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Crist_93
Posted on 07-10-11 01:26 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 144812


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About this I had made whole project for this engine. I had already designed 8 robot masters (I've got some sketch) but when it comes to test this engine don't want to work (my computer is not enough good for this program some problems with graphic or something else I don't figured it)

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Crist_93
Posted on 07-10-11 01:30 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) (rev. 2 of 07-10-11 01:31 PM) Link | Quote | ID: 144815


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I know and that's the reason why i said previously that I had to change his AI and remade him. This animation was early project when I don't know enough about hacking.

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Crist_93
Posted on 07-10-11 03:31 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) (rev. 2 of 07-14-11 04:04 PM) Link | Quote | ID: 144819


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Is it something similar for boss paletes when is it introduce for stage?

EDIT: Problem with mugshots is resolved. I found parts of them in Tile Layer Pro and 've cleared them so there's no problem.

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Crist_93
Posted on 07-10-11 04:15 PM, in Do you need a spriter? Ask me for sprites for your hacks. (rev. 2 of 07-10-11 05:00 PM) Link | Quote | ID: 144820


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I tried to put sprites into rom and i saw that there are two conflicts:
1. Fourth and Fifth row of phrase when dive man shoots missle is same (uses same sprites in Tile Layer Pro). As you see only row when you can see hole.
2. I've got also other problem with width of some tiles. I mean for second third and fourth row Tile Layer Pro uses only 3 8x8 block wich makes impossible to make moment when King Man raising his 2 hands.

To show you my problem I've made some sketches and form wich are actualy used In Tile Layer Pro for Dive Man



Same colors near sketch means same sprites for row are using in Tile Layer Pro. The numbers means how many 8x8 block are creating one row. Red numbers near King Man sketch mean that you use too many 8x8 blocks. For help you change it faster i made correct sketch for King Man.

I know that this is annoying but there isn't other way to put sprites that you created correctly into rom. Of coure i can draw it into rom in empty space but I can't figure how to make that Dive Man will use that sprites drawn in other place (I don't think it's possible).

Rest sketches for attack when he move into megaman are correctly and there's no reason to change them. I just only had problem with those you're actualy can see.

EDIT: Small change



I think that those too can be used. I tested them on game and they looked pretty nice so just only two to change for pawn attack. It seems that those too have to be nearly same so my suggestion is to make this canon a bit lower in that piece that isn't same.

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Crist_93
Posted on 07-11-11 10:52 PM, in Do you need a spriter? Ask me for sprites for your hacks. (rev. 2 of 07-12-11 02:05 PM) Link | Quote | ID: 144857


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As far as i remember last sprite when Dive man makes his dash attack is using mirror effect (higher part is mirror illusion of lower) but I'll try to look at this sketch and eventually change it quite (sprites for Dive Man in Tile Layer Pro for dash attack are realy crazy). Anyway this sprites for first attack are fully completed and they fits without any problem.

EDIT: As I suposed Dive Man sprites in dash attack are using some mirror effect. To show them I've made another sketch:



It was hard to do it but it's already done. Mirror effect of sprites is only used when Dive Man stang in front or behind. Some explanation: dark green line shows parts that are mirrored, red line just divide parts of Dive Man and yellow shows sprites that are not actualy mirrored (they are behind it). I also changed a bit sketch for Dive Man when he starts dash. Rest of sprites works great (I tested first attack and soon, when i'll finish King Man level I'll show how it works).

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Crist_93
Posted on 07-21-11 08:45 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 145360


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As I said major changes are comming. One of them is actually ice themed level. Here's the new one:



Also Bright Man stage is now Magic Man Stage. For Bright Man (soon Watch Man) I'm making new level that you'll see soon.
About Cold Man - again i changed his AI. In one point he's easier (he's vulnerable even when he vacuming) but on the other hand he's harder (he jumps lower, there's no time betwen attacks and he can rush at you).
I created blog too when I post some other stuff that i didn't post at this site.
http://mm4projectpeace.blogspot.com/
Hope you'll like it.
PS: Two levels left to go and I hope I'll finish them soon.

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Crist_93
Posted on 07-21-11 11:49 PM, in Do you need a spriter? Ask me for sprites for your hacks. Link | Quote | ID: 145367


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Thanks for finishing that last sprite. It helps me a lot because I'm working at put them into rom. I also tried to look at ASM to see to look how to made that enemy is using given sprite (maybe i'll ask someone who's good at it). Anyway thanks for help again and for done sprites. They look great and I'll try to put them all into rom.

If you'll have time i would have to you one more request if you will to do it.

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Crist_93
Posted on 07-28-11 03:36 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) (rev. 2 of 07-28-11 03:52 PM) Link | Quote | ID: 145557


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Next update.



Thanks for all good words from your side. I hope that you're enjoying this videos.
Just only 2 robot masters left so soon i'll relase this hack one more time.


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Crist_93
Posted on 08-01-11 09:21 AM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 145610


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I started working at King Man. For now I had done tileset for level. It would be mix of castle and checker. I had also almost all sprites of King Man put it ROM.

I've got one question about graphic loader - about tileset.
I put on Watch Man (Bright Man) level tileset from Magic Man (Ring Man) level. It works great until i open weapon menu. When i turn it off some of tilesets are glitchy. Is it possible to do something with that.

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Crist_93
Posted on 08-01-11 02:18 PM, in Do you need a spriter? Ask me for sprites for your hacks. Link | Quote | ID: 145614


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As I said I've got one more request but this one will be quite simply.
I some tilesets for one from Cossack levels. I mean first level will be train level (in Ninja Gaiden 2 style). I've got almost all tilesets but i need tileset for locomotive (or front of train).

