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Please chime in on a proposed restructuring of the ROM hacking sections.
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fabiansummers
Posted on 07-09-09 05:46 AM, in Rockman Peercast Link | Quote | ID: 110200


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Just to clear things up before anyone tries the patch and gets upset, it IS a genuine patch, but it is designed to work with a prepatched Rockman Peercast ver. 1.2, NOT Rockman 2 OR Rockman 2 Endless. Patching either of those 2 ROMS with RMPE will just mess them up.

So, until we can track down the original Rockman Peercast, the patch is merely a curiosity, although it MAY have material of interest to ROM hackers. (On the bright side, the patch is an encouraging sign that it may be possible to find RP, after all.)

If I remember correctly, a user called XTTX posted awhile ago that he was pretty sure he had RP. Does anyone know if he does, and, if so, if he'd be willing to release it?

fabiansummers
Posted on 07-20-09 06:43 AM, in Rockman Peercast 1 and 2 now uploaded to the Uploader Link | Quote | ID: 110879


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After nearly 4 months of continuous searching, I finally managed to find working IPS patches of BOTH Rockman Peercast AND Rockman Peercast 2. They are not my creations; they were made by Nekoronda (RMP) and Nekoronda and Michinaga (RMP2). I have taken the liberty of putting them here so that people who want to can try them.

Additionally, the Rockman Peercast Endless Patch that I sent to Insectduel to post a couple of weeks ago DOES work, but the steps to patch it properly are complicated:

1) Get a clean Rockman 2 ROM from wherever you can

2) Patch this ROM with Rockman Peercast ver. 1.2

3) Take the ROM you just patched (now Rockman Peercast 1.2) and patch it with Rockman 2 Endless (NOT Rockman Peercast Endless)

4) NOW, take the ROM you just patched and apply the Rockman Peercast Endless Patch to it. If you've done it all correctly, you should be able to play Rockman Peercast Endless.

To summarize: RM2-->RMP1.2-->RM2E-->RMPE

That's it. Enjoy the games, and be sure to thank the people who put so much work into making these great hacks!

fabiansummers
Posted on 07-22-09 10:24 AM, in Data Crystal Link | Quote | ID: 110974


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I'm with Kuja Killer on this one. Some effort ought to be made to put all of the useful hack information that Data Crystal used to hold into ONE site, whether it's here, RHDN, or another site devoted simply to hosting any and all information about ROM hacks and places to find IPS patches for them. I personally found far more useful information on ROM hacks at Data Crystal than anywhere else on the net. Hell, I would never have even heard or been motivated to find the Rockman Peercast games if someone hadn't mentioned them on Data Crystal. The information on ROM hacks is useful, worth consolidating, and worth preserving, however much it may clash with the original intent of Data Crystal.

fabiansummers
Posted on 09-30-09 10:31 AM, in Megaman Odyssey Project Link | Quote | ID: 116375


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I dont want to cancel this like infidel NEARLY did for his hack.


Do you mean there's really still hope for it, then?

I love what I've seen of your work so far, and I can only echo the praise and support others have already given you. Give this one time, give yourself time, and don't let it go. Because whatever you create will be very good, and very creative. That's a fact. There's a reason you're ranked among the top Western Rockman hackers, and your work, however long it may take to finish, is bound to show that you deserve the praise and support of others. Keep up the good work!

fabiansummers
Posted on 01-02-10 06:51 AM, in New Year Kickoff: MM Eternity Alpha V1 Link | Quote | ID: 124785


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I have to say, I like what you've done so far. I'd like to see you diverge a bit more from the original in your level design.

I like your Pharaoh and Dive Man levels the best. However, I did notice some minor problems. In the Dive Man stage, past the midpoint, there is a screen transition (from regular underwater to where you see the dropping skulls) that you can't survive without using Rush Coil to jump before you cross screens--the ledge is too short for Megaman to walk or slide on. In Pharaoh Man's stage, the area by the first gate that you have too sink through seems a little ill-defined--if you're too close to the gate, you'll transition into the middle of a wall in the next screen and die; while if you're a little bit too far, you'll simply fall down the bottomless pit. The ladder in the Bat Room in Drill Man's stage cannot be climbed all the way, nor can the first ladder in Ringman's stage.

