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Main - Posts by Quick Curly

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Quick Curly
Posted on 03-31-16 04:58 PM, in SPAMBOT REPORT THREAD Link | Quote | ID: 162974


Giant Red Paratroopa
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There are staff forums that serve this exact purpose. Ironically enough, the way you formatted your post and relevant information is similar to how those reports usually appear.

While I appreciate your concern, this comes across as backseat moderation. Plus a public thread like this could potentially be abused. Considering that only the staff can delete posts and trash threads, and only higher staff can take care of banning spammers, regular members are better off just sending PMs to staff regarding any possible issues of concern. Staff will have to log in to the board to check PMs though, and will likely notice any spam posts still floating around anyway.

All around, I don't really feel this thread will get much use, and it doesn't really fit in the Help/Suggestions/Bug Reports section to begin with. Plus, again, considering that there is a staff section specifically for such records and reports, I feel that it's best to just close this.

If blackhole89 feels that this thread can serve a purpose and won't necessarily be abused, he'll reopen it and let us know.

Quick Curly
Posted on 03-31-16 05:17 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 162975


Giant Red Paratroopa
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Since: 06-15-08
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That hack looks interesting. I decided to search for it to see what information there is on it, and apparently, the hack was started in 2000, and the public demo was last updated in 2002. That's a really long time ago.

The story of Bill & Bull returning from the afterlife to get revenge on Bowser is interesting, though ironic in a funny way too, considering that Bowser has kidnapped the Princess yet again. From your second image, I'm guessing that Bill & Bull can get revenge against Mario and Luigi during the game as well? It only seems fair that they should, anyway.

Seems like you're jumping back and forth between quite a few of your projects as of late. It's great that you're still active with your ROM hacking.

If you've spoken with the author recently though, I feel that he should offer to help you out with finishing it up. After all, from what I understand, it was his project originally. You have your own projects that you would still like to finish. It doesn't really seem fair for you to work on someone else's while you have more projects than any of us can keep count of. But as long as your motivation keeps growing, you should work on what you're feeling the strongest interest towards; and either way, we'll all get to enjoy more completed projects that you had a hand in.

Best of luck, as always.

Quick Curly
Posted on 03-31-16 06:35 PM, in Can I get a little SMB1 hacking help please? (rev. 2 of 04-01-16 02:03 AM) Link | Quote | ID: 162976


Giant Red Paratroopa
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Since: 06-15-08
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You're welcome.

I forgot about that YouTube video, but I remember watching it before, now that I watched it again. The music is catchy and the levels look fun.

After my previous post, I thought of another possible implementation. The branch could be changed from a BNE (Branch on Not Equal) to a BEQ (Branch on EQual). In this case, you could modify the value to one enemy that would fall off ledges, while all of the other enemies will continuously walk back and forth.

When I thought about it, seeing a Green Koopa not falling off the ledge just doesn't seem right. He's not supposed to know any better!

So, I implemented the change to test it out. The Koopa's ID value is 00.

$E0E2:B5 16     LDA $16,X
$E0E4:C9 00 CMP #$00
$E0E6:F0 04 BEQ $E0EC

Change the following:

0x060F5-0x060F6 (0x2)
03 D0
to
00 F0

Green Koopas fall. Other enemies don't. However, if you stomp on a flying Red Paratroopa, it will stay in the sky in the spot that you stomped it.



I guess that "ChkForDemoteKoopa" (starting at 0x59C3 in the ROM, $D9B3 in RAM) could maybe somehow be modified to make demoted Red Koopas fall so that regular Red Koopas could still walk back and forth if they're already on the ground? I don't know. In the original game, the demoted Red Koopas would still fall, and regular Red Koopas would still walk back and forth.

Maybe the way to go is to do two compare checks. However, searching through the disassembly for "unused" space, there aren't enough free consecutive bytes in any spot to make a jump to shifted code to fit both checks in together. Reassembling the entire modified ROM might be the easiest way to squeeze it in without having to shift and modify everything else just because.

Again, SMB1 isn't my hacking game. Sorry. I don't really feel like doing any serious overhaul work to get it working.

EDIT: Actually, I continued thinking after I posted earlier, and I had another thought. You mentioned that "Super Luigi: The Forgotten Adventure" is going to be 4 worlds long. The original game reuses some data sets for levels to save space, and while your levels will likely all use unique data sets, I'm guessing that you should still have some free space left over. You could potentially use that free space to insert any necessary code. Therefore, with the appropriate jump(s), you could make use of that free space to fit in code with two compare checks for only Buzzy Beetles and Red Koopas. Just another possible idea and thought.

