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Praetarius
Posted on 07-14-10 01:23 PM, in General Megaman Hacking Thread Link | Quote | ID: 132960


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I'm kinda new to rom hacking and got a problem with my megaman3 hack;
i just can't figure out how to properly "move" the megaman clones or gamma (that last cutscene...errr i mean boss) to different rooms without getting "funny" errors

Praetarius
Posted on 07-15-10 09:26 AM, in General Megaman Hacking Thread Link | Quote | ID: 132999


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MegaFleX , to be exact
gamma (enemies 07-0e) is normally in screen 02, preset 03; i tried to move him to a different screen number with same preset, by increasing the screen value of them to the new screen 02 -> 03 in the test case, while keeping X and Y positions;
the first round of the battle is normal, but the second round...
wily won't show up , the new appearing platform is shown but not solid and his fist somehow affects now the entire screen;
then (just for fun) i moved gamma back to his original room, but well the errors stayed...
loaded then the back up from right before this test and everything worked still fine

and yes, i plan on making the level longer (gamma alone is just such a let-down for a final boss...), but haven't done it yet, for the reason above

Praetarius
Posted on 07-17-10 10:10 AM, in General Megaman Hacking Thread Link | Quote | ID: 133069


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thanks for your help, kuja killer, it finally works!

and regarding that graphic thing, i got rid of it by setting the boss-doors (see one of your posts somewhere first page of this thread) to a later screen (so the door script is not triggered); that graphical glitch gets probably caused by a door that the game tries to close that isn't there

Praetarius
Posted on 08-06-10 10:25 PM, in Megaman3 ATW Hack (1. demo) (rev. 2 of 08-07-10 02:07 PM) Link | Quote | ID: 133986


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This is my first hacking project ever; a hack of Megaman 3, called Against the World.
It began with the silly idea of making a spike wall man, that should still be winnable - how that worked out, see below screenshot; initially I didn't want to make a "full" hack, just this one thing, but I had some other ideas I wanted to test, so here I am now.



if interested in additional screenshots: http://www.megaupload.com/?d=0RB95TKK


So far done I have changed most level layouts, some palettes and boss weaknesses; a few bosses got their behaviour changed - some like ShadowMan only got small changes, while I personally don't recognize DocMetalMan anymore.
On the other end there were some weapon changes, mostly in energy consumption, but as for Hard Knuckle ... see for yourself. Oh, infinite energy for Marine is in fact intentional!
I have done a few minor sprite changes and altered some texts, but both not finished.
Obviously the hack will be harder than the normal game, so if you had problems in the original game this hack will probably not be for you! You have been warned.


I guess the following trick is not commonly known, so I better add this information:

You can slide over Rush, if he is 1 tile lower (as seen above).


Any criticism, etc is welcome.


IPS: http://acmlm.kafuka.org/uploader/get.php?id=3353

Praetarius
Posted on 08-07-10 02:13 PM, in Megaman3 ATW Hack (1. demo) (rev. 2 of 08-07-10 02:18 PM) Link | Quote | ID: 134009


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I had to re-upload the IPS because of a mistake Wily 1&2 stages, sorry.
Before uploading the first time i made a test run of the game, had that fixed and... forgot to save

Btw, how can I delete the old one? I just get "File deletion is temporarily disabled." ...

Praetarius
Posted on 08-07-10 10:10 PM, in Megaman3 ATW Hack (1. demo) (rev. 2 of 08-09-10 11:27 AM) Link | Quote | ID: 134023


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I tried all 8 initial bosses with normal buster, and the only one couldn't beat that way was shadow man (at least not with 2 e-tanks...); top man was actually quite manageable (doesn't mean easy) to get a no-hit-run on; one thing i tried to make sure was, that all attacks are still avoidable; if that wasn't possible to be reasonable their damage output is at least low-ish. And don't be too stingy with e-tanks, there's 1 per stage, and i had like 7 left last time

for the record: of the first 8 shadow man is probably the one hardest to avoid, but is the slowest to kill you (i wanted to get a game over during the re-fights, so i wanted to die "fastest", shadow didn't manage that - contrary to what i thought), if you don't try to dodge that is; hard and top man are among the fastest.
but then i again, i made those changes, so i would probably know best how to avoid most of their attacks...