Overall, this is a pretty nice start to your hack. I'll be looking forward to playing it when you're done. Keep up the nice work!

fabiansummers
Posted on 01-12-10 01:19 AM, in Megaman Forever Unabridged demo 1 Link | Quote | ID: 125470


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This is just my two cents, but why not try "Aura Man," "Beam Man," "Laser Man" or something like that? Your "Gleam Man" isn't bad, either. If you want to keep the "sun" motif, you could call him "Helio Man."

fabiansummers
Posted on 01-17-10 09:55 AM, in Megaman Forever Unabridged demo 1 Link | Quote | ID: 125640


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I still think it'd be cool if you actually did put in a secret boss called "Man Man."

fabiansummers
Posted on 01-04-19 06:44 PM, in Is the uploader broken? Link | Quote | ID: 166820


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I tried downloading a few old patches from it recently, and all of them came up as having a size of zero bytes. Is that supposed to happen?

fabiansummers
Posted on 01-09-19 07:54 AM, in Is the uploader broken? Link | Quote | ID: 166838


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Thank you very much!

fabiansummers
Posted on 05-15-19 04:32 AM, in Help figuring out a routine in a Rockman 2 hack Link | Quote | ID: 166997


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I'm trying to figure out the code Misty used in an early version of Rockman Mindroar to enable gravity switching with the select button. My goal is to port this functionality back to vanilla Rockman 2 so that interested hackers could use it in future works if they wished. I've been trying to track down the relevant code, and I think that I'm on the right track. Being a complete newbie with this kind of hacking, however, I don't really know what to do next, and I'm looking for advice.

I do know that RAM addresses 0077 and 0078 are somehow connected to the gravity switch through my tests in FCEUX. I also know that #00 indicates the press of the select button. The code below seems to have all the relevant parts. I just don't know what the next steps of an intelligent investigation would be if I wanted to pin down the code responsible for the gravity switch.

Here's the code:

$F8B9:A5 F9 LDA $00F9 = #$00 A:04 X:02 Y:00 S:FB P:nvUbdIzc
$F8BB0 2F BNE $F8EC A:00 X:02 Y:00 S:FB P:nvUbdIZc
$F8BD:AD A0 04 LDA $04A0 = #$B4 A:00 X:02 Y:00 S:FB P:nvUbdIZc
$F8C0:C9 09 CMP #$09 A4 X:02 Y:00 S:FB P:NvUbdIzc
$F8C2:90 28 BCC $F8EC A4 X:02 Y:00 S:FB P:NvUbdIzC
$F8C4:A5 78 LDA $0078 = #$00 A4 X:02 Y:00 S:FB P:NvUbdIzC
$F8C60 24 BNE $F8EC A:00 X:02 Y:00 S:FB P:nvUbdIZC
$F8C8:A5 79 LDA $0079 = #$00 A:00 X:02 Y:00 S:FB P:nvUbdIZC
$F8CA0 20 BNE $F8EC A:00 X:02 Y:00 S:FB P:nvUbdIZC
$F8CC:A9 3F LDA #$3F A:00 X:02 Y:00 S:FB P:nvUbdIZC
$F8CE:20 51 C0 JSR $C051 A:3F X:02 Y:00 S:FB P:nvUbdIzC
$C051:A4 66 LDY $0066 = #$00 A:3F X:02 Y:00 S:F9 P:nvUbdIzC
$C053:C0 10 CPY #$10 A:3F X:02 Y:00 S:F9 P:nvUbdIZC
$C0550 05 BCS $C05C A:3F X:02 Y:00 S:F9 P:NvUbdIzc
$C057:99 80 05 STA $0580,Y @ $0580 = #$30 A:3F X:02 Y:00 S:F9 P:NvUbdIzc
$C05A:E6 66 INC $0066 = #$00 A:3F X:02 Y:00 S:F9 P:NvUbdIzc
$C05C:60 RTS (from $C051) --------------------------- A:3F X:02 Y:00 S:F9 P:nvUbdIzc
$F8D1:A9 02 LDA #$02 A:3F X:02 Y:00 S:FB P:nvUbdIzc
$F8D3:85 78 STA $0078 = #$00 A:02 X:02 Y:00 S:FB P:nvUbdIzc
$F8D5:A5 77 LDA $0077 = #$00 A:02 X:02 Y:00 S:FB P:nvUbdIzc
$F8D7:49 01 EOR #$01 A:00 X:02 Y:00 S:FB P:nvUbdIZc
$F8D9:85 77 STA $0077 = #$00 A:01 X:02 Y:00 S:FB P:nvUbdIzc
$F8DB:A9 00 LDA #$00 A:01 X:02 Y:00 S:FB P:nvUbdIzc
$F8DD:38 SEC A:00 X:02 Y:00 S:FB P:nvUbdIZc
$F8DE:ED 60 06 SBC $0660 = #$C0 A:00 X:02 Y:00 S:FB P:nvUbdIZC
$F8E1:8D 60 06 STA $0660 = #$C0 A:40 X:02 Y:00 S:FB P:nvUbdIzc
$F8E4:A9 00 LDA #$00 A:40 X:02 Y:00 S:FB P:nvUbdIzc
$F8E6:ED 40 06 SBC $0640 = #$FF A:00 X:02 Y:00 S:FB P:nvUbdIZc
$F8E9:8D 40 06 STA $0640 = #$FF A:00 X:02 Y:00 S:FB P:nvUbdIZc

Any advice you more experienced hackers might have would be much appreciated.