Quick Curly
Posted on 03-31-16 06:54 PM, in Mods, please delete this Link | Quote | ID: 162977


Giant Red Paratroopa
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In all honesty, I believe that there should be a better way that you implement your background image. If you look through old threads on here in which many users each have their own unique layout, even with background images, none of them plaster a large static background image that can be seen through your post, and depending on the scroll placement of your post, a different part of the image is visible. It just seems bad to me. However, that's just my own personal opinion. I feel like you should code your layout differently. Maybe ask someone else for help to make sure that it's visibly friendly and cooperative with the board and the viewing of any given thread.

Now, I wouldn't know where to start personally, but maybe you can ask blackhole89 for advice on how it could work better with the way the whole board works.

If I'm misunderstanding anything with how your layout is currently implemented, well then, I guess ignore this. Either way, I still feel like while I'm scrolling through a thread in which you've posted multiple times, and you can see the same exact image in the same exact place through all of them, while at the same time the image is basically immediately behind everyone else's post positions, it just feels invasive to me.

Quick Curly
Posted on 04-22-16 09:06 PM, in Quick Bros. 2 Hack Pack (SMB3 Hacks) v1.00 Released! Link | Quote | ID: 163047


Giant Red Paratroopa
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I would like to consider it a possibility. However, unfortunately, my Windows 7 laptop died yet again, this time for good, and some of the ROM hacking programs that I prefer to use such as SMB3 Workshop and the SMB3 Map Editor don't work well on the Windows 8 laptop that I'm using again instead. So, until I find a workaround, I might not be working on another SMB3 hack for some time.
Sorry for my late reply. Thank you for your interest and support, as always.

Quick Curly
Posted on 04-22-16 10:03 PM, in Project QC (Current: Kickle Cubicle) Link | Quote | ID: 163048


Giant Red Paratroopa
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Sorry for the inactivity and delayed reply. I lost my Windows 7 laptop, and the hacking programs don't work as well on this Windows 8 laptop that I'm using now (I don't know if it's incompatibility issues, specific settings, or what else, but whatever) but I've still been trying to make some progress. Thankfully, I didn't lose the hack when the old laptop died unexpectedly.

I have 47 levels designed. As I originally stated, I was hoping to make this hack shorter than the original Kickle Cubicle game. I figured that 8 levels in each of 4 lands, and 15 levels in the Special Game, would be a reasonable amount.

So, I started to edit some of the graphics, since I have a vision in my mind for how the hack and its story could be more than just another adventure focusing on Kickle as the main character. However, since I suck at editing graphics, it's not going as fast as I'd like for it to be, and creating graphics from scratch doesn't come to me as easily as just editing levels, which is normally what I prefer to focus on doing.

Here's a more recent image of the updated hack so far:



So, instead of Cranreuch: Tickle My Icicle (which would make more sense without any graphical modifications and extensive changes), the current working name for the hack is Pikachu's Icy Adventure. It definitely doesn't sound as original or special to me though, so if there are any other possible name suggestions, please provide me with any other ideas for that.

As for the graphics editing and overall progress of the hack at this current point in time, I'm feeling that it's becoming more difficult to sit in front of the computer screen for hours to make only little bits of progress at a time, and it feels like I won't be able to make this hack all that it can be simply on my own.

So, if there are any graphics/sprite editors out there who are interested by what I have done so far and would be willing to help contribute some work to the graphical aspects of this project, I would be extremely thankful and relieved. I really want this project, as the (hopefully still by the time it's completed and released) first Kickle Cubicle level hack, to be more refined compared to my previous projects. Though really, if it comes to it, as I always end up figuring once a hack is out there, it is what it is, and I tell myself that I don't care at that point because I don't want to have to deal with it anymore; so if specific, custom 8-bit Pokémon graphics can't reach a point of appearing decent enough to some people, as usual, you can't please everybody, and graphics really aren't my strong suit. However, despite my usual mentality of trying to tackle everything by myself, I'm putting myself out there and asking for help once again so that I can do right by the project and the people who will hopefully play it in the future. Unfortunately, I'm only one person and I can't do everything to satisfy today's overly high standards, at least, at this rate, in a timely manner.

I could always just release the hack as it is if/when it comes to the point that I'm unable to work on it anymore, and someone else can continue work on it from that point if they want to finish converting the graphics over to the new story and theme that I'm working towards. Either way, if I continue to work on it by myself, then what it becomes will be what it is, and I likely won't want to try to "satisfy" expectations from people who otherwise don't want to help the hack become what they dictate it should be.

Thank you in advance for anyone who can help out, and for the folks who have commented and supported my projects so far. If there are serious people who can and will definitely be able to help me out with the graphics part of this Kickle Cubicle hack, I'll provide a patch of the modified graphics that I have so far so that they can see how any can be more professionally fixed up, and any other graphics that they can modify to fit the theme of the hack.

