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NARFNra
Posted on 02-13-10 07:13 PM, in General Megaman Hacking Thread Link | Quote | ID: 127044


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I didn't understand the explanation of Megaman Boss Doors supplied earlier. Can someone explain how to do it to me? Please note I have no knowledge whatsoever of assembly languages...

NARFNra
Posted on 02-14-10 01:36 AM, in General Megaman Hacking Thread Link | Quote | ID: 127053


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Sorry for not being more in depth, but:
Mega Man 4 (E)
So far, I've continuously failed at making boss doors open in Mega Man 4. They always act as walls. Can someone explain to me:
*Why this is happening
*How to get it to work
*and how to change the tiles behind the doors when they open

NARFNra
Posted on 07-05-12 09:05 AM, in General Megaman Hacking Thread (rev. 2 of 07-07-12 06:06 AM) Link | Quote | ID: 151542


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I apologize to add another unhelpful request to a topic already full of them, but does anyone have information on where the game (Mega Man 3, I mean) stores its weapon ASM(in other words, not the /damage/ data, but the data that handles how each weapon works)? I don't necessarily need particularly in-depth information as I can find the rest by testing around in that region, but I will need help figuring out where that is.

I am basically looking to try to change the weapons up and balance some of them, lowering the Shadow Blade's distance for instance. I figure there has to be some value somewhere that controls just how far the SB goes, so I was hoping someone would have information on that.

NARFNra
Posted on 07-12-12 11:55 AM, in General Megaman Hacking Thread Link | Quote | ID: 151584


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Hello again! Regarding my questions earlier, kuja killer was gracious enough to provide some files on hacking Mega Man 3. Sadly, there isn't much recorded on the actual weapons data, but I do believe that these files will at least be helpful to anyone who needs them.

http://acmlm.kafuka.org/uploader/get.php?id=4095
http://acmlm.kafuka.org/uploader/get.php?id=3940
http://acmlm.kafuka.org/uploader/get.php?id=3926
http://acmlm.kafuka.org/uploader/get.php?id=3176

Thank you very much.

NARFNra
Posted on 07-31-12 07:13 AM, in Mega Man 3 Memento - Project Revived! (rev. 9 of 08-26-12 09:42 AM) Link | Quote | ID: 151780


Koopa
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Demo 3 Here: Patches to Mega Man 3 !
http://acmlm.kafuka.org/uploader/get.php?id=4297


Hi guys! My name's NARF, I'm relatively new around here.

Anyway, I'm working on a Mega Man 3 (U) hack. I don't plan to do anything big on coding like Odyssey or MI, I just plan to do a simple hack which changes most of the basics, similar to the brunt of Mega Man 2 hacks. So far I've changed some weapons, stages, boss AI, enemy AI, and have plans to do a lot more with music and such. Enough talking though, have some screens!

[NOTICE: THIS IS VERY WIP, SO THE TILING ON SOME AREAS ISN'T TOO GREAT. I PLAN TO FIX THAT LATER.]

Needle Man's Stage - Unbuilt Tower



Shadow Man's Stage - Purification Plant



I hope to continue work on this, for now I'll be handling the first eight stages and maybe doing a little more enemy and weapon tweaking. I plan to have a demo out once I complete 3 or 4 stages.

So that's what I've got so far! As for names, I'm considering Mega Man Memento.

NARFNra
Posted on 08-01-12 02:27 PM, in Mega Man 3 Memento - Project Revived! (rev. 2 of 08-01-12 02:28 PM) Link | Quote | ID: 151791


Koopa
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Well to be honest, the tileset used there is from Blaster Master! I know it's being unoriginal, but to be honest my attempts with my own tilesets were less than stellar. Maybe after the whole project is over I'll try and replace the tiles with my own versions of them.

http://www.vgmaps.com/Atlas/NES/BlasterMaster%28J%29-Area4.png

Anyway, I'm going to work on Magnet Man's level next, the Underground Dynamo.

Thank you for your contributions! They're very appreciated.

