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NARFNra
Posted on 01-24-14 09:45 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155517


Koopa
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Thanks for replying. I'm not sure that's what's causing the problem, though. I went in and changed the ids so they worked out though, since it'd probably have been a problem later had I not.

My issue is I'm not really sure how the game handles them. I can insert the sprite group that forms the cat, but it doesn't have most of the body. I can try adding that body as tiles, but then it won't disappear if the sprites die and it will sit there before the sprites teleport in.

Is there a sprite or something I'm missing?

NARFNra
Posted on 01-24-14 11:13 AM, in Mega Man 3 Memento - Project Revived! (rev. 3 of 01-24-14 11:15 AM) Link | Quote | ID: 155519


Koopa
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Post temporarily removed.

NARFNra
Posted on 01-26-14 02:16 AM, in Mega Man 3 Memento - Project Revived! (rev. 2 of 01-26-14 02:17 AM) Link | Quote | ID: 155534


Koopa
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Ahaha, wow, I apparently forgot to put in the proper tiles like you said. You were right, thanks for your help.

Anyway, I think I've done a pretty good job on fixing up Top Man's stage so far. I'm gonna try and make the other stages better soon, expect a demo within the next month or so.

I haven't touched it in a while so I've lost some practice, but I'm looking forward to making things more interesting. A quick question: Does anyone know how large the Wily stage data is? One big issue with MM3 is short Wily stages, and I was wondering if expanding them would be easy or if they run right up into other data.

NARFNra
Posted on 01-26-14 10:31 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 155538


Koopa
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Your project just keeps getting more and more impressive, tomaitheous!

NARFNra
Posted on 01-26-14 11:24 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155539


Koopa
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I think I've figured it out.

I've done some fiddling and it looks like Wily Stages 2, 3, and 5 don't just share graphical data; they're actually sharing screen presets as well. Wily 2 is presets 0-A, Wily 3 is presets B-17, and Wily 5 is presets 18 and 19.

Which means that if you want to expand any of them you have to take possible expansion away from the others... Hm. I wonder how hard it'd be to repoint those away into some empty space in the rom? Is there any empty space in that block? How would I check?


Either way, if 1F is the max number of presets, you can expand those three levels a total of 6 screens. Not very much, but if you're willing to make do with a short Wily 2, you could have a long Wily 3, or vice versa.. hmmm.

NARFNra
Posted on 02-01-14 01:22 AM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 155580


Koopa
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Lookin' awesome! I already talked to you about this of course, haha, but it's still quite impressive. Good luck, man!

NARFNra
Posted on 02-04-14 03:40 AM, in General Megaman Hacking Thread Link | Quote | ID: 155610


Koopa
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That could be it, yeah.

Mega FLEx was throwing out errors for me a while back (I emulate it using WINE since I don't run windows) and I got it working my replacing my system 32 with a fresh install. It assume it's some sort of visualbasic issues with a conflict...

NARFNra
Posted on 02-05-14 06:40 AM, in General Megaman Hacking Thread (rev. 2 of 02-05-14 06:50 AM) Link | Quote | ID: 155619


Koopa
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I feel perhaps you are demanding a bit much of kuja, Gav. He already helps the community a lot, and to say he "has" to pick up this torch is a bit demanding of someone who spends a lot of time helping us already.

I understand that it's frustrating to see cool stuff you don't know how to do, but ASM is a very wide range of things and it isn't really the kind of thing you can just learn from tutorials. At first you want to check out and make sure you understand how the NES works, then maybe try to learn how to program simple games.

http://www.obelisk.demon.co.uk/6502/

This is a good site to get started learning how things work.

6502.org is a good place as well.

---

To be honest, I personally would be interested in seeing at least someone going through small disassembled pieces of code like a boss routine and adding in comments explaining what each segment does. Often I'm reduced to just changing random numbers after a register gets loaded and finding out what it does, and it'd make things much simpler to understand what different parts of the code are actually doing.

NARFNra
Posted on 02-06-14 12:30 AM, in General Megaman Hacking Thread (rev. 2 of 02-06-14 12:30 AM) Link | Quote | ID: 155627


Koopa
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It's cool, sorry if I seemed aggressive as well.

I do agree with you guys that it would be neat to have some better ASM guides, though. As it is now, I'm still not really sure how to use the Code/ASM Logger, and whenever you ask how to figure things out the general response is "use the Code/ASM Logger". I think there need to be more transitional guides for that stage between "i can read what the code is doing to the registers" and "i can actually understand what the disassembled code is really doing".