In the meantime, I'll try to continue to work on it by myself like I have been, but I don't know how successful I'll be with it graphically. Sure, I don't have to modify the graphics, but again, I had a vision of an idea for a new direction, and despite my evident disadvantages, I'm still trying to go with it for the time being. I hope that my statements concerning others' standards and me asking for any help don't come across as me expecting other people to do work that I can't. It's not that I can't, but I know and admit that I can't edit graphics like how it comes at least relatively easier to other folks. So, even though I personally don't care for reading posts about people criticizing other people's work (regardless of whether it's good or bad criticism), for the sake of the project as a whole, I'm asking people for their professional approaches and takes, so that I don't completely screw everything up for everybody.

Quick Curly
Posted on 05-02-16 10:15 PM, in General SMB3 Hacking Thread Link | Quote | ID: 163073


Giant Red Paratroopa
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Since: 06-15-08
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Hello, ahakomi. Welcome to Board 2. Happy to see you here.

I believe the information that you're looking for is covered in this post.

Just to note, if you might remember in the original game, the Underground Bonus areas are only ever one (1) screen wide. As in, there's no horizontal scrolling when the player comes out of the pipe, until they transition to another area. Plan your level designs accordingly.

Underground Bonus Areas

Object Data: 0x3491B - 0x3492A (0x10)
Enemy Data: 0x3492B - 0x3493A (0x10)
Object Set: 0x3493B - 0x34942 (0x8)

Object Data Enemy Data Object Set
$A90B (0x3491B) $A91B (0x3492B) $A92B (0x3493B)
---------------------- ---------------------- ----------------------
AF B1 = 0x1B1BF 76 C9 = 0xC986 0E = Underground
BC B1 = 0x1B1CC 78 C9 = 0xC988 0E = Underground
8B B2 = 0x1B29B 7D C9 = 0xC98D 0E = Underground
72 B3 = 0x1B382 88 C9 = 0xC998 0E = Underground
D8 B3 = 0x1B3E8 90 C9 = 0xC9A0 0E = Underground
70 B4 = 0x1B480 98 C9 = 0xC9A8 0E = Underground
E2 B5 = 0x1B5F2 A3 C9 = 0xC9B3 0E = Underground
5B B6 = 0x1B66B AB C9 = 0xC9BB 0E = Underground

Plains Ending Areas

Object Data: 0x34B27 - 0x34B36 (0x10)
Enemy Data: 0x34B37 - 0x34B46 (0x10)
Object Set: 0x34B47 - 0x34B4E (0x8)

Object Data Enemy Data Object Set
$AB17 (0x34B27) $AB27 (0x34B37) $AB37 (0x34B47)
---------------------- ---------------------- ----------------------
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
B8 BD = 0x1FDC8 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains

The following thread on Romhacking.net also covers this data, as well as the pointers for the ship levels in each world once the ship leaves the location of the castle, and the pointers for the coin ship levels in each world.

Super Mario 3 - Pipes to Death?

Airship Levels Away From End Castle

Object Data: 0x19291 - 0x192A0 (0x10)
Enemy Data: 0x192A1 - 0x192B0 (0x10)

Object Data Enemy Data
$B281 (0x19291) $B291 (0x192A1)
---------------------- ----------------------
B7 AD = 0x2EDC7 EA D6 = 0xD6FA
AB AE = 0x2EEBB 1C D7 = 0xD72C
09 B0 = 0x2F019 57 D7 = 0xD767
3A B1 = 0x2F14A 98 D7 = 0xD7A8
97 AC = 0x2ECA7 A6 D6 = 0xD6B6
B3 B2 = 0x2F2C3 E5 D7 = 0xD7F5
89 B4 = 0x2F499 14 D8 = 0xD824
17 B6 = 0x2F627* 67 D8 = 0xD877*

*NOTE: Crappy Ship. Since there's no End Castle in World 8, the Crappy Ship is not used in this way.

The code that makes use of this table of pointers immediately follows it, at 0x192B1 ($B2A1 in RAM):

$B2A1:AD 27 07  LDA $0727 = #$00              ; Check current world number.
$B2A4:0A ASL
$B2A5:A8 TAY
$B2A6:B9 81 B2 LDA $B281,Y @ $B281 = #$B7 ; Object Data pointer (low byte).
$B2A9:85 61 STA $61 = #$EB
$B2AB:B9 82 B2 LDA $B282,Y @ $B282 = #$AD ; Object Data pointer (high byte).
$B2AE:85 62 STA $62 = #$B3
$B2B0:B9 91 B2 LDA $B291,Y @ $B291 = #$EA ; Enemy Data pointer (low byte).
$B2B3:85 65 STA $65 = #$2B
$B2B5:B9 92 B2 LDA $B292,Y @ $B292 = #$D6 ; Enemy Data pointer (high byte).
$B2B8:85 66 STA $66 = #$C7
$B2BA:A9 0A LDA #$0A ; The level's Object Set is Ship in every case.
$B2BC:8D 0A 07 STA $070A = #$03
$B2BF:60 RTS