On that note, I just wanted to give a special thanks to kuja killer for his help providing information for the hack. Were it not for him, I probably would have given up by now.

NARFNra
Posted on 08-04-12 06:24 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 151821


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Posted by kuja killer
http://acmlm.kafuka.org/uploader/get.php?id=4279

here take this, i really dont feel like finishing it right now, real sorry.


Hey man, don't worry about it! This is more than enough to help me. Thank you very much.

Posted by DurfarC
It looks really good, the graphics fit in nicely. Needle Man's level looks especially cool, I can really appreciate levels with small platforms and spike traps everywhere. Keep up the good work!


Yup! I'm not so sure about the design for the next levels I'm working on, but I'm trying anyway. Hopefully it'll turn out good.

NARFNra
Posted on 08-07-12 12:58 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 151834


Koopa
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I hate to double post, but I've finished another level!

Spark Man's Stage - Electric Chaos



I think I'll try to finish one more stage before releasing a demo, though.

Oh, and I couldn't forget... A preview of things to come.

???


NARFNra
Posted on 08-07-12 01:58 PM, in Mega Man 3 Memento - Project Revived! (rev. 2 of 08-07-12 06:50 PM) Link | Quote | ID: 151863


Koopa
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FIRST DEMO!
http://acmlm.kafuka.org/uploader/get.php?id=4280

The following is complete in this patch (the file patched is Mega Man 3 (U) [!], btw)

4 Levels: Shadow Man, Needle Man, Spark Man, and Top Man
Boss AI has been changed in all cases.

I warn you, this demo is very recent and not very tested. Top Man's stage is new and probably more frustrating than it needs to be, and the other stages seem a little easy. There are some graphics errors, such as on the Monking/Gorillas and the new Top Fiend sprites.

But yeah. This is just a basic demo to prove that I am indeed working on it and it's reached this point. What do you think?

EDIT: While I haven't released a new demo version, I will note that the eye-hurting blue that's used instead of white on the Stage Select has been replaced with white again. It won't kill your eyes next release, I promise.

NARFNra
Posted on 08-08-12 09:50 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 151875


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Posted by amarcum81
Game freezes when entering Shadow Man's boss room?? Tried several times, no luck... will try a different NES emulator and report back... overall from what I was able to play... not a bad start!



Strange, I'm not sure why. Let me try myself on my emulator, it might be emulator things but idk. I have a similar freezing problem with Top Man's stage, I solved it by moving enemies around a little, but I dunno what it was.

--- Testing Run 1 ~ Mednafen(my default emulator http://mednafen.sourceforge.net/ ) ---
Test 01: Uses my current version, slightly ahead of the ips I posted. Shadow Man is reached normally, although I don't bother to try and defeat him. I died a few times on the way, though. Will now test with ips patched version.
-
Test 02: Used patched version of Mega Man 3 (U) [!].nes. Shadow Man stage completed in one run, no deaths. Boss functioned as expected, I defeated him to see if anything would glitch.

Next I'll try my other emulators. All of these tests are on the patched rom, not my current development file.

Nestra: Ran as expected. Door tiles glitched a little on entering Shadow Man's stage, but otherwise fight was as expected.
FCE Ultra: Ran as expected.
XMess: Ran as expected.

---

Can you give me any more information about it? What emulator do you use? Were you trying Shadow Man as your first robot master, or did you have a weapon? Any E-Tanks?

NARFNra
Posted on 08-08-12 07:39 PM, in Mega Man 3 Memento - Project Revived! (rev. 5 of 08-08-12 07:48 PM) Link | Quote | ID: 151885


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Posted by Zieldak
Jnes seems to work fine too. Haven't found any glitches with it. And I don't know what is your problem, amar. Did you patch the correct ROM file?