Here's picture how this level looks like in Ninja Gaiden



Also It would be great to make icy background for this level.

PS: I almost put King Man sprites into ROM. Soon I'll show how they work in game.

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Crist_93
Posted on 08-08-11 10:13 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 145767


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i tried to do that but it seems that it doesn't work. In editor i tried to click Primary GFX Load (Chosen ID) but every time i exit that menu it changes into Primary GFX Load (Current Level).

Also I've got some problems with boss names and weapon names. Some of them are lost or it didn't change at all (you could see it at cold man stage video) even if i changed name in hex editor. Where could be problem? And about palletes. I've got some problems with animations. If i change one other will change too. Is it any specific numbers or things to know about editing them?

Next level is done and soon i'll show it. Just one more robot master left (I've prepared tileset but i don't have idea for level).

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Crist_93
Posted on 08-16-11 11:10 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 146011


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Here's next level as i said:



Need back to work at King Man. And that would be it for now (about robot masters).
I got problem with weapon names (wich you could see in video). It isn't loading even i changed text in hex editor. Where could be problem and how to resolve it. And still I got problem with tilesets.

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Crist_93
Posted on 08-19-11 08:36 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 146396


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About the tileset. I found in one forum message that most of tilesets apear in rockman no constancy are ripped from other games. As example you can see tileset for flash man (they are from SMW 2 Yoshi Island) so i think that those are ripped from other game. If i won't find any information about them - i'll replace them.
I got question. I know it is about ASM but i want to make two enemies from other games. Firstly i want to know how to remade (step by step) Sniper or Hammer Joe (rather sniper). This is thing that i care about. Second i was thinking about beams. I want to know if it's possible to remade them as normal enemy (i mean that in editor you put one enemy for one laser). I want them to program as easy as it possible to made that when megaman is on height of laser it will apear or made laser wich apear with 1, 2 or 3 second slowdown.
And about weapons. Is there any place in hex code when special values of weapon are. I'm asking because for ex. I want pharaoh shootgun moving faster.

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Crist_93
Posted on 08-20-11 08:16 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 146431


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Posted by Insectduel
Someone should make "SpriteTool" for Rockman / Mega Man 4. Expanded or Non-Expanded. Like the SMW version.

Remade these sprites as a normal enemy even unused enemy takes a lot of work. Not if AI, but for graphics and even frames. Let's say if I want to replace the Jumbig into Sniper Joe Riders from Mega Man II will require a lot of experience.


When I was talking about sniper joe I though about making him as "new enemy" (not graphical remade of it) Like in Rockman 4 MI. I saw on editor that they are unused enemies (if I not wrong something like 25, 26 to 2E or 2F). They looks like megaman but as far as i know it is possible to program new enemy in ASM and that's what i try to say. For ex. not only in Rockman 4 MI but in Megaman Forever I saw that it was programed Hammer Joe as a "new enemy".

First official relase is comming so i have a small request for everyone who want to do it. I'll need some beta level tester who could actualy check my levels if they aren't any bugs yet (I mean about that I don't know yet). Soon I'll have done King Man level and eight robot masters will be done. If anyone would like to help you could send me PM or write in this topic. Every kind of help would be pleasant .

PS: What is that Effect Enemy EX and where I can actualy download it (I looked at datacrystal and i just find only some infos).

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Crist_93
Posted on 08-20-11 11:19 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 146435


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Thanks for that documents. I looked at them, they looks realy useful and they are making possibility of making King Man without changing his graphic.

I read also documents about music hacking for MM 4 but still i'm not sure what i should done to change music. I got .NSF file but it contains much diffrent themes and songs and i don't know how to find that song wich i want to use. And later where to find song in my rom that i want to replace.

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Crist_93
Posted on 08-27-11 11:04 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 146527


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Because soon i will relase demo for now i want to share with you my trailer:



You can see here some things that appear previously and some new things that i never showed before. There are some parts of cossack and wily fortress and small piece of King Man stage. I insert also small piece of storyline.
Hope you like it.



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Crist_93
Posted on 03-27-12 11:15 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 150555


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Got back to work !
Some major changes will come, because my new rom crash i got only rom with old data so i decided to make some new levels and change plot a bit. I started at clean rom because i changed all cossack and wily stages and than i got problems with bosses so here it comes.

For now some screens with 1st new stage (it would be dust man but i didn't decided who he'll be and how i change it)





PS: I will need some help with screen warp speed. I want to make screens move faster but i'm not sure how to do this.

PS2: And about King Man he'll be in Hack

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Crist_93
Posted on 03-30-12 05:26 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 150574


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This is first new level I made. I didn't working at enemies yet, but I bet they would be altered a bit. Now Drill Man (yet) is more challenging than in Mega Man Project Peace.

I also decided to change name of hack for Mega Man Compilation.

Hope you like this.

I woukd like to ask one more time how to change screen translations to make them move faster.

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Crist_93
Posted on 05-07-12 08:39 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 150841


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It's been a long time since i upload last clip. I think that it is the best moment for it. Here it comes.... Toad Man in sky



You may ask why i put wire in level without hiding it. It's obvious that i would like to create one level wich would need wire.

Working at pharaoh man now, not sure when i'll finish but i have tileset done and part of level.

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Crist_93
Posted on 05-09-12 11:18 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 150866


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I think demo will be soon (maybe after completing fourt robot master or later), but I'm sure it will be!

And something new and something, that didn't take me a long time to make it, and I'm pretty happy with that:



I'm not sure about hack name but i called it because tilesets from all levels are from my favourite nes games.

Hope you like this

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