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justin3009
Posted on 09-08-10 05:57 PM, in General Megaman Hacking Thread Link | Quote | ID: 135403


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I just remembered about this board and was going to post a little bit on the Mega Man X3 project, but seems Thanatos-Zero beat me here to. In either case, I'd thought I'd post a little something to peak more interest on MMX hacking.

For right now, we've found out the first half of Blast Hornet's levels enemy placements and events. The screen scrolling itself was an event, didn't fully realize that. We've also got some work on the first level and we're figuring out how tiles are worked.

On a semi related note, seems like the Sprite Assembly for characters work the same way as tiles. There's some bytes for one to two tiles, then there's one byte that pulls in a whole slew of tiles put together. It's pretty interesting.

For features right now that are currently there, including ones not in the demo that was released a month or so back, here:

1. Switch to Zero anytime except events he can't be or shouldn't be there.
2. Zero can still "get damaged" when you get the Beam Saber, rendering him unplayable.
3. Zero can Air Dash when he gets the foot capsule. This may be changed.
4. Zero can use sub-weapons, though some are bugged right now.
5. COMPLETELY separate track listing for X and Zero. This was accidental but now if we can import new music, X and Zero can have completely separate sound tracks.
6. Z-Saber damage is nerfed down a lot so it's not so overpowered. It varies on bosses.
7. X and Zero have separate boss themes.
8. Zero can receive armor benefits from the armor capsule, but no forcefield appears.
9. The game remembers what character beat what level. If you beat it with Zero, the next level you WILL start off as Zero. Though, this is bugged. X's life is automatically set to 0, which can be fixed. Zero loads X's max life, and his icon is wrong. This is one of the biggest bugs we have. Once that's fixed, we'll be fixing sub-weapons and then flip flop events a bit more and voila, it should be almost ready.
10. Zero can use Ride Armors, though it loads X's sprites.

We also have a whole slew of notes on miscellaneous things in MMX3. Once the next demo or the full version is ready, we'll release all of our notes to the public in a hopefully organized manner. Hopefully this will shed more light on MMX2 and MMX3 hacking.

http://www.youtube.com/watch?v=TTFacGXgvvM - And the music difference to show it works. Hopefully we'll be adding custom tracks in MMX3 style for Zero once we figure out how the system works.

justin3009
Posted on 09-08-10 07:53 PM, in General Megaman Hacking Thread Link | Quote | ID: 135409


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I'll do that right now and that's what I plan on doing. A lot of people are for Double Jump or for Air Dash so it's hard to choose. I may just have him get double jump from this capsule, but the "Golden" one will also give him the ability to Air Dash.

justin3009
Posted on 09-08-10 08:01 PM, in Mega Man X3 - Fully Playable Zero (In Progress) (rev. 2 of 09-08-10 10:58 PM) Link | Quote | ID: 135410


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Just an introduction. This project will spin off into another project called "Mega Man X3: Remastered" which will have fully extensive dialogue, new attacks for Zero, a Z-Saber style combo from MMX4, the ability to switch main weapons ala MMZ so either Buster or Saber can be used etc..But right now, this project is to focus on making Zero playable with a little bit of added dialogue but not much else changed too much.

Things Found:
************
1. Lots of data on the introduction level
2. The first half of Blast Hornet's levels enemy placements and events.
3. Door event that forcefully switched out Zero.
4. Function that prevented Zero from opening capsules.
5. Function that prevented Zero from switching sub-weapons.
6. Function that prevented Zero from gathering Heart/Energy Tanks and fill them up.
7. Function on Air Dash/Vertical Dash.
8. All Buster/Saber damage on bosses.
9. How music is loaded.
10. Characters sprite assembly and partial animation data.
and much more

On a related note, seems like the Sprite Assembly for characters work the same way as tiles. There's a byte for one piece of the character, then there's one byte that pulls in a whole slew of tiles put together. It's pretty interesting.