note: if you can't dodge top man at all, stand right in front of him, that way you get hit from the small tops first (2 dmg only), and he passes through you while still invincible
what worked for me: stand far away from him, make a jump over the tops, then imidiatly jump again when you land right over him, turn around, shoot and slide away - repeat

btw, it'd be quite nice to know which places you think are unfair; i had some personal "favorites" which later got turned down or replaced, so i'd like to know which are left


i'm still working on it, so it definitly needs still work - and some fixes/changes

Praetarius
Posted on 08-08-10 10:39 PM, in Megaman3 ATW Hack (1. demo) (rev. 2 of 08-09-10 11:35 AM) Link | Quote | ID: 134066


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fake floors... those in wily 6? there were (small) hints at the screen(s); and those in doc gemini were visibly recognizable; did i forget any other?

Wily Machine - sure, is on my to-do list

fake difficulty? from how i understand that site, this might not be the trope you were looking for...
attack getting cancelled on hit was already in the original game

and thanks as well as congratulations for playing it through to the end, nevertheless

although... is all you have to comment on the difficulty? that point came across like 2 days ago; i guess i should make 2 versions at the end:
1. hard: like this, maybe a bit worse:
2. easier: about 3-4x invincibility, a few additional platforms, spikes over some bottomless pits so you can use jet, maybe +15% jet energy
but only once i'm 99% done, before that it'd probably not be worth the work

tried turtles with spark shot and magnets only? i hope not; stuff like that was "fun" to test though

Praetarius
Posted on 08-10-10 10:55 AM, in Megaman3 ATW Hack (1. demo) Link | Quote | ID: 134161


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was this meant in spike ballade stage?



stars... form an arrow... nah, i'm probably hallucinating


and... if the traps and enemies were really unavoidable the game couldn't possibly be finished; hard to avoid: yes, impossible: not

Praetarius
Posted on 08-10-10 05:22 PM, in Megaman3 ATW Hack (1. demo) Link | Quote | ID: 134171


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sometimes rush fits at the first try, other times i need to adjust his height a bit, but he definitly fits through there (see screenshot above)

or i probably didn't understand you right

Praetarius
Posted on 08-12-10 11:13 PM, in Megaman3 ATW Hack (1. demo) Link | Quote | ID: 134244


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hmmm.... how can i work with a judgement stemming from only 2 of 14 stages...

as for spikes, there are quite a lot - yes, but there are rooms without them; some are ironically harder without spikes than with (e.g. to allow you to summon rush to "cheat" the platforming), and ONLY is definitly not true, there are enough empty spaces to get through!!
strong enemies - in giving damage or taking?
giving (numerical): except for maybe damage on body contact is NOT changed

-giving (frequency): yes, 'cause of shorter invincibilty; maybe, just maybe it could work as a indirect reward for dodging skills?
may i take needle man as an example (even though you obviously hadn't encountered him):
if you don't bother to dodge you get two hits from an entire needle stream, if you're good enough you can get it down to 1 or even 0;
now re-think that with "long" invincibilty: unless you jump perfectly you get exactly 1 hit, thus undervalueing the more skilled one, which could dodge almost all compared to the one who doesn't bother to even move - both get hit same
sure it makes it harder, but is it wrong to "reward" those that bother?

-taking damage: let's see, maybe 30-50% more - tried using special weapons? (of the two stages you mentioned in wily stage ofc. - although it doesn't sound like it) some of them kill some enemies even faster than in the original



i know/agree that quality isn't proportional to difficulty, but an too easy one isn't fun either; a "good" difficulty would be of the type challenging. this however is very subjective. after testing stuff for months the line between "beat by skill" and "beat by knowledge" (before starting this i didn't know stuff like slide over rush or how/whether sliding affects following jumps, etc. or simple stuff like weaknesses, enemy positions) tend to blur...

"in the whole your hack is very poor" is very poor itself after playing only 2 stages; it just makes assumptions that random ~15% are exactly like the rest, but if you're omniscient - sure why not

Praetarius
Posted on 08-13-10 10:24 AM, in Megaman3 ATW Hack (1. demo) Link | Quote | ID: 134265


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I guess I have to work on my recognizing skills - last time I had to actually play through an entire game to get an oppinion about the whole game; sure there were some really bad stages, but also good ones - can I use the first (bad) stage I come across as a reference for an entire game next time?
Note: I do NOT claim that my other stages are better, just that I disapprove the HOW of that judgement; 2/14 could by chance have been outliers - and forming from that an oppinion about the whole game seems a bit unfair to me.
If you had said instead something like: "I played those two stages and they were so bad because of [reason(s)] that it made my stop playing the entire game" - that would have sounded logical to me.

