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NARFNra
Posted on 08-15-12 05:08 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 152060


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Just a sneak peek of Snake Man's level.

NARFNra
Posted on 08-18-12 08:56 PM, in General Megaman Hacking Thread Link | Quote | ID: 152081


Koopa
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Posted by za909
So this time I'm here to give and ask at the same time.
I have a pretty useless .xls table to make hacking MM3-6 music easier based on a document from Matrixz. http://acmlm.kafuka.org/uploader/get.php?id=4283

And now to make a request...if anyone here knows the location for sprite hitboxes in Mega Man 3...please help me out. Noone wants to get hit by nothing.


Thanks for making the table. Sorry if I came off rude in the thread, but that honestly is a pretty useful document and I wanted to say thanks.

As for sprite hitboxes, I don't have a clue for anything except weapons, which should be in the Misc Data file that kuja killer made. I posted his information pages a few posts up.

NARFNra
Posted on 08-18-12 11:08 PM, in General Megaman Hacking Thread Link | Quote | ID: 152083


Koopa
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Wow, that's really useful! Thanks kuja.

NARFNra
Posted on 08-18-12 11:19 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 152084


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By the way, I thought I should mention something I plan to do with this hack.
The weapons in this hack are probably a bit OP, but the thing that I was going to try to do was make it so that every boss in this game actually has /two/ weaknesses! If I recall correctly, the only other hack to ever do this was a RM3 hack called Rockman Peercast 2.

Here's the weaknesses I have, which are already coded into the game. Fair warning, some of these are really hard to use effectively and probably not worth doing, but they do exist:

Needle Man: Weak to the Magnet Missile and Search Snake
Magnet Man: Weak to the Gemini Laser and Spark Shock
Gemini Man: Weak to the Hard Knuckle and Shadow Blade
Hard Man: Weak to the Magnet Missile and Top Spin(although it's very hard to use against him)
Top Man: Weak to the Needle Cannon and Search Snake. Also, in the rematch, the Top Spin kills him instantly!
Snake Man: Weak to the Top Spin and Shadow Blade
Spark Man: Weak to the Gemini Laser and Needle Cannon!
Shadow Man: Weak to the Hard Knuckle and Spark Shock!

As for the demo, it's coming along slowly. Snake Man's stage is taking a lot more time than I thought! I'm working on Magnet Man's as well, it might be done by the time I release.

NARFNra
Posted on 08-19-12 03:16 AM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152091


Koopa
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Those colors look find to me!

NARFNra
Posted on 08-21-12 03:28 PM, in Mega Man 3 Memento - Project Revived! (rev. 4 of 08-22-12 12:16 AM) Link | Quote | ID: 152126


Koopa
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SECOND DEMO!

http://acmlm.kafuka.org/uploader/get.php?id=4294

The following is in this patch:
Some of the already-edited stages have been altered
Hard Man and Snake Man's stages are now completable
Mega Buster movement speed has been increased
Stage Select colors are fixed

Also, some weapon balancing.
The Shadow Blade(now known as the Assassinator) is capable of being fired in 8 directions. As a tradeoff, it uses 1 bar of energy per fire and does not go as far.
Search Snake (Tsuchinoko) uses 1 bar of energy and does an upwards arc before descending to the ground and acting like a normal Search Snake.
Hard Knuckle (Control Fist) is much slower and easier to aim up and down.
Magnet Missile (Hunter Magnet) is faster and uses less energy.

Warning: Magnet and Gemini Man's stages are still incompletable! Additionally, there may be some glitches in Snake Man's stage. I am not sure why, any help figuring it out would be appreciated.

Warning 2: Graphical errors still abound, and I apologize. I'll fix those as soon as possible, however, gameplay is my first priority.

NARFNra
Posted on 08-22-12 12:09 AM, in Mega Man 3 Memento - Project Revived! (rev. 3 of 08-22-12 08:17 AM) Link | Quote | ID: 152134


Koopa
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Posted by za909
Oh the second glitch is a common mistake with enemy numbers that kuja told me how to fix. Basically there's an enemy number corresponding to the screen fo the two checkpoints. Since you have changed the numbe rof enemies in the stage you need to set the mid and bosspoints again once you're done with the level otherwise you might get stuff like sprites not appearing once you die or sprites that won't appear until you push left on the d-pad.