Coin Ship Levels

Object Data: 0x19337 - 0x19346 (0x10)
Enemy Data: 0x19347 - 0x19356 (0x10)

Object Data Enemy Data
$B327 (0x19337) $B337 (0x19347)
---------------------- ----------------------
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14

The code that makes use of this table of pointers immediately follows it, at 0x19357 ($B347 in RAM):

$B347:AD 27 07  LDA $0727 = #$00              ; Check current world number.
$B34A:0A ASL
$B34B:A8 TAY
$B34C:B9 27 B3 LDA $B327,Y @ $B327 = #$15 ; Object Data pointer (low byte).
$B34F:85 61 STA $61 = #$EB
$B351:B9 28 B3 LDA $B328,Y @ $B328 = #$BC ; Object Data pointer (high byte).
$B354:85 62 STA $62 = #$B3
$B356:B9 37 B3 LDA $B337,Y @ $B337 = #$04 ; Enemy Data pointer (low byte).
$B359:85 65 STA $65 = #$2B
$B35B:B9 38 B3 LDA $B338,Y @ $B338 = #$DA ; Enemy Data pointer (high byte).
$B35E:85 66 STA $66 = #$C7
$B360:A9 0A LDA #$0A ; The level's Object Set is Ship in every case.
$B362:8D 0A 07 STA $070A = #$03
$B365:60 RTS

Hopefully this post helps you. Best of luck.

Are you still planning to upload and share your new SMB3 hack? I still have your old one when you posted a download link for it on Romhacking.net, but it had to be removed because it wasn't a patch. If/when you upload and share your hacks, please make sure that each one is a patch file.

Lunar IPS uses the IPS patching format.
xdelta UI uses the xdelta patching format.
upset uses the UPS patching format.
beat uses the BPS patching format (my personal favourite ever since I used it for the first time).

Quick Curly
Posted on 05-27-16 04:08 PM, in Mega Man Collab Project? Link | Quote | ID: 163153


Giant Red Paratroopa
Level: 77

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Since: 06-15-08
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This sparks my interest. I've always wanted a Board 2 collaborative hack to work out successfully. Past issues have always been the timing, the other people interested, and actually figuring out the one common game that everyone can agree to even work on. I've always believed that one could work out though, but people would actually have to be willing and committed to participate and contribute the time and effort.

I've only played a few Mega Man games over the years, and never back when I was growing up during my most familiarized gaming memories, so I'm not as skilled or as aware as other Mega Man gamers and hackers.

However, if those who are more familiar with the specific details that I can't figure out are willing to take the time if I encounter any roadblocks, then this might be a nice opportunity for me to work on something smaller for the time being, since I've been too busy with personal life matters to be able to continue working on my own individual project in progress for a while now.

With all that said, based on past instances of not only the most recent case that active members surely remember that has already been referred back to in kicking off this new thread, but also an attempted SMB3 hack collaboration way back when, I of course have my doubts that the end result in this case will be any different than what we're used to witnessing. More so, as time continues to go on, fewer and fewer members continue to remain active here in the Board 2 community, which immediately lowers the chances of even finding willing participants, let alone capable ones.

I do appreciate your contribution back when I was trying to get the previous collaborative attempt to work though, and despite any doubts, again, I truly do only ever wish to be and focus on the positive in any and all hacking attempts, individual and/or collaborative. I do only wish and hope for success and for completion for this new hope, even if it turns out to be only a few individuals and it takes a lengthy period of time. As long as hope for it still remains alive, it can ultimately work out. I believe that keeping the "to do list" shorter and simpler will help with seeing the primary, ultimate goals and intentions through to the end.

So, even though I've never hacked any Mega Man games before and have no familiarity with the available game-specific utilities, I'm interested and motivated in taking a look and seeing what I can figure out and do. I'm not sure how soon I'll actually have something to report or share, but I just wanted to try to help get the ball rolling and let you know that there is always hope.

Thank you for your own interest, desire, willingness, and for being the one to step up and try again to encourage people to "go for the win"!

Also, yes, it truly didn't take long for he-who-shall-not-be-named to step up almost immediately only to try to shoot down people's hopes and dreams yet again. Like, seriously? Does a person really have nothing going for them that they put forth so much effort only to disrupt any potential progress for every other project out there? If only they used all of that time and effort to actually work on something constructive themselves... like, it boggles the mind.