NARFNra
Posted on 02-08-14 03:18 AM, in General Megaman Hacking Thread Link | Quote | ID: 155647


Koopa
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Is CMP $9C supposed to be CMP #$9C?


NARFNra
Posted on 02-11-14 09:06 PM, in General Megaman Hacking Thread Link | Quote | ID: 155665


Koopa
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Zynk, Mega Man's tiles are their own TSA block; you can edit their palette of choice and make it different from the background easily by using scene screen mode in Mega FLEX.



The colors are weird here because this is Mega Man Memento's stage select, by the way.

NARFNra
Posted on 02-11-14 10:35 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155667


Koopa
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Posted by Vanya
I'm pretty sure those underground passages are just treated as separate rooms like any other with the specific exits mapped to specific spots on the overworld.


The underground passages in Link's Awakening are all pieces of the same map; you can't see it unless you use the select glitch, but they're very definitely all on the same map as you can fairly easily glitch across through them to other caves.

I don't know of any currently existing image of it though, I think they might know something about it on one of the TAS forums but other than that I'm not really sure who to ask.

NARFNra
Posted on 02-16-14 10:19 PM, in General Megaman Hacking Thread (rev. 6 of 02-16-14 10:36 PM) Link | Quote | ID: 155693


Koopa
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boop boop this is wrong look at durfarc's post please

NARFNra
Posted on 02-16-14 10:36 PM, in General Megaman Hacking Thread Link | Quote | ID: 155695


Koopa
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Posted by DurfarC
Posted by NARFNra
Does that make sense?
It does, although what you mentioned is a logical OR (ORA). Exclusive OR (EOR) works a bit different.

For each bit: If both values are 0 or both values are 1, the result is 0. If one value is 0 and the other one is 1, the result is 1.

Example

00101101
10011100
-------------
10110001


Ah, okay.

So, simple primer to sum it up (Sorry about my misinformation)

ORA:
If either of the bits is 1, the resulting bit is 1.

AND:
If both the bits are 1, the resulting bit is 1.

EOR:
If the bits are both different, the resulting bit is 1.

That's it, right?

NARFNra
Posted on 02-17-14 08:37 PM, in General Megaman Hacking Thread Link | Quote | ID: 155710


Koopa
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Did you make sure you were looking at bank 13, screen 1? It should load the masters over what currently says "Mega Man III".

NARFNra
Posted on 02-17-14 08:43 PM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 155711


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Posted by Drakon
This is amazing, the music you wrote is fantastic. This is everything a hack should be. What did you use to compose and insert the music?


I know DurfarC mentioned this, but you have to insert music by hand! The simplest way to learn how is to use the tutorial here; http://acmlm.kafuka.org/board/thread.php?id=7844

NARFNra
Posted on 02-18-14 12:54 AM, in General Megaman Hacking Thread Link | Quote | ID: 155718


Koopa
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Posted by 32x1000
I need some help Hacking MM5(or any other nes megaman game). I want to make a hack that is a sequel to a megaman Ripoff called Rocman X. I want to use the sprites from the ripoff instead of Megaman 5's. Unfortunately the sprites on the ripoff is 1 tile higher. I was wondering if anybody knew how to make it where I can expand Megaman's sprites to fit with the ripoffs. Thanks


Why not just shave a pixel off the top? Rocman X's protag has a line of black pixels at the top, doesn't it? It's a lot less work than trying to mess around with hitboxes and sprites and such.

NARFNra
Posted on 02-18-14 09:56 PM, in General Megaman Hacking Thread Link | Quote | ID: 155721


Koopa
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Posted by 32x1000
I guess that would work I'll try it and see how it works Thanks



No problem! Good luck with your hack!

NARFNra
Posted on 02-19-14 01:57 AM, in My Castlevania 3j hack Link | Quote | ID: 155723


Koopa
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For images, use [img ] and [/img ] without the spaces. Links are [url ], and I think videos are...

Ah, you need to take the embed code off youtube, I think.

Nice job, by the way!

NARFNra
Posted on 02-21-14 01:32 AM, in God of War Nes released!!! Link | Quote | ID: 155741


Koopa
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Posted by Chaobomr
What is the hack for? I'm not willing to go to the website until I know what game it is meant to hack.


Posted by pacnsacdave
This hack changes all of the sprites of the NES game Rygar...
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Main - Posts by NARFNra

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