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Please chime in on a proposed restructuring of the ROM hacking sections.
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Synthetekh
Posted on 01-06-12 06:32 AM, in We have reached an impasse, and now a wall! Link | Quote | ID: 149210


Ninji
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Well, it would definately be an easy and quick way to get started. I'm not in any rush myself because I've got some other things to do first, and for a while now I've been more interested in platformers. Maybe it would be a good way to get something started that people will feel confident about actually going somewhere. I think my interests would involve programming (which of course is obsolete with RPG Maker), and maybe designing some dungeons and other map related things.

Synthetekh
Posted on 01-06-12 06:38 AM, in How often do you check or use this section of the forum? Link | Quote | ID: 149211


Ninji
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Anytime I come to kafuka, I go directly here. I have Rom Hacking as the top kafuka link that shows up in my address bar when I start to type the address of the site. it's my favorite place to check for new posts and threads. I rarely even look at other sections of the forums. Sometimes I come here once a day or more, and if activity is really low, then I'll forget about it for a while and check back later.

Synthetekh
Posted on 01-06-12 06:43 AM, in Legend of Zelda - Prophet of Chaos Link | Quote | ID: 149212


Ninji
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Wow, looks really nice. I'm liking the graphics quite a bit. I think you've really got something good going there .

Synthetekh
Posted on 01-15-12 11:54 PM, in We have reached an impasse, and now a wall! Link | Quote | ID: 149547


Ninji
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SMW was never my biggest interest. I would have gone for Mario 3 in SMAS over SMW anyday. SMW always just felt like a substitue because it was the one with the great editor. We really need some more editors that can do a tremendous amount. Being limited to SMW in that way has gotten old (when it comes to 2D Mario games anyway). I have also lost a lot of interested in rom hacking because I'm more interested in making my own games using either C++ or C# and DirectX with 3D models (but still as 2D platformers), but for a few games such as SMB3 in SMAS and Megaman the Wily Wars, I still have plenty of interest in rom hacking. I don't know who would do the work to make some more high quality editors, but I'm interested in building some for those two games (and already making one for Wily Wars). If no one makes one for SMB3 by the time I finish with Wily Wars (or make a lot of progress), I'll probably work on that next. Also, is there any avaliable source code for Golden Egg? I just played around with it yesterday and I think editing Yoshi's Island would be another interest of mine. I can't seem to find much on the editor and I don't even know if Romi is still working on it. The lastest version I could find was 0.0005; is that the latest? I know I'm going on about my own interests quite a bit, but it's because they could end up benifiting the community too at some point.

Synthetekh
Posted on 01-15-12 11:58 PM, in Secret of Mana - Ideas for future SoM hacks Link | Quote | ID: 149548


Ninji
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It's a really good game, you should play it sometime (it's even 3 player if you have people to play with).

Synthetekh
Posted on 01-16-12 04:23 AM, in We have reached an impasse, and now a wall! Link | Quote | ID: 149552


Ninji
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From what I saw that one is far behind Golden Egg. Golden Egg is great as is and can do a lot, but there are things that it doesn't support like gfx editing and changing backgrounds (or not that I could find). If work has stopped on Golden Egg, I would have interest in adding more features, but I don't know enough about the author and his / her plans with it. I would want to change a few UI controls as well. From what I could find it doesn't seem like EggVine's been updated in many years and is still very basic.

Synthetekh
Posted on 01-30-12 02:57 AM, in looking for info on this simons quest hack Link | Quote | ID: 149728


Ninji
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Wow that's pretty amazing for a NES game. Were there every any beta releases of this hack? I'm interested in looking through all of the current content in-game (I wouldn't really care if it's all that playable or not).

Synthetekh
Posted on 03-02-12 12:14 PM, in music conversions to Mega Man X and MM7 (SPC downloads) (rev. 6 of 03-03-12 09:56 AM) Link | Quote | ID: 150326


Ninji
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I know this thread was a few pages back, but I felt like messing around with this program again and ported the song from Dr. Cossack's 3rd/4th stage into MM7 (using Junk Man's stage for its samples), and I didn't see the point in making a new thread.