Quick Curly
Posted on 05-27-16 08:00 PM, in Mega Man Collab Project? Link | Quote | ID: 163155


Giant Red Paratroopa
Level: 77

Posts: 1365/1443
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Next: 14940

Since: 06-15-08
From: Earth

Last post: 32 days
Last view: 32 days
As I already touched upon in my previous post, that went the way it did because all the people who expressed their supposed interest didn't do anything constructive about it, which led to only a few people actually taking charge and making meaningful contributions.

Are you willing to actually try this time around? Otherwise, such negative posts aren't going to help make anymore of a positive difference this time around or any potential attempt in the near or distant future. The previous most recent attempt has been considered, but it's also done and over with. Time to look forward and move on. You can be a part of that, or don't be like last time. Either way, please don't immediately shoot down someone else's attempt to try. You had your opportunity with potentially directing suggestions and progress more directly last time. It was your idea to start a topic previously, and something did come from it, but it probably would have been nice if you acted on your own supposed desire to see something get created.

Long story short: Be positive. Be willing to contribute. If you're not immediately in favor of trying this again, please post more than just a short sentence or two to help explain why. Explore what went wrong the last time, and what could be done differently this time around to help lead production to be more successful.

Otherwise, please don't bother to put little effort in for a minute or two just for the "postcount++" intention unless you're fully willing to put forth all of the time and effort necessary to help encourage other positive-thinking individuals who are committed towards seeing a true, collaborative effort through so that a Board 2 original project can finally succeed.

This is a warning for users as far as the staff side of matters are concerned. If you spam and/or your intentions are otherwise counterproductive to what is being attempted here, you will be warned and/or actions will be taken as necessary. If you want a direct example, refer to the above linked thread to see what happened last time when the majority of posts from a certain user had absolutely nothing to do with contributing any definitive progress, but focused more on self-promotion, ironically over nothing.

Quick Curly
Posted on 05-29-16 08:28 PM, in Mega Man Collab Project? Link | Quote | ID: 163179


Giant Red Paratroopa
Level: 77

Posts: 1366/1443
EXP: 4176189
Next: 14940

Since: 06-15-08
From: Earth

Last post: 32 days
Last view: 32 days
Zieldak: Yes, I understand what you mean. Playing an unfamiliar game can take some time getting used to, and depending on how long and involved the game is, it can take a lot longer than hoped to develop your playing skill, abilities and reaction time, and being able to beat it. Thankfully, with Balloon Fight, it isn't too long or involved. In fact, it's really one of those games that doesn't truly end, but one continues to play on to see how much of a top score they can achieve.

I don't recall ever playing Mega Man 3 thoroughly before, but I can see how it would serve as a welcome challenge for Mega Man veterans, while it could maybe not be so pleasing to some other more casual gamers. Actually, whenever I would rarely play a Mega Man game, I would play Mega Man 5 for whatever reason. I never even played through it completely, since I would only ever play it along with multiple other games during night sessions when I wasn't really in the mood to ROM hack, but I might have wanted to either develop the motivation to work on something by playing multiple games on and off, or I just couldn't find anything else to do at the time. So, ultimately, I guess I truly am more of a Mario guy than a Mega Man game player, since the Mario NES games are what I grew up with and played through countless multiple times, and not the Mega Man ones.

Here's what I've downloaded so far before beginning to (try to) play through the original Mega Man 3 (before I potentially compare it to the Improvement patch later).

Utilities:

Capcom Sprite Assembler by Matrixz
Mega Man 3 Editor (MM3Edit) by Lord J
MegaFLE X by Matrixz
Rockman 3 Editor by Rock5easily

Documents:

Capcom "6C80" Sound Engine/Music Format Documentation by Matrixz
Mega Man 4 Sound Engine Disassembly by Matrixz
Mega Man III Hacking Documents by kuja killer
Megaman 3 - 5 Level Formats by Matrixz

Data Crystal Information:

Mega Man 3 ROM Map
Mega Man 3 RAM Map
Mega Man 3 Text Table
Mega Man 3 Notes

Hacks:

Megaman 3 Improvement (v2.1) by kuja killer

I want to play through and learn the original game before I attempt to modify it in any way, shape or form. Like before, I don't know how soon I'll be ready, since I have work and other priorities that have kept me busy for a while now. However, I'm still trying, just to confirm and establish that.

Hopefully the links above help out anyone else in the same relatively "new" boat as I am.
For Zieldak and any other potential experts and/or hopeful, willing participants, which specific utilities and hacking strategies are the best and most handy approaches when attempting to hack the Mega Man games? Is Mega Man 3 the definite game that is ready to be confirmed as the new attempted Board 2 collaborative hacking project?