For features right now that are currently there, including ones not in the demo that was released a month or so back, here:

1. Switch to Zero anytime except events he can't be or shouldn't be there.
2. Zero can still "get damaged" when you get the Beam Saber, rendering him unplayable.
3. Zero can Air Dash when he gets the foot capsule. This may be changed.
4. Zero can use sub-weapons, though some are bugged right now.
5. COMPLETELY separate track listing for X and Zero. This was accidental but now if we can import new music, X and Zero can have completely separate sound tracks.
6. Z-Saber damage is nerfed down a lot so it's not so overpowered. It varies on bosses.
7. X and Zero have separate boss themes.
8. Zero can receive armor benefits from the armor capsule, but no forcefield appears.
9. The game remembers what character beat what level. If you beat it with Zero, the next level you WILL start off as Zero. Though, this is bugged. X's life is automatically set to 0, which can be fixed. Zero loads X's max life, and his icon is wrong. This is one of the biggest bugs we have. Once that's fixed, we'll be fixing sub-weapons and then flip flop events a bit more and voila, it should be almost ready.
10. Zero can use Ride Armors, though it loads X's sprites.

A note: People want Air dash to be changed to double jump, then there's people that want Air Dash to be started off with Zero. That would severely over power him and that's not what I want. I'll give him the ability to Air Dash when he gets the "Golden Capsule" so he'll have about the same abilities as X.

We also have a whole slew of notes on miscellaneous things in MMX3. Once the next demo or the full version is ready, we'll release all of our notes to the public in a hopefully organized manner. Hopefully this will shed more light on MMX2 and MMX3 hacking.

http://www.youtube.com/watch?v=TTFacGXgvvM - And the music difference to show it works. Hopefully we'll be adding custom tracks in MMX3 style for Zero once we figure out how the system works.

http://www.youtube.com/watch?v=Yrhs2Wjr2vw - Showing that we found some enemy data. NO WE ARE NOT GOING TO DO THIS! I've had complaints from people saying, "Doing something like this is cheesy and will downgrade the overall project. Why would you even think of doing this?" etc etc..This was merely a test that someone wanted to see and dear god do people over-read into things.

In either case, this project in this thread is aimed to make Zero a fully playable character and slightly altering some mechanics, but nothing too much. So hopefully people will enjoy this right now.

http://www.mediafire.com/?y7581348r747kk8 - A demo was released here from awhile ago. THIS REQUIRES AN UNHEADERED MMX3 ROM.

justin3009
Posted on 09-09-10 02:50 PM, in Mega Man X3 - Fully Playable Zero (In Progress) (rev. 2 of 09-12-10 06:48 AM) Link | Quote | ID: 135448


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Eventually, yes. Not yet though. Would rather save that for the project after this one.

Edit: Fixed a couple bugs. Just one more and X/Zero are basically perfectly setup as separate characters to load. Just a few more animation bugs and add the other dialogue and this first project will be done.

justin3009
Posted on 09-09-10 06:09 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 09-09-10 06:20 PM) Link | Quote | ID: 135451


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Sweet god, I looked at those Parallel Universe screenshots and my jaw literally dropped. I'm absolutely loving how everything looks, it gives it a whole new style and boy do I love it when games give a fresh new look to them.

Edit: Seeing that in progress actually makes me want to work on my old Chrono Trigger project. I think I might re-do more graphics for it and import them in


justin3009
Posted on 09-10-10 01:38 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 135461


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Yea, I've had a hand in a number of Chrono Trigger hacks and such. I was working on this one years ago but I kept loosing interest. I still do even now but I'm really wanting to bring it back to life. I'm aiming to get at least one basic Tile Set setup so I can work on maps a little, then hopefully get working on things from there.

justin3009
Posted on 09-10-10 09:25 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 09-10-10 09:26 PM) Link | Quote | ID: 135490


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Oh yea, I know all about that issue. If Square Enix was serious about doing something, they would have sued thousands of people by now with how many hacks and modifications have been done or at least started.

Their legal basis was completely wrong from what I know of and read. I also heard, I can't remember if it was true or not, but the jack ass that reported put on the grounds that they were hacking the DS version and going to sell the game. So all information they stated is pretty much outright wrong if that case is true.

Plus, there's a lot of Crimson Echoes modifications popping up and there's nothing being done on those.

justin3009
Posted on 09-19-10 05:08 PM, in Mega Man X3 - Fully Playable Zero (In Progress) Link | Quote | ID: 135888


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I'm not sure if it's viable for a double post, but it's been 10 days and we have a few updates.

We're on the bug fixing stage of the project right now. We have nailed some pretty hardcore bugs the past few days and we've been finding out a lot of new information that will definitely come in handy for the project to come after.