Megaman 7 - MM4 Dr. Cossack Stage 3
Enjoy.
Maybe I'll do MM2 Wily's Castle 1st/2nd stage next. Nvm, just remembered I can't do MM1 or MM2 music since the sounds engines are different ... AWRRRG D:

Edit: Alternate instrument in the beginning, take your pick.
Megaman 7 - MM4 Dr. Cossack Stage 3 (2)
Edit 2: Or maybe a 3rd... lol. I can't decide on this one. I kinda like them all.
Megaman 7 - MM4 Dr. Cossack Stage 3 (3)

Edit 3: Hey I got it working for MMX. I don't know what version of the game you have Matrixz, because I tried all that I could find (I think I tried offsetting the address for the Title Screen song incase the games had headers too... can't quite remember) with no luck, but the reason is because the address for the song was wrong for my copy of MMX. I decided to look at how the start of the songs look in MM7 and was able to find the correct starting address for me.

Synthetekh
Posted on 03-02-12 03:07 PM, in I have a really silly idea (rev. 2 of 03-02-12 03:09 PM) Link | Quote | ID: 150328


Ninji
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I don't see a problem with it. I'm finding out that ponies are much more liked than I thought. Turns out the writer of Friendship is Magic wrote it for all ages & genders because she hates that little girl style of cartoon.... and the stereotyping involved.... you should know what I mean (it would likely be your first thought when seeing anything pony for the first time).
I'm not crazy about ponies, but the show is getting fun to watch however... lol.
Btw, Rainbow Dash is the best. Many of the others (of the main characters anyway) wouldn't have gotten their cutie marks without her!

Synthetekh
Posted on 08-22-12 12:34 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 11 of 08-25-12 12:41 AM) Link | Quote | ID: 152135


Ninji
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Edit: Solved. ROM Addresses at the bottom (at least for the situations I'm interested in lol).

Just sharing a little info that can be used to improve the gameplay of Wily Wars, in case anyone's interested. I still cannot work on the editor at this time and don't know when I will, but I intend to eventually~ so there's no more news about that for now.
Anyway, I found a few RAM addresses that I thought were worth sharing.

Gens    Kega (I guess one of the emulators is doing some kind of byte swapping).
A418    A419 Used to keep track of movement related delays.
A428    A429 Used to keep track of Megaman's current state.
A426    A427 Used to keep track of weapon firing delays.

First I should mention that I could not find any obvious writes to these RAM Addresses in the ROM data anywhere using simple searches, so to actually apply these to the ROM may take some work. To really use any of these codes well you'll want to apply them to the ROM under certain circumstances since the same addresses are used for different delays, but of course these can still be tested using Game Genie / PAR codes (just add FF in front of an address to test as a code and set the value to 0 to remove the delays - so A418 would become FFA418:00).

The 1st RAM address is used as a counter (counts down) to determine how long it will take for things such as Megaman's blinking (when standing still), walking, climbing ladders etc (the animations rely on this address too). So you know how you can move forward a pixel easily in this game, but it takes too long between that movement and when Megaman actually starts walking (kind of annoying sometimes)? This can be used to remove or reduce that delay .

The 2nd RAM address simply keeps track of Megaman's movement state, such as standing, walking a pixel forward, actually walking, jumping, sliding etc. I'm putting this one in here because it could be useful in combination with the 1st one (maybe if any reprogramming is needed).

The 3rd RAM address is used as a counter (also counts down) to determine how long of a delay there is after shooting before you can shoot the same weapon again. I always felt that the plasma shot has too long of a delay in this game, so this can be used to fix that. It's a little hard to test if you don't have a turbo button feature of any kind, but you can always use Needle Cannon (since it's automatically turbo) or the "Next Frame" feature in newer versions of Gens (ESC then ENTER to skip frames); I know for sure the Next Frame option is in Gens Rewind. In Kega "Frame Advance" is used the same way except Pause is the PAUSE key, and then INSERT to advance the frame.
I haven't found the speed of the plasma shot yet (it's quite slow...) and I'm not sure how'll I'll go about that since I'm pretty sure the value never changes (might need to do a trace of the programming)...