From searching and looking it up, Mega Man's 30th Anniversary - with the first official release, Mega Man, being December 17, 1987 - should be December 17, 2017 (please correct this if I'm wrong). So, presumably, the project's development should be completed and released before or on that date.

Quick Curly
Posted on 06-19-16 05:33 PM, in Adventure Island 3 +Googie Edition+ Demo Link | Quote | ID: 163372


Giant Red Paratroopa
Level: 77

Posts: 1367/1443
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Next: 14940

Since: 06-15-08
From: Earth

Last post: 32 days
Last view: 32 days
Please stop derailing threads and attacking each other. It's not productive at all.

MathUser2929:

DON'T:

- Bump (post in) old or outdated threads, unless you have something meaningful to contribute.
- Stick around if you hate this board. Nobody is forcing you to.
- FLAME, or purposefully try to be an ass to people.
- Force your opinion on others. This is a discussion board, members are entitled to their own opinions.

You posted nearly 2 months after the last post simply to say that the project author should work on something else. You're entitled to your own opinion, but everyone is free to work on what they want to. If you want to see a Super Adventure Island hack, or any other specific hack, the person who should do it is the person who wants it in the first place (i.e. YOU). While you might have expressed a little support for the project, the dominant stance of your post comes across as negative against the active effort. It's not exactly encouraging for people working on projects to see their invested time and efforts get put down, especially without even any constructive criticism or valid reason.

Also, if you want to request a board feature, post about it in the relevant place. Again, don't derail a project thread in another sub-forum.

You should apologize to Googie for derailing his project thread, and in the future, before you post, exercise caution in what you say and how you say it. Putting a bit more effort and detail into your posts would also probably better help you express any points you want to make, and establish some depth to your posts.

Quick Curly
Posted on 06-19-16 06:03 PM, in Cadence of Agony is canceled; get game and stuff here. Link | Quote | ID: 163373


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What a mess. Where do I even begin?

MathUser2929:

DON'T:

- Be a bigot. Hateful, discriminating or homophobic remarks are not welcome on this board.
- Bump (post in) old or outdated threads, unless you have something meaningful to contribute.
- Stick around if you hate this board. Nobody is forcing you to.
- Act like the board is a chat room (post any messages directed to individuals). This is what the private message function is for.
- FLAME, or purposefully try to be an ass to people.
- Force your opinion on others. This is a discussion board, members are entitled to their own opinions.

You revived an old thread more than 6 years later to directly attack another user over something that happened all that time ago.
Posted by MathUser2929
He never replied, so turns out I was right. In your face Googie. Guess you weren't as close as you thought.
There's absolutely no excuse for you to have done this, even to reinforce you original point. It was done and over with then. Did you really have nothing better to do with your time than bring up the past that everyone else had long forgotten and most likely already gotten over?
Posted by MathUser2929
You guys should hack castlevania 1, or even 4. 4 has a level editor in the works on romhacking.net. I imagine you guys could make some more great Castlevania hacks.
Posted by MathUser2929
I ported over a single sprite of Trevor over for a CV3 version of my SCV IV hack. I gotta change the palette to see if it works. The guy working on the SCV IV editor needed to fix the palette editor first. It's gonna take quite a while to port over all the sprites. I'm not sure if I should remove the crawling and multi-directional whipping or just drawn new sprites. I'm not the best 16-bit artist. I can do 8-bit alot easier.

Edit: http://www.romhacking.net/hacks/2884/

That's the cv1isation port I been working on for Super Castlevania IV. It's probably done.
After the fact, you start posting just to promote your own personal projects and ideas. Anyone is always free to post in the Hack Ideas Thread to share their ideas and thoughts, or start their own personal project thread to share their project(s), but don't take over someone else's thread to post about it/them. Would you want someone else to do that in your thread? Treat others how you want to be treated. That's basically why everyone else was responding to you the way that they did, in case you didn't realize that.

Considering this and some other posts that you have made, you've earned yourself a definite warning, and possibly also at least a temporary ban upon further review from the other staff.

However, with all of that said, the other members who posted with slight backseat moderation and directed insults back towards MathUser2929 are also guilty of establishing a hostile community environment, which we do not want on this board. In the future, should a similar situation arise, please let staff deal with it. We might not always be readily available, but rest assured, it will get taken care of sooner or later. Please don't add fire to fire.

To avoid any further irrelevant derailment, I'm closing this thread.

optomon: Should you ever want this thread to be reopened in the future for any reason, please feel free to PM a staff member to take care of that for you. I apologize for not being able to take care of this sooner.

Quick Curly
Posted on 06-19-16 07:28 PM, in WWE Raw and SmackDown Link | Quote | ID: 163375


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I used to watch both Raw and SmackDown every week, and I followed WWE news on a daily basis. However, a little more than 2 years ago, I stopped watching since my living situation changed, and unfortunately, I have no idea where everything is at this point in this story.