Honestly, I'd like to know the not-so-obvious reasons for not-involving, so I can avoid those mistakes next time; the point of difficulty came across almost a week ago, stating that again is nothing new (unless maybe made more specifically) and doesn't help me - an "easy" version is already planned, but only once i'm finished; removing enemies and stuff is easier than adding them, because the later might make it unwinnable and therefor requires way more testing, wasting precious time.

The title is just a play on the concept that -dr.light in the cutscenes aside- there is noone who would be (strictly) on your side (like eddie from 4 onward) in this game. It's not like megaman is really against the world, just all that are shown are against him - enemies, bosses, (non-static) platforms, etc.

Have I thought to compare it with other hacks... I guess I had only bad hack examples then - subjective they were more difficult, but yeah - subjective.

Praetarius
Posted on 08-14-10 12:52 PM, in Megaman3 ATW Hack (1. demo) (rev. 2 of 08-14-10 01:02 PM) Link | Quote | ID: 134334


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about the guessing games, i tried to provide some hints about which way should be taken/avoided - if they are not visible enough/at all, i'm sorry
//the unfair scroll thing from top man (2nd cat), came actually from dive man, only there it was a bit higher but all under water, both times: (full) jump=dead//

about the youtube thing, sure go ahead if you like, but i currently try to make one myself (savestates will mostly only be between stages), although i changed one or two things already, compared to the ips i uploaded here - shouldn't be a problem, i hope
snakeman: http://www.youtube.com/watch?v=ocB1WHBSLE8

about hard knuckle/weapons:
the other 7 weapons were great/mostly equally good in my opinion, but knuckle stood out as least useful - mostly because of that "hang time"
i found some variables with which i could manipulate it, but nothing like i wanted
one version wasn't even a weapon anymore - it was a lift
further tries later i got to the current one;
it was somehow like top spin: hard to use (right) but quite rewarding once you can
so in the end it was like this:
1. weapons with lowish power but can reach "everywhere": magnet, shadow
2. weapons that are simply a more powerful buster: needle, spark
3. niche weapons: gemini, snake
4. hard to use weapons, with insane power: top, hard
i liked that idea, so i went through with it; but yeah, wily is the worst/most unfair obstacle in the game

OT: doesn't "kaizo" simply translate to "hacked" ?

Praetarius
Posted on 08-14-10 05:52 PM, in Megaman3 ATW Hack (1. demo) Link | Quote | ID: 134340


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On that topic - do you think any weapon has become *too* good?

Knuckle: my favorite solution would be vanilla version without start-hang-up, maybe a speed increase; i have found quite some other values but not that, only speed-up wasn't good, even with enough power to 1 hit most enemies it wasn't very feasable - hanging in the air doesn't mix well with the current (lack of) invincibility

Praetarius
Posted on 08-15-10 09:59 AM, in Megaman3 ATW Hack (1. demo) Link | Quote | ID: 134394


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My comment on that is... that i only changed its graphic tiles. And no idea what you mean, for me it acts still the same as vanilla.

Praetarius
Posted on 08-16-10 11:54 AM, in Megaman3 ATW Hack (1. demo) Link | Quote | ID: 134458


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Posted by Mineyl

Oh, it still bounces around. The thing is that it sometimes changes direction in mid-air...or at least it does in the few boss rooms that I tried it out in. Maybe I'm just crazy.


I found 2 cases where i could reproduce that - there were a few tiles at the top of the room which look like normal background but are treated as walls by the game. No idea how i (literally) missed that so far.

Praetarius
Posted on 08-19-10 08:25 PM, in Mega Man 2 Regeneration: help for changing sprites (rev. 2 of 08-19-10 08:26 PM) Link | Quote | ID: 134639


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If i may:
the smallest of the 8 robots would be Metal Man, with 3x3 tiles or 24x24 pixel, but his top-left most 8x8 pixel are blank/not displayed from what i can see in his animations.
The likes of airman go up to 32x32, but i guess that is unimportant in this case.
Does that help?