Sorry I can't tell you how to make any changes to the ROM involving the delays at this time, but hopefully this info can still benefit someone.

Edit: I found the walk and plasma shoot delays in the ROM! Walk delay is at Address 809B5. Shoot delay for Plasma is at 2D058 (2 bytes). Both Addresses have a value of 8. Change those to the delay times you desire. I also found the Plasma shot's speed at 2CFD2 while facing right. The default value there is 3. Plasma shot speed going left is at 2CFDA. Note the left speed is a Negative value. By default it is a value of FD.

Synthetekh
Posted on 08-26-12 04:34 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 3 of 09-03-12 04:08 AM) Link | Quote | ID: 152171


Ninji
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np

Found another useful ROM Address.

2DE46: Slide enabled in certain games (2 bytes). Games that have a value greater than or equal to the value at this address has Slide Enabled.

Edit: More stuff.
B647: Delay time before you can damage common enemies again (Default 08).
35E25: Delay time before you can damage Robot Masters again (Default 2D).
3D4F7: Delay time before you can damage MM1 Megaman Clone Boss again (Default 0x2D).
5B600: Delay time before you can damage MM3 Megaman Clone Boss again (Default 0x3C).
2EBD6: Megaman's Delay Time before being able to be hit again (Default 0x0078).

Synthetekh
Posted on 11-29-12 12:01 PM, in Megaman the Wily Wars - Editor news and Game related info (rev. 5 of 12-01-12 06:57 AM) Link | Quote | ID: 152935


Ninji
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Sorry guys, I've been wanting to work on the editor but I'm dealing with physical problems that severely restrict my computer use (I can't sit a lot for long periods of time, and it is dangerous for me to). I know I haven't mentioned this before, but that's because I was hoping I would have been past this by now and wouldn't have needed to get into all of this, for simplicity. My neural muscular skeletal system is all messed up due to severe amounts of trigger points (caused by accidental major self injury of a sort), and recovery just hasn't gone as well as I'd hoped (progress has been slow, but it's fully reversible at least). I have a couple options for faster recovery, and I'm going to work with those soon (Dry Needling, which I'll have to do myself... because of limited money, but I pretty much fully understand all that I need to for that). The other possible option, and hopefully better option involves controlling the frequency of brainwaves to initiate healing in the body (I know how this sounds, but it's not that 'far out' once you understand it... it's as far out as the concept of computers existing really). The brain looks for dominant wave forms and automatically makes the most dominant brainwave's frequency match the frequency of the wave it detects (this can be fully controlled with your own mind if it's strong enough, so we are not victims to outside frequencies, unless a person's mind is weak...). If you think I've lost it... lol, just do some research online, you can find stuff about this if you look well enough (wasn't that hard for me to find though...). Here's a patent someone has about this very thing: http://www.google.com/patents?id=tm8FAAAAEBAJ&zoom=4&dq=6%2C135%2C944&pg=PA8#v=onepage&q&f=false. So basically, the brain allows for input through the use of waves (can be light, sound, energy waves, etc., though sound may not be one of the most viable ways because you might need high amplification just to get the wave to be powerful enough to have much effect, which could be a problem when using frequencies in audible range).
Anyway so myoneuro muscle tension (just one of the many names this is referred to by) is controlled neurologically both in tightening and loosening, so the best solution is to instruct the brain to loosen the tension. Whenever I am free of this crap, I will work on the editor again .