1. The Stage Select screen looks a little bit... odd... I mean it's palette.
2. Top Man stage somehow reminds me of... Ice Man's, huh. It's just much more 'robotic'. And some spikes are not acting as spikes. They act as background.
3. Shadow Man's stage... Hmm... It's just good. But the battle is very interesting. You made Shadow Man much easier than he actually was in the original game.
4. Spark Man's stage is just odd... But mementos are odd too, so I think it's err... Goodly odd. And the boss fight, is rather interesting. He glitches himself into different places. Somehow, he looks like he's teleporting.
5. Why is Shadow Man's weapon is underpowered like this? 2 W.E. per shot? And it doesn't do much damage. And it can't reach really far places, huh.
6. Needle Man's stage is good too. But Needle Man himself is still easy as hell.

Also, did you make the tileset for Top Man? It looks really good, huh.


1. Yeah, I'm working on fixing that. The blue was really unpleasant, other than that it's okay.
2. I figured out what that was, I made the top two too fast I believe. That problem will be solved. As for the stage and whatnot, I had the same thought! The tiles are actually from a game that's been known around here a little. Ever heard of Magical Doropie/The Krion Conquest? Those tiles are found in the game's second area, it's ice levels. I added some animation to the yellow dots, though.
3. Yes. I decided that Shadow Man, always stereotypically the hardest boss with the powerful weapon, could be flipped. Now he's an easy boss with a weapon with very little use. To deal with this, it's useful against certain enemies and in certain situations (ladder levels later), but still much much less interesting than it ever used to be. As a note, it because it can't go as far it goes a little behind you, which can take out enemies that are running after you easily. Still, not a great weapon.
4. Yeah. The idea with Spark Man is that to deal with his teleporting you can use the slide-space to stall. However, Spark Man can aim at you and take you down fairly easily down there, so you can't stall forever.
5. See 3.
6. Yeah. Most of my bosses aren't too hard. Still, thank you.

And here's the tileset from Top Man's source. http://www.vgmaps.com/Atlas/NES/KrionConquest-Round2-Area2.png I didn't add the mountain in the BG because it's huge and takes up a lot of tiles. You'll notice the big spike-like drills are from the thing on the bottom right.


Anyway, yeah. I'm going to fix the stage select palette today, then check to make sure all of these are working properly. Thank you for your input!
EDIT 1: I plan to make all the Wily Stage custom,so I hope that looks neat.

EDIT 2: Does this Stage Select look any better?

NARFNra
Posted on 08-09-12 02:12 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 151892


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Posted by Zieldak
Ah, Stage Select looks much better, huh. Oh, and the Boss Intro and Password screen's palette should be changed then too.

I've heard somewhere of Magical Dorophie, but it was a lot of time ago. But I've only heard of it.

- EDITED SECTION -

Oh, also, I started trying out the unfinished levels too. I see, you have already started changing Snake Man's stage. In the boss room, the snakes can be glitched to the small platforms' corners, and in the start, also, when defeating Snake Man, you can't continue the game, because Mega Man, can't jump high enough.

Also, did you do something with Magnet Man's music? After a loop, it becomes sightly faster, and. When it becomes faster, a weird sound effect can be heard. Oh, and his background at the Appearing Block part looks very interesting. It looks like it's moving.

Oh, and I see you already have altering Wily 1 and 4. Soo. I already know what is that place named '???'.


Haha, to be honest it's because of the fact this isn't a clean rom I started with. A few years ago I was thinking about doing a little hack of Mega Man 3 but wasn't going to change anything, but I was just playing around and managed to screw up Gemini Man's and Snake Man's stage.

Magnet Man's music is damaged because I accidentally screwed up his loop somehow, I think. I'm not sure what I did there, but I assume it's because during my experiments I may have dived into his music. I also have a suspicion that that's why Gemini Man's theme doesn't play.

As for the Wily Levels, Wily 1's design is another leave-over from the original hack I was planning. I streamlined it with more platforms to make it simpler for me to cruise through the Wily Stages if I wanted to test the boss rush. And yep, Wily 4.

Anyway, I'm currently working on Hard Man's stage and perhaps Snake Man's. As a reference, all of the levels I haven't already done except Magnet Man's are going to be very different than the basic design I have at the moment. I definitely have some ideas for Gemini's.