Praetarius
Posted on 08-30-10 10:32 AM, in Question on editing megaman 3 Link | Quote | ID: 135112


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You could use tile layer pro or a similar program:
megaman's sprites start about at the half of the entire field, most of them right there; however a few sprites are spread around a good portion of the lower half of the file, so don't miss them or you might have random changes between sprites of megaman and sprites of bass then.

Then you'll need suitable sprites of bass, of course - can't help you with that, either draw them yourself or try your luck with google, maybe sprites inc.?

Last problem will be the color palettes; get a hex editor and change the following addresses until the colors match with your expectation:

(from http://datacrystal.romhacking.net/wiki/Mega_Man_3:ROM_map)
* 0x03c8a8-0x03c8ab - default (e.g. after death) (0f 0f 2c 11)
* 0x004650-0x004653 - Buster (0f 0f 2c 11)
* 0x004654-0x004657 - Gemini Laser (0f 0f 30 21)
* 0x004658-0x00465b - Needle Cannon (0f 0f 30 17)
* 0x00465c-0x00465f - Hard Knuckle (0f 0f 10 01)
* 0x004660-0x004663 - Magnet Missile (0f 0f 10 16)
* 0x004664-0x004667 - Top Spin (0f 0f 36 00)
* 0x004668-0x00466b - Search Snake (0f 0f 30 19)
* 0x00466c-0x00466f - Rush Coil (0f 0f 30 15)
* 0x004670-0x004673 - Spark Shock (0f 0f 30 26)
* 0x004674-0x004677 - Rush Marine (0f 0f 30 15)
* 0x004678-0x00467b - Shadow Blade (0f 0f 34 14)
* 0x00467c-0x00467f - Rush Jet (0f 0f 30 15)

first value is for the invisible stuff, keep that at 0f
second 0f is for the black parts - should be kept as well,
the other two ,well, for the two other colors

i hope that covers enough to get started

Praetarius
Posted on 09-08-10 11:53 AM, in Megaman3 - item respawn possible? Link | Quote | ID: 135390


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Is it possible to make items appear again even if you have already collected them and died afterwards?

Example to clarify what i mean:

Standard:
You start a stage, collect a pre-set energy capsule then lose your live (but not get gameover) before reaching the next save point. Upon reaching the place where the last time an energy capsule was, but there is now nothing, giving you a noteable disadvantage the second time around.

What I want:
You start a stage, collect a pre-set energy capsule then lose your live (but not get gameover) before reaching the next save point. Upon reaching the place where the last time an energy capsule was, there is now another energy capsule, giving you equal chances both times.

Possible?

Praetarius
Posted on 09-08-10 03:47 PM, in Megaman3 - item respawn possible? (rev. 2 of 09-08-10 03:50 PM) Link | Quote | ID: 135395


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thanks alot, kuja killer!
and the respawning lives is ok, i can work around this

i prefer giving "too many" lives over unwinnable rooms because of running out of energy for rush after dying close to the end (like doc needle stage in the original game)

Praetarius
Posted on 06-07-11 08:14 AM, in General Megaman Hacking Thread (rev. 2 of 06-08-11 09:14 PM) Link | Quote | ID: 143461


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Posted by za909
(stuff about mm3 boss ai)


from the 4th page of this thread:
Posted by kuja killer
http://acmlm.kafuka.org/uploader/get.php?id=3176

here you go, anyone is free to take this guide i wrote years ago when i was JUST getting to romhacking and my rom hack was just starting.

Has offset locations of almost every little thing every boss and "major" mid-boss do and such.


plus some stuff from me:
http://acmlm.kafuka.org/uploader/get.php?id=3917


as for text, the game uses two separat text tables, the one on datacrystal and the following:
00 empty
01 0
02 1
03 2
04 3
05 4
06 5
07 6
08 7
09 8
0A 9
0B A
0C B
0D C
0E D
0F E
10 F
11 G
12 H
13 I
14 J
15 K
16 L
17 M
18 N
19 O
1A P
1B Q
1C R
1D S
1E T
1F U
20 V
21 W
22 X
23 Y
24 Z
25 r
26 .
27 '
28 !
29 ?
2a :
2b ,

i hope that helps a bit
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