Lol yeah bro, not the editor you were exactly hoping for D: ... BUT I do want to make a Sonic Editor along with the Megaman one. But for convenience, I'm going to develop more on the Megaman Editor first (and then just convert it to edit Sonic at some point) since I know more about the data formats in Megaman.
Yeah it's too bad the limit is 4MB (unless you can use the 32X and/or CD's memory, if that can be done... I think it can). I like how the SNES can hold... 8MB I think it is. I think Megaman uses 2MB by default if I remember right, so that's not too bad at least. I really like the Genesis more than the SNES from a hacking and coding perspective, just wish it weren't as limited. However, 32X games are less limited than the SNES and can fully utilize the Genesis' hardware (except the Genesis' hardware can only see 1MB of the ROM memory at a time in 32X mode, so then some bank switching would be required for the Genesis' hardware to access the whole ROM) in combination with the 32X's hardware (and can even exclude use of the 32X's hardware.. rofl, besides being powered by it), so eventually I would like to make my Editor able to convert the game to a 32X game for those who want more freedom, and allow it to stay as a Genesis game for those who don't want it as a 32X game.

Oh btw, a couple months ago I did finally solve the issue of the graphics compression. I found the code that loads the graphics in both compressed and uncompressed formats, so when I'm well all I need to do is trace/step through the code to see how it loads.

Synthetekh
Posted on 11-30-12 11:11 AM, in Super Mario Odyssey (SMB1 Hack) -- Ressurected from Reign of Link | Quote | ID: 152944


Ninji
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The graphics alone are making this hack look very appealing. And from what I can tell the level design looks all good, and interesting. Nice work .

Synthetekh
Posted on 12-04-12 11:57 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 4 of 12-04-12 12:45 PM) Link | Quote | ID: 153005


Ninji
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I created a Facebook page for hacking info and resources for Mega Man: The Wily Wars.
http://www.facebook.com/MegaManTheWilyWarsHacking

For now I just created a "Note" with much of my own hacking info.
I will do more with the page later.

You can't make your own posts (not sure if I want to keep it this way yet), but you can comment on posts made by me.



Posted by MikeFuryXP
Posted by mickevincent
Just wondering, what happened with this program? Or maybe it is... dead..?


I dont think so, his last update was in 2011 of august.
If anything he does over time, he may want to bring the program to be compatible with windows2000/vistasp2.

Atleast that way Microsoft visual basic 2008 on 7 won't fuss so much when it tries to execute certain parts of the rom while editing the levels and Rock's palette.

Still wonderfull to use, better than sonic 2 hacking at most times.


Hmm, what's going on with the Editor on Windows 2000 and Vista sp2?
I'm confused on the Visual Basic part too, since this program was made in C#... (though C# is part of the .Net framework as is Visual Basic).
Btw the palette editor is buggy and needs to be completely redone. I fixed it some before to make it not so bad, because it was causing errors and crashing a lot, but it probably still has some major issues left (just not as common to happen upon now).

Synthetekh
Posted on 12-05-12 01:59 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 5 of 12-05-12 02:32 AM) Link | Quote | ID: 153009


Ninji
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Ahh yeah, that is something that I plan to do, as well as being able to optionally strip out unused content to reduce the size of the game (which or course there will be a lot of if you remove some of the games).

Also, I just found out that on November 13th, something called the (Sega Genesis) "Ultimate Portable Game Player" was released in the USA which is said to include the North American version of Mega Man: The Wily Wars. I have not yet found a ROM download, so if any of you do, please let me know asap!!

Synthetekh
Posted on 12-05-12 04:10 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 5 of 12-05-12 07:16 AM) Link | Quote | ID: 153012


Ninji
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I know about the whole Sega Channel exclusive thing, but this Ultimate Portable Game Player should have the actual USA version I would assume as it is properly licensed and marketed. The device was made by AtGames.

Not only is it licensed, but here's the first thing it says on Sonic Retro (second link below): "Sega Channel exclusive no more! Sega and Capcom are teaming up to bring you not only Sonic the Hedgehog 1, Sonic the Hedgehog 2 and Super Street Fighter II, you also receive a copy of Mega Man – The Wily Wars which featured Mega Man 1, 2, 3 and an exclusive mini-game under one package."