The last time I checked on WWE related news, I recall that there were quite a few superstars who were inactive due to injur(y)(ies). I decided to check on a couple things while posting though and I see that John Cena was able to return from his injury, which is pretty great for him as a person, as well as for the show overall. However, it's also unfortunate simultaneously when it's taken into consideration how desperately WWE as a whole has always relied on John Cena for the main star power and to try to draw in ratings, and basically how there have been at least a couple injuries now that he's probably felt rushed back from just to continue helping to maintain a larger audience. He's been injured many times throughout his career, and while it's truly amazing how determined and dedicated he is to the business and his position, we've likely all shared concerns for how long he can keep on going as such; and once WWE can no longer rely on Cena, who and what will they have left? Regardless of how a lot of people feel about the character, there's no denying how much of a draw the John Cena brand is to the WWE show as a whole and to their sales market. While they've tried to further establish more unique superstars, a lot of people who don't follow WWE have commented over time that the only superstar in recent memory that they've heard of and/or can recall is John Cena. Ironically, I feel that with all of the push for social media and public access to unlimited information nowadays, it seems like it's actually more difficult to establish multiple superstars to reach the same level that John Cena has achieved in recent times, and the levels of the established "veteran" superstars from the past who WWE still relies on for occasional, infrequent guest appearances in order to appeal to a wider audience bracket.

I used to really like Mr. Kennedy from when he first showed up in WWE. It was back when I had only just started to watch WWE again (after not being able to watch it for some number of years). Winning the Money in the Bank was probably the biggest and most significant moment in his career. However, it was from that point on when the remainder of his WWE history seemed to only go downhill, with one unfortunate occurrence after another. It was painful for me as a Mr. Kennedy fan to watch. After he was released, I kept updated on the news that he moved to TNA, but I don't recall ever even watching any of his work there, likely because I didn't have cable access at the time (just like now), and as soon as I did (temporarily), I rarely bothered to watch TNA, since I apparently missed the best periods of time to watch.

Anymore, I've watched other shows besides the WWE product, but I will still check up on things on occasion, but very infrequently. Immediately before I was unable to continue watching (again, not by choice), I along with millions of other fans enjoyed following Daniel Bryan's epic journey, story, and rise through the ranks. It was heartbreaking to read that he was forced to retire due to medical reasons, but like everyone else, I understand that health comes first, and I hope for the best for him, as well as all of the other superstars who put their bodies and well-being on the line each and every time they enter the ring for our entertainment.

Quick Curly
Posted on 06-19-16 08:13 PM, in Quick Bros. 2 Hack Pack (SMB3 Hacks) v1.00 Released! Link | Quote | ID: 163376


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I realize that this is another delayed reply, and I apologize for that again. However, I didn't have news regarding my SMB3 hacking situation right away.
As always, thank you again for your support, my great friend. I always greatly appreciate it. Always.

So, I ended up buying a brand new laptop about a month ago or so, and it had Windows 10 and some other installed programs on it when purchased. I decided to try running SMB3 Workshop on it, and it was able to run the program and display the entire window without stretching the controls out beyond what is actually displayed!
It turned out that all of the Microsoft Visual C++ Redistributables were preinstalled on it, and the Windows 8 laptop didn't have any of those associated files.
Perhaps it seems like the difference should have been obvious, but I never had to deal with that directly before, so I wasn't familiar with those files making the significant difference that they did in terms of such programs as SMB3 Workshop, the SMB3 Map Editor, and FCEUXD.

So, just to establish in case anyone in the distant future potentially has the same problem of objects within the editor window not displaying within the window itself, even from trying to stretch it out (the "off" adjusted controls just stretch out as well, still out of sight), check to make sure that you have the following programs/files installed:

Microsoft Visual C++ 2005 Redistributable
Microsoft Visual C++ 2005 Redistributable (yes, there are two)
Microsoft Visual C++ 2008 Redistributable - x64
Microsoft Visual C++ 2008 Redistributable - x86
Microsoft Visual C++ 2010 x64 Redistributable
Microsoft Visual C++ 2010 x86 Redistributable
Microsoft Visual C++ 2012 Redistributable (x64)
Microsoft Visual C++ 2012 Redistributable (x86)
Microsoft Visual C++ 2013 Redistributable (x64)

Not all of them are likely necessary to fix the specific issue that was occurring, considering the time that SMB3 Workshop was created, but I'm just trying to cover all possible bases.

It also seems as though there are more people hacking SMB3 as of late again, with progress for multiple projects in development shared through Romhacking.net and YouTube, which is super special awesome.

