thanatos-Zero
It does. Without it, the pun with Rock'en Roll wouldn't be there in the first place.
As long Megaman/Rockman is untransformed he is Rock, not Mega.
You can blame NoA translation of Megaman Powered Up for that.

In all other merchandise involved with Megaman/Rockman released after PU he is still called Rock and not Mega.
Also... Megaman is serious business regarding about correct informations.


Yeah, because Inafune wanted(the games) to have the same power as rock. Therefore the music is often very brittish heavy metal inspired, or similar. Except it's in nes sound format...

mickevincent
Posted on 11-04-12 02:36 AM, in belstaff leather jackets hot sale,free shipping Link | Quote | ID: 152802


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delete this crap

mickevincent
Posted on 11-09-12 09:30 PM, in Questions Regarding Rom Hacking On The Super Nintendo Link | Quote | ID: 152821


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Although Iam new at 6502 this is something that would interest me to later. Infidel - I havent searched, but arent there actualy more info on SNES programming then NES programming?

Maybe it's harder? Because, seriously, why havent anyone made a serious Mega Man X editor and/or Mega Man X romhack?

mickevincent
Posted on 12-19-12 08:27 AM, in Mega Man Compilation - NEW Demo Relase (11.2012) (rev. 2 of 12-19-12 08:28 AM) Link | Quote | ID: 153116


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Posted by Crist_93


This is my third (and hope that last) attempt of remaking Dust Man (second you didn't saw - i planed to use unused Spring Man tileset but didn't work well). Now I decided to turn Dust Man into air themed robot. Hope you like it.

PS: I need some help with remaking some themes into 8-bit. I mean I need a composer who's good at Famitracker or pttone. Maybe there is site when I can ask people to help me out with that.

Last stage that left me to redone is Toad Man. I got some sketches for it (even whole stage redone) but it isn't looks fine. Maybe you have some ideas how to make him water themed robot master (such a place where the Toad Man could be).

Yeah, I slow down a bit, got some work at college. But I plan this year to relase demo. It will contain all robot master stages redone, some of King and Wily stages redone too and some custom music as well.

Hope you like it.


The graphics looks great but there are some wierd things with the palletes on the towers "wings" and on the clouds. I think a dark and a bright color needs to be swapped, it's easy to change with YY-CHR, Iam not sure if it will help but other then that it looks cool =)

Edit - On the wings, I think it is purple and white. But I could be wrong.


mickevincent
Posted on 12-25-12 11:26 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 153151


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Romnation.net has a rom that has the ending UE. Don't know what they mean by that.

mickevincent
Posted on 05-04-13 07:30 PM, in Megaman Eternity: 5 Years Later Link | Quote | ID: 153802


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Who is this one guy you speak of? Hehe

mickevincent
Posted on 05-05-13 11:37 PM, in Megaman Eternity: 5 Years Later Link | Quote | ID: 153816


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Posted by Rocketech Productions
Posted by mickevincent
Who is this one guy you speak of? Hehe


You serious, brah?


Ne, just joking

mickevincent
Posted on 05-25-13 08:40 AM, in General Megaman Hacking Thread Link | Quote | ID: 153995


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Posted by Gavzilla1000
Graphical Help?
Ok, so I'm new to this forum, but not to Megaman hacking. The request I "bring to the table" today, is for all you graphic editors out there. I'm trying to make a Megaman 3 hack, and plan to edit the graphics with it. My artistic skill... sucks. And trying to use YY-CHR gives me a headache, so, if there's anyone that can do it, it will be greatly appreciated. I'm the only one working on this project, so any help/ advice would be appreciated... again.
PEACE!


You could always start with taking tiles from different mm games and play around with the colors. Other than that, do you asm code yourself?

mickevincent
Posted on 06-03-13 05:15 PM, in General Megaman Hacking Thread Link | Quote | ID: 154036


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Posted by Gavzilla1000
Here's another question, for all you crazy Megaman hackers everywhere...
Can I "add" more graphics? Using Megaman 3 for example (because that's the game I'm trying to hack) In hex, or ASM, can I add more graphics to all the Robot Master Stages? I extend he bytes from the last offset of Shadowman's Graphics, will it add more?

If you guys know, pwease tell me.


You mean for exmple 512 tiles instead of 256? Iam not sure, but i doubt that is possible. However like Kuja Killer said, i guess its possible to update the tile screen when you come to a certain place at the stage. Like Mega Man 5 does.

mickevincent
Posted on 06-19-13 06:49 AM, in General Megaman Hacking Thread Link | Quote | ID: 154148


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Posted by Rocketech Productions
Posted by kuja killer
no..
fami tracker has it's own music sound format.
They cant be copied into megaman 3-6 format.

When kevin and mexicansunflower did necro..
well kevin did it in some different program like fruity loops or something weird like that.

But there's nobody i know of personally that knows anything about FL... so then mexican had to convert it himself to fami tracker...

then Matrixz had to convert the fami tracker to megaman 3-6 format.

Because he was the only person i knew that knows how to write stuff "from" fami... "to" mm3-6 format.


And I don't assume Matrixz could tell us how to do that, could he?


If you want some help with fl studio i can probably assist

mickevincent
Posted on 07-11-13 08:03 PM, in For nostalgic purposes, what was your first ASM hack? Link | Quote | ID: 154294


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My first asm hack is a buster loader energy bar for mm4. Just likin matrixz mm forever. I have done several smaller ones after.

mickevincent
Posted on 09-04-13 10:35 PM, in mega man 4 hack presentation, help for tile loading Link | Quote | ID: 154724


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Looks badass if you ask me Nice asm too.
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