Oh, okay. I'll fix that really quick.

Revision complete: http://acmlm.kafuka.org/uploader/get.php?id=4295
all other links to be changed

NARFNra
Posted on 08-22-12 04:32 PM, in Luigi Kun - Moai Kun hack... Link | Quote | ID: 152141


Koopa
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Cool! I've been following the progress of this hack, and it's really neat to finally see it released.

NARFNra
Posted on 08-23-12 12:12 AM, in Mega Man 3 Memento - Project Revived! (rev. 3 of 08-23-12 12:33 AM) Link | Quote | ID: 152146


Koopa
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Note: I corrected all the links to this file last night, while I was prevented from double posting. Many of you probably already have it, but this post will tell you what you've got anyway. Additionally, I figured making an announcement would get things done quicker.

Okay guys. I hate pulling a Chiko and making a gazillion revisions of everything I post, but I took a good long look at my hack last night, as well as looking at some videos of past Mega Man and Rock Man hacks both good and bad. After much thought, I went back in and changed a good number of rooms, even minutely, because I decided that some of my rooms were unpleasant both visually and gameplay-wise.

I also fixed several enemies' placement, which you may have noticed as odd in the past. Bosses are mostly back where they're supposed to be.

I've fixed the problem with the E-Tank in Needle Man's level, as well as the respawn problems in Spark and Snake Man's levels. Spark Man's level in particular has had some major design changes in a few rooms. Snake Man's has been altered to be a bit more interesting, and the enemy choice has been changed up. Also, that nasty green color in the pyramid is now a dark gray/black variant, which I think works much better. Some tiling has also been changed, and the boss room is different.

Needle Man's rooms have had some minor alteration to be more interesting, especially the long part after the midpoint. They're also a bit easier, I think. Hard Man's stage is mostly unchanged, but the latter half of the level has been streamlined and I took out the Unused Gorilla I tossed in there. Oh, and the blocks have shadows now.

Top Man's stage has been made more even, and I've taken advantage of space I had previously clogged. I think it's much more enjoyable now. Magnet Man's stage is still unfinished, and I apologize, but I'm working to get the last part with the disappearing blocks at a reasonable level.

Shadow Man's stage has been left unchanged.

Also, I was a little wrong about the weapons. Shadow Blade actually uses 3 bars of energy every 2 shots.

Demo 2, Revision #2 is up for download here: http://acmlm.kafuka.org/uploader/get.php?id=4295

Once again, I apologize, but this should be the final version of Demo 2 unless I have to fix any glitches brought to my attention.

Is this revision any better, you think?

NARFNra
Posted on 08-24-12 01:11 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 152159


Koopa
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Posted by Zieldak
Posted by NARFNra

I've fixed the problem with the E-Tank in Needle Man's level, as well as the respawn problems in Spark and Snake Man's levels. Spark Man's level in particular has had some major design changes in a few rooms. Snake Man's has been altered to be a bit more interesting, and the enemy choice has been changed up. Also, that nasty green color in the pyramid is now a dark gray/black variant, which I think works much better. Some tiling has also been changed, and the boss room is different.


You haven't fixed that problem. You still fall on that enemy. If I were you I would have made that sliding point under the Giant Spring Head to be opened, but unreachable from the ladder. Yes, the grey colour is much better for the pyramid.
Other levels seems to be fine to me. Also, a Snake Head is placed into the platform in Needle Man's stage.

Also, now the Password Screen Music is weird too now. Or it was weird before too?

And... A bug that can be done in the original too, without the wall, but with a fall. This is why I hate those platforms. Grr... Those platforms can throw you into the wall if you're standing at a certain point on the ground.




I'll work to fix the Needle Man thing, not sure I've found a solution I like yet.
As for the Snake Man platforms, I have a few choices there...
And the password music has been bugged for a long time. My work edition of the hack has the music back to normal though, so it'll be cleaned up.

NARFNra
Posted on 08-26-12 08:46 AM, in Mega Man 3 Memento - Project Revived! (rev. 4 of 08-26-12 09:43 AM) Link | Quote | ID: 152173


Koopa
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New release! Demo #3: http://acmlm.kafuka.org/uploader/get.php?id=4297

Changes: Magnet Man (The Underground Dynamo) and Gemini Man's (The Mysterious Warehouse) stages are now completable, meaning all 8 robot master stages are mostly finished! Some palettes have been changed, namely Hard Man's in particular, and boss AI has been slightly altered on a few robot masters.