Right now, about 90 to 95% of the bugs left are just graphical errors that can be fixed once we figure out how to link animations together. Once that's set, well all that's left to add is the dialogue for Zero and this project will be practically done! We're going to be adding in a special feature though at the stage select screen.

You know that useless "X" on the screen? We're going to alter the data for it so it's a character select for that area. So after you finish the introduction level, just hit whatever button on the "X" and if we can get it to load right, it'll turn into "Z" for Zero or stay "X" for X. Of course there will be limitations set in like if Zero gets damaged so you can get the Z-Saber and such.

I'm also hoping to implement a new feature later on once I discuss it with John after we get done with the bug fixing.

justin3009
Posted on 09-21-10 05:57 PM, in Mega Man X3 - Fully Playable Zero (In Progress) Link | Quote | ID: 135947


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More news

When I found this out I had to post something! I show you the first very cheap edit of a level in Mega Man X3! No this won't be in the final, this is just a test.

- The energy tank platform is shrunk by one. There is another platform to hop on to get to the energy tank. Though this is all in RAM so once you die or load a savestate, bam it's gone. But the tiles are super easy to edit in RAM. Hopefully this will be the start of modifying levels later on.

justin3009
Posted on 05-20-12 08:45 PM, in Legend of Zelda - Prophet of Chaos Link | Quote | ID: 150982


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I have played only Parallel Worlds and was somewhat impressed for what they had.

But this, this is definitely catching my interest for a Zelda Hack. I have not seen something like this in style and your ability to create the maps along with the ASM help for overlays, seriously makes your mapping skills to look absolutely fantastic. You are doing an incredible job so far!

justin3009
Posted on 07-04-12 01:15 PM, in Mega man legends THREE? I call hacks! Link | Quote | ID: 151523


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It's from last year, Mega Man Legends 3 was cancelled along with MM Universe.. Awhile back actually. Huge uproar happened about it.

I don't really know of any Legends 2 hacks, actually, haven't even HEARD of one to be honest ._. So if anyone else pops up with it, I'll be surprised.

justin3009
Posted on 07-17-12 05:10 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 151652


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Posted by Rai
https://www.youtube.com/watch?v=ND9y3smGyCo

Some more homebrew stuff. Previously I just showed some text on the screen... But now I've repositioned the text, added a menu ripped from FF4 and added a custom line break routine.

It may not look like much, but on the SNES a lot of code goes into doing simple things like displaying text and a message box.


This is very very well done. You're doing incredible so far.

justin3009
Posted on 08-25-12 05:06 PM, in Legend of Zelda - Prophet of Chaos Link | Quote | ID: 152168


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This is seriously looking better and better. I'm really excited to see this develop more!

justin3009
Posted on 10-09-12 01:59 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 10-09-12 02:01 PM) Link | Quote | ID: 152634


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justin3009
Posted on 10-19-12 03:59 PM, in Help with Rockman 7! (rev. 7 of 10-19-12 04:20 PM) Link | Quote | ID: 152696


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Well, it's not much but I can tell you that the text is a 'Sprite'. So there's a possibility that the graphics are compressed.

Edit: Strangely, the japanese text of that still exists in the English rom, fully functional and what not.

Edit 2: The English font set exists in the Japanese version as well. All that's needed to change is the Sprite Assembly. I'll post the offsets for you to change and you can go from there.

GOT IT!

C76571 in Geiger's SNES9X Debugger.
Change '49 4F CA' to '37 4E CA' and you'll have 'BUT...' text in the introduction.

C76574
Change '6A 4C CA' to '5C 4E CA' and you'll have 'BEGIN SEARCHING FOR THEIR MASTER...' text

The title screen graphics are DEFINITELY compressed though. So the likelihood of changing those graphics are slim to none unless there's a way to make it load decompressed so it can be edited anyway you want it.

justin3009
Posted on 11-09-12 11:09 PM, in Questions Regarding Rom Hacking On The Super Nintendo (rev. 2 of 11-09-12 11:10 PM) Link | Quote | ID: 152824


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There is a Mega Man X editor created by Xeeynamo but it's kinda meh to work with.

There is a Mega Man X3 hack out created by me. It allows you to play as Zero fully with his own dialogue, black armor, etc.. Version 3.0 is still a WIP but the main old release has been done.

I'm also working on an X2 hack that makes Zero playable. I'd post more on it but this isn't the thread to do so.