NARFNra
Posted on 08-09-12 08:57 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 151896


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Posted by amarcum81
I did patch the correct ROM file. I use the Nestopia Emulator. I'm thinking it might have just been a random "emulator bug" ...not sure but it works fine now. Didn't encounter any freezing this time around.


Cool, glad to hear it worked.

Since I have an urge to drop at least something post-worthy, have a little preview of Hard Man's stage.


NARFNra
Posted on 08-10-12 07:25 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 151926


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Alright, thanks guys. I'll probably go with kuja's method for now, and work with za's later. I don't want to screw with the music until I have the levels down, I think.

Thanks.

NARFNra
Posted on 08-11-12 01:39 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 151938


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Posted by za909
Oh also, have this table I've made to make porting music from Famitracker (or any other music making software really) easier. Might contain some false info I never bothered to update mostly with the effect commands though.
http://acmlm.kafuka.org/uploader/get.php?id=4283

Note lengths equal the following in tracker programs:
64th = 1 row
32th = 2 rows
16th = 4 rows
8th = 8 rows
Quarter = 16 rows
Half = 32 rows
Whole = 64 rows


Thanks, but I already made my own music data file based on Matrixz. Still, the effort is appreciated and I thank you for your assistance.

NARFNra
Posted on 08-11-12 09:19 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152002


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Dang, that looks really nice. Glad to see more hacking of the games, I'll be sure to check it out when I have time and when you have a release!

NARFNra
Posted on 08-11-12 10:05 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152006


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I agree with everyone, this looks really really nice. Mega Man 1 always had questionable tiles and enemies but you've really made it look neat! Haha, you've actually made me think more about which enemies I could replace in my game!

This really does look cool though, you're good with the tiling. Inspires me to try my own to be honest!

NARFNra
Posted on 08-12-12 03:32 AM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152021


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Posted by Zieldak
http://acmlm.no-ip.org/uploader/get.php?id=4286

Just a small demo of the hack, named Demo 1 - Electric Ice.

Only Elec Man's and Ice Man's stage are completeable, other levels are totally deleted. You will just teleport into a Black Screen with the Game Over music.

@za909 - Yes, I know what do you mean.

Small notes for the demo. Elec Man's encounter flashing is not using the correct palette. Ice Man's legs while jumping into the screen are also missing. It's not a big problem, the demo should be still enjoyable. Also, you can skip some Blocks in Ice Man's second Block Section, if you are fast enough. If you fail, you will most likely fall down.


Hmm, I like this.

1: Elec Man's stage looks very nice, and the colors are good choices. Graphics work well together. I like most of the enemy choices, but I think you have just a /bit/ too many Sniper Joes. Please remember this is Mega Man 1, where Sniper Joes are really random and more aggravating than interesting. I like that Elec Man's damage isn't stupidly ridiculous anymore.

2: Ice Man looks pretty okay as well! Level's very nice, I'm glad the space taken for the Carry Platforms is barely notable instead of being a game ender. It still feels a tiny bit short though, but that's alright. Ice Man's level seems great!

NARFNra
Posted on 08-13-12 01:39 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 152032


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Just to keep you guys updated, I've got Hard Man's level mostly constructed and under control and I'm going to work on Snake Man's.

The next Demo will come after Snake Man is complete.

NARFNra
Posted on 08-13-12 02:39 AM, in Mega Man 3 Memento - Project Revived! (rev. 2 of 08-13-12 03:31 AM) Link | Quote | ID: 152034


Koopa
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Posted by Zieldak
Don't forget. Giving out demos every week is not a very good idea. Wait until people get hungry for a demo. Also, giving out a demo after making 2 levels, like 5-7 days after you gave out the last demo. Is not very lucky. A small demo is enough every 2 weeks I think.


While I appreciate the advice, I think I'll release this demo when the stage is finished anyway. Magnet Man and Gemini Man's stages will take some time, after all.
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