I think that, if no glaring glitches present themselves, I'll take a break after this update. I start school this week, so I'm going to be a little crunched for time. I've got plans for the Doc Robot stages, though...

Any thoughts?

edit: whoops, link was wrong. it's been fixed

NARFNra
Posted on 08-27-12 04:50 AM, in General Megaman Hacking Thread Link | Quote | ID: 152182


Koopa
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Posted by kuja killer
Really wish i knew za909... but my lack of anything-music.

but... i want to share something with everyone.

http://acmlm.kafuka.org/uploader/get.php?id=4298
If anyone in the near future plans on making a new Rockman 5 hack, take this patch if you want. I expanded, and converted the entire Rockman 5 ROM, to the MMC5 mapper within less than 6 hours.

It expands the ROM to 1 MB, and enables battery-backed SaveRAM.
Which means, double the amount of programming, and graphics space.

The IPS patch is all setup and ready to go for any new rockman 5 hacks in the future.
megaman 5 has not been tested, im not sure if it'll work on Megaman 5 roms.


W-woah... I may have to look into Rockman 5 hacking in the future, gosh, I plan to do another one after Memento... Thank you so much!

So when you say double the graphics space, how would one be able to access that?

NARFNra
Posted on 09-01-12 11:25 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 152253


Koopa
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I'll fix Gemini's level this week.

Magnet's is short on purpose, because I made the boss sort of bothersome. Not hard, but...

Anyway.

I plan to work on the Doc Robot stages starting Monday. Wish me luck.

NARFNra
Posted on 04-14-13 08:07 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 153709


Koopa
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I graduate in 6 weeks, so when Summer comes around I may continue this.
Judging from my old work, the hack is pretty mediocre... but I feel that I might be able to make it a little better.

Anyway, just noting that it's not completely dead.

NARFNra
Posted on 05-08-13 02:36 AM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 3 of 05-08-13 02:39 AM) Link | Quote | ID: 153831


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This is excellent! I like almost everything you've done here. The best part is probably the music, it's nicely done, but your AI is also pretty great. More hacks need AI changes, imo.

NARFNra
Posted on 05-09-13 03:30 AM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 05-09-13 03:30 AM) Link | Quote | ID: 153842


Koopa
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Ok, sorry to double post, but I wanted to make sure you saw this. I patched a Mega Man 5 U copy and get pretty far, but there's a glitch with the scrolling in Frozen Man's stage that ruins the area directly after the check point. Is this just me that ran into it?

NARFNra
Posted on 05-11-13 08:07 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. Link | Quote | ID: 153876


Koopa
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Alright. At first, the room looks normal;



But then...





Maybe it's just my emulator not being able to handle the parallax here? It's a little strange, as I recall seeing other parallax work fine.

NARFNra
Posted on 05-11-13 08:39 PM, in Megaman Eternity: 5 Years Later Link | Quote | ID: 153877


Koopa
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Interesting; I've actually seen that tileset before, I think Chiko copied it at one point.
Still, good luck.

NARFNra
Posted on 01-02-14 03:54 AM, in General Megaman Hacking Thread Link | Quote | ID: 155335


Koopa
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Hi, I'm looking to hack Rockman 2, and in particular I want to alter enemy offsets like Telly speed and what projectiles things use and so forth. I figured that there would be documentation on them somewhere what with the huge number of RM 2 hacks that exist, but I haven't been able to find anything except for some boss offsets so far.

Does anyone know a place where I could locate that kind of thing?

Examples I'm looking for are Telly direction update time, Telly speed, Met bullet directions, Met projectile type, Sniper Joe projectile pattern and so forth...

I've tried using FCEUX but I'm not very good at it. I can find some of this stuff in the memory (Telly update time for example) but I have no idea how to find the pointers for the AI.

Thank you!

NARFNra
Posted on 01-24-14 03:48 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155515


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I've decided to start up this project again.

I'm currently working on making Top Man's level better, but I need some help. I don't know how to make the Cat minibosses in Top Man's stage work properly; I can't seem to figure out how to integrate their pieces so that they disappear after they die and don't appear until they teleport in. Does anyone know how they work?
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