I have never done NES hacking or any other system hacking but SNES nor do I know too much on the whole PPU and all that. I just kind of go with whatever works for me. But the RAM I think is mapped from 7E0000 to 7FFFFF or something along those lines.

There's also the case of LoRom and HiRom. They're really not that different but the addresses will be recognized differently.

justin3009
Posted on 11-10-12 01:57 AM, in Questions Regarding Rom Hacking On The Super Nintendo Link | Quote | ID: 152827


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I truly don't understand the whole PPU, graphics, etc.. type deal. I do modify graphics and put new ones into games, but it's far above my 'technical' understanding. I know there's VRAM which is basically everything currently on screen. 0-FFFF

BG 1 2 3, Sprites, etc..

There's OAM which I think is just the sprites but I'm not sure there either. VRAM is split into spots per layer and such though in the same general area in each game from what I can see. I don't really label them down though.

As for a 'code logger' and such, Geiger's SNES9X Debugger is quite nice.

justin3009
Posted on 11-10-12 03:07 PM, in Questions Regarding Rom Hacking On The Super Nintendo Link | Quote | ID: 152830


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Yes, 7E0000 to 7EFFFF is RAM.

You can do breakpoints and such but if you're trying to find something specific, you'll want to log it. Here's what you do essentially.

1. With the box that says 'Run' and all the other options, make sure 'Trace Once' is checked.
2. Now, click CPU and begin doing things in the game you DON'T want traced so it has less to worry about in logging files.
3. Click CPU again and make sure it's not checked. That'll log only certain things to files.
4. Now, click CPU again and do the action you WANT to do.
5. Once done that, click CPU again to uncheck it.
6. Open the log file that'll be in the SNES9X\Logs folder (Or wherever you want it).
7. And there you go. You just have to go through and hopefully you got what you wanted.

As for having all weapons and sub-tanks without getting them, just a simple matter of RAM editing during game which can easily be found out through tracing or Game Genie codes online.

justin3009
Posted on 11-12-12 06:04 AM, in Questions Regarding Rom Hacking On The Super Nintendo Link | Quote | ID: 152838


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You can dump RAM and such with a click of a button and sift through it via notepad or anything else. You can easily do the same exact thing, it just takes a couple seconds longer to do so. (This is actually much better as you can just edit things while staying in place instead of Ctrl + F then having to go back).

I recommend NOT nitpicking at minor details like this and just get into it. You'll get used to it and eventually have a lot more fun.

justin3009
Posted on 11-12-12 11:48 PM, in Questions Regarding Rom Hacking On The Super Nintendo (rev. 4 of 11-12-12 11:56 PM) Link | Quote | ID: 152843


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You can jump through other banks on the SNES by using '22' or 'JSL'. You can also JUMP to it by using 5C 'JMP' as your command.

To return from a JSL, you'd have to use 6B (RTB) as your return. As for just loading data in the bank you're in, you'd use '20' or 'JSR' and '60' (RTS) would be your return.

So for example in X2.

$08/9C88 A9 13       LDA #$13                A:005D X:0000 Y:000E P:envMXdIzc - Dash animaton
$08/9C8A 18 CLC A:0013 X:0000 Y:000E P:envMXdIzc
$08/9C8B 65 6F ADC $6F [$00:0A47] A:0013 X:0000 Y:000E P:envMXdIzc
$08/9C8D 20 5A C6 JSR $C65A [$08:C65A] A:005C X:0000 Y:000E P:envMXdIzc


You're in Bank $08 at this point. It loads 13 for it's value, does the extra data then '$08' being it's bank, JSR's to 8C65A. The data there is in the same bank, so it'll load from that same bank.

However...

$08/9C7F A9 0A       LDA #$0A                A:0000 X:003C Y:000E P:envMXdIZc - Dash SFX
$08/9C81 22 49 85 00 JSL $008549[$00:8549] A:000A X:003C Y:000E P:envMXdIzc - Loads SFX Routine


This is if you want to load data from another bank. It loads 0A as it's value then JSL's to 8549. Notice how the bank '$00' isn't 08 anymore? That's what JSL does.

The SNES is capable of jumping from bank to bank as long as you have a way to return essentially.

I'm not sure why Geiger's essentially does that, but I think that's essentially where the game 'ends' for it's data. But it's probably not exactly accurate since you can expand SNES roms to 6 MB and have large amounts of extra data to use. It's not really of importance though as you'll be singling out values now and then while jumping all over in RAM.
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