This also comes with Golden Axe 3, which was only released on a cartridge in Japan, and only on the Sega Channel for the USA, and never released in Europe at all. Since the Ultimate Portable Game Player is being sold in the USA, I wouldn't think they'd put a Japanese version of Golden Axe 3 on it, so this should most definitely contain the actual USA version of Golden Axe 3 as well as Wily Wars, and not some simple region change hack (I doubt they could get permission to sell a hacked version of the game anyway).
Also, the making and sale of this thing is apparently not only the interest of AtGames, but that of Sega and Capcom as well (just look at the quote I posted from Sonic Retro).

http://www.atgames.us/Ultimate-Portable-Game-Player-GP2628-80.htm
http://www.sonicretro.org/2012/11/mega-man-the-wily-wars-returns-to-the-us-under-one-ultimate-portable-package/

Synthetekh
Posted on 12-24-12 12:53 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 153148


Ninji
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Wow, I can't find the USA ROM anywhere, yet I can find plenty of pages about how it's been released on the Ultimate Portable Game Player (and "omg Mega Man: The Wily Wars finally has a release in the USA, now you can finally own this rare treasure if you live in the US!" etc.). But no one's thought to rip the game from there yet... seriously? Da fucks.. argggh. I would totally buy that thing just to rip that one game off it, but I can't afford to right now... maybe not anytime soon either lol D: . Perhaps no one has found a way to copy it from that things' memory yet?... ehhh, who knows. My knowledge is a bit limited on what methods can be used to copy data from various memory chips.

Synthetekh
Posted on 12-27-12 01:53 PM, in Megaman the Wily Wars - Editor news and Game related info (rev. 9 of 12-28-12 09:19 AM) Link | Quote | ID: 153172


Ninji
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I checked the romnation.net one, and it's just the Japanese version with a simple region change .


I know with phones you can access all of the memory with a program such as bitpim, so maybe that's a possibility... but I wonder where we'd find such a program... doubt one exists for that thing lol.
Hmm, I wonder if I could write something quick... but then I don't have the device to work/test with anyway lol... fack D:
..I'll experiment. Perhaps I can make something that just reads data from any device with a USB port (doesn't matter if it's Mini or Micro USB).. even if it's all one giant block of unorganized memory (this could take me a while as my computer is down currently).
We'd also have to likely find out what chipset the device uses to install the proper drivers so the computer can detect it.

Edit: Wow, I can't find any technical specs on this thing. The only way I know to find out the chipset is to open it up and look at the info on the circuit board (on the black square things/integrated circuits usually), and I wouldn't ask you to do that.

Synthetekh
Posted on 06-22-13 06:08 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 154162


Ninji
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I don't have any updates to the Editor, but I've been doing a lot better in some ways. I shouldn't make any promises at this time, but I have been able to do a little work on it here and there.

Anyway, I actually have something I felt like sharing. I improved upon Megaman's Gfx, and created Protoman and Bass. Something bugs me just a little with Protoman's head, but I can't seem to come up with anything better (he just seems to require a lot of detail that I can't fit into such low res Gfx; I think it has a lot to do with the shine on his visor most of all, and lacking an extra shade of grey for it perhaps).

Yeah I haven't done Bass' 1up Hemlet yet.. heh

Synthetekh
Posted on 06-22-13 09:00 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 154165


Ninji
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The Protoman on the left is using the color you suggested, the one on the right is with an added shade of grey that I wouldn't be able to use unless I overwrote the black or white with it, and had extra graphics to use as an overlay for the black and/or white pixels using another palette line, but I don't think I want to do that lol.
I should probably go with the more strait line look too.. been back and forth on that, but I'm thinking it looks more acurate if nothing else.

For Bass, I wanted to try to get some of his red in there, but it was too bright for the left eye and looked weird, but I guess I'll just have to make it grey as it's looking better to me overall.
Thanks for your help.

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