fabiansummers
Posted on 05-16-19 11:05 PM, in Help figuring out a routine in a Rockman 2 hack Link | Quote | ID: 167005


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This is exactly the thing I was trying to do! I'm glad it has been done so that I can study it. Thank you so, so much for this, NARF! Where do you and Yum go to find your information? I can never tell whether I should check 2ch or 5ch or somewhere else.

fabiansummers
Posted on 05-25-19 04:36 PM, in Early demos of Rockman 2 LBN? Link | Quote | ID: 167007


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I used to have a full set of Naisupi's early demo patches for Rockman 2 LBN, but I lost access to the gmail account where I stored them. There's one version in particular that has a Woodman stage (I think it was Woodman) featuring a "flying wall of spikes" segment and a green Quickman laser that bounces in an X pattern. This is the one I would really like to recover. If anyone has that patch and could let me know, I would greatly appreciate it.

fabiansummers
Posted on 06-04-19 05:28 AM, in Early demos of Rockman 2 LBN? Link | Quote | ID: 167011


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EPP and Kuja, you AMAZE me. I literally prostrate myself in gratitude before you. The version EPP got is EXACTLY what I was looking for. Seeing all those flying, jet propelled spikes literally brought tears to my eyes (in a good way). I thought I'd never get to play those levels again. Yum's site is like a clean, modern version of a private project I started back in 2009, but better in every conceivable way than my old (nonpublished and now, thanks to Google, defunct) basic site. Thank you for bringing back an oddly important part of my youth. Kuja, EPP, Yum--I owe you all a huge debt!

fabiansummers
Posted on 06-21-19 09:36 AM, in Rockman 2 Debug Mode Patch? Link | Quote | ID: 167029


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I used to have an IPS of a Debug Mode Patch of Rockman 2 from 2009 or 2010, but now I can't seem to find it in either my own files or the internet, so I thought I'd ask here. If anyone has it and would be willing to share, I would be very much obliged to you.

fabiansummers
Posted on 06-29-19 05:54 PM, in Does anyone understand how these patches work? Link | Quote | ID: 167037


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I recently recovered my old account, and in it I found an odd set of patches from the early 2000s that apparently are supposed to add a "knockback" effect to the weapon you get from Airman in Rockman 2 DEM and Rockman 2 ABN. I shared them with Yum recently, and neither he nor I can make heads or tails of how they're supposed to work. He suggested I ask the wise minds here if any of you have any ideas. Any information you could provide would be much appreciated. I'm putting the file in the uploader. Many, many thanks for your help!

fabiansummers
Posted on 07-02-19 12:27 AM, in Return to Callte Wily Link | Quote | ID: 167045


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This loos fabulous. I'm really looking forward to your final version.

fabiansummers
Posted on 07-07-19 08:52 PM, in Does anyone understand how these patches work? Link | Quote | ID: 167051


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Thanks for the reply. I know how to patch the ROMS. What I don't know is how the patches are supposed to work (i.e., the correct order of patching and the effects you're supposed to see).

fabiansummers
Posted on 07-07-19 09:01 PM, in Rockman 2 UP Weapons and Music in vanilla Rockman 2 hack Link | Quote | ID: 167052


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Dear All,

Among the other things I found in my old account is a WIP patch to add Rockman Unprecedented's music and weapons to vanilla Rockman 2. It is 100% completeable at the moment, but there are several bugs. I did the whole thing using only a Hex Editor, and all of the data I collected was lost because I neglected to save it in the cloud. I still have the patch, however, and I wonder if anyone might be interested in helping me polish it. This is what I know needs to be done:

1) Sprites and attacks of Kaminari Goro, Petit Goblin, and Goblin are messed up.

2) The ending music that plays is not that used in UP's ending sequence. I remember that this gave me huge amounts of trouble when I tried to fix it before.

3) The bottom 2 capsules in Wily 5 have messed up graphics because of a mistake I made and saved when using Rock5Easily's editor.

4) Title screen is a ghoulish version of UP's and not the original.

That's really all that I think needs to be done. If anyone would be interested in taking a look at it and helping me fix it, I would very much appreciate it.

Thanks,
Fabian Summers

fabiansummers
Posted on 03-18-20 03:49 PM, in General Megaman Hacking Thread Link | Quote | ID: 167262


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Can I ask a question about data? I've gotten Himajin Jichiku's incredibly thorough documentation on hacking Rockman 2, and I can read the Japanese, but I don't know what the numbers mean. For example, his document says that data on the Goblin enemy's horns is at "98," while data about the light flickering on and off is at 96-97. What might this mean, if he's talking about sprite data? I'm still so new to hacking that I don't really know how to read the numbers.

My thanks for any help you might provide.

fabiansummers
Posted on 03-20-20 09:43 PM, in General Megaman Hacking Thread Link | Quote | ID: 167264


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It's the one that supposedly has the sprite dara. I just don't know how to interpret the numbers in it.
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