So, just to establish, I have full access to the SMB3 hacking programs that I prefer to use again, so for anything that I can try to help out with for those interested in creating an SMB3 hack, I will do my best to answer any questions that you might have, and I'll look forward to your projects!

Also, just to establish as well, in case anyone does start an SMB3 hack, but they end up abandoning it, if you would still like to release it through Romhacking.net, but it would otherwise only be considered a demo of sorts, please feel free to ask if you would like your hack added to the Quick Bros. 2 Hack Pack so that it can be officially and securely archived and available through the site in the collection (since demos and early, incomplete releases are normally not recommended for Romhacking.net submissions).

Now, I know how some people out there will misinterpret that. No, I'm not taking any credit for other people's work by suggesting that it be released with mine, nor do I want or have to. I'm just merely offering the potential consideration for anyone in the near or distant future who comes to feel that such an arrangement would befit them or be beneficial for their possible situation. The smaller SMB3 hacks included in the pack would likely not have been readily available to the public otherwise. So, it's just another option available to those who would like it.

Thank you in advance for reading, and again for everyone's continuous support over the years.

Quick Curly
Posted on 06-19-16 08:25 PM, in Super Pitfall NES (improvements) Link | Quote | ID: 163377


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I haven't posted in the main project thread, but I've kept up with it regularly, and it's amazing considering everything that has already been accomplished with bringing brand new life to this game. Simply put, it's beautiful and incredible.

I wish that I had musical skill. Hopefully someone somewhere will be able and willing to help out in that department. Personally, I feel that the project is more likely to be seen through Romhacking.net than over here though, but it definitely doesn't hurt to spread the word.

This project as a whole will definitely be a masterpiece, and well worth any amount of wait time.

Quick Curly
Posted on 06-19-16 08:42 PM, in Adventure Island 3 +Googie Edition+ Demo Link | Quote | ID: 163379


Giant Red Paratroopa
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Thank you. I believe that Googie will appreciate that.

Yes, due to the board's overall inactivity, there are quite a few sections in which threads have been inactive for months or even years, but they still might appear on the first page. However, the more important factor to consider in this case was how your post wasn't as constructive as it potentially could have been had you added more to it and/or reworded it in such a way that it wasn't interpreted as seemingly bashing the project for not being something else entirely, and not commented on for what it is and intends to be, which would most certainly prove to be more meaningful and helpful in the long run.

Quick Curly
Posted on 07-19-16 04:52 PM, in Why I still love Board2 (rev. 2 of 07-19-16 04:56 PM) Link | Quote | ID: 163518


Giant Red Paratroopa
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I'm tired of all these posts referring to inactivity here. If you don't like something, try to do something about it. Suggest new ideas for users to engage in. Put some time and effort into creating something to share with the community and encourage interaction and discussion. If you're just going to talk crap about the board like you're self-entitled to something, then you're just as much a part of any problems that may or may not exist here, whether regarding activity or anything else.

P.S. Way to create at least two separate profiles (cderp4 and ekk3x) on a board that is supposedly "extremely weak". If it's so weak, then why are you investing your time into it, while simultaneously not doing anything constructive to help promote positive activity here?

Quick Curly
Posted on 07-19-16 05:09 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 163519


Giant Red Paratroopa
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Reopened at the request of infidelity due to a new update. I apologize for the delayed course of action.

For the other temporary thread and its posts before this thread's revival, please view the following link:
Zelda - The Legend of Link 2016 update released

Let's please try to remain on topic this time, too. Thank you.

Quick Curly
Posted on 07-19-16 05:12 PM, in Zelda - The Legend of Link 2016 update released Link | Quote | ID: 163520


Giant Red Paratroopa
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Congratulations on your new update(s)! Looks amazing, as always!

Your original thread has been reopened for you! I apologize for the delay in doing so.

Zelda - The Legend of Link v4.0 Final

In turn, I'll close this thread now since the other has one has been revived.
Please feel free to ask for anything else that you might need. Thank you again for all of your hard work and dedication!

Quick Curly
Posted on 07-19-16 05:59 PM, in SMB3 workshop question. Link | Quote | ID: 163521


Giant Red Paratroopa
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I would recommend trying to use Tile Layer Pro or YY-CHR instead of SMB3 Workshop for editing the graphics.

The "Cloudy" GFX bank is the first half of the window displayed starting at 0x4E010.
The "Plains 2" GFX bank is the first half of the window displayed starting at 0x5A010.



Also, if I may add, please ask any SMB3 hacking related questions in the General SMB3 Hacking Thread. It exists and is pinned in this forum section so that there aren't 50 individual threads created related to general SMB3 hacking, aside from potential specific, ongoing SMB3 hacking projects. Thank you.

I'll leave this open for the time being if you have any additional questions related to this subject, but I will likely end up closing it later on if this specific issue is resolved.
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