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Zieldak
Posted on 12-31-14 06:39 PM, in General Megaman Hacking Thread Link | Quote | ID: 159223


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Okay... Another one. It must be possible to disable the check for Mega's X location on the Cloud Platform, or make the logic thing always true, right? I'm searching for it but I think you already know. XD
But it would be better if I was able to recode it... To fly up and down instead, from a given Y location (using it's Y coordinate)

Zieldak
Posted on 01-01-15 11:07 PM, in Rockman 3 Hacking Question. (rev. 7 of 01-02-15 12:15 AM) Link | Quote | ID: 159235


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The faces are at the 4/5th segment of the ROM. You should edit them with Tile Layer Pro, they're located at 0x0004D000 (Using TLP, it's written on the bottom of the window). However, you will be pretty limited using them, but I was able to recreate a MM2 Stage Select based on za909's Hedgehog Trap. And I don't think CSA supports them, it is half-completed, also can corrupt the ROM.
Kuja may have some information on the sprite placements on the Stage Select.

Zieldak
Posted on 01-01-15 11:09 PM, in General Megaman Hacking Thread (rev. 7 of 01-02-15 03:27 AM) Link | Quote | ID: 159236


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Thanks again. I'm trying to figure it out, but you know ASM hates me. :'D
The only thing I figured out that it uses a data table for something that moves Mega with the platform (however it can be fixed up a bit, to work better), and the X location where it spawns.
And silly me finally knows how to locate data in the rom.

I don't like doubleposting... Conveyor belts in MM3 NOT using the wheel enemy...? I see Tsukikuro was able to do it, by using up 4 unused or glitchy enemy slots for them. (RM3 Claw)
So here comes the question. Would it be possible to make more TSA properties (or edit existing ones) to reproduce the same (or similar) effect? It would be nice to have a feature like this, but I'm not good at this.
It isn't be hard (except for me) to program it I think, since all it does is when Mega is on it, it decreases or increases Mega's X location at a given speed. Anyone?

EDIT: As I see ID 8B, 8C and 8D has similar effect in-game. After some time when Mega lands on it, it starts pushing MM to the Right, until he jumps or runs to the left, or when it stops itself. Interesting. It is also possible to stay on the air for some time. Maybe Capcom wanted to implement it or this is a working-like-this-for-some-reason-junk enemy?

Zieldak
Posted on 01-02-15 02:20 AM, in Rockman 3 Hacking Question. (rev. 2 of 01-02-15 02:22 AM) Link | Quote | ID: 159240


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Kuja already answered that. You'd need to repoint the sprite data elsewhere. There must be a pointer or jump code that goes to the data at 6241-62FC. If you can locate it and repoint it, you may be able to add more tiles. But it isn't as simple as I think. Or it is?
I only understand how to repoint music data or import from other games (on specific chipsets).

Zieldak
Posted on 01-02-15 03:57 AM, in Rockman 3 Hacking Question. (rev. 2 of 01-02-15 03:59 AM) Link | Quote | ID: 159247


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Well, Fence Man has no need or face sprites so Magnet Man's tiles are free.

As an off-topic to prevent doubleposting. Could you check the main thread Kuja?

Zieldak
Posted on 01-04-15 01:18 AM, in General Megaman Hacking Thread (rev. 5 of 01-04-15 01:24 AM) Link | Quote | ID: 159264


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Okay... Soo... I've been reading this-and-that here-and-there, I'm starting to understand it a bit. It's not THAT hard but it is not easy either to understand.

Well, so if I go ahead and... (From Cloud Platform's AI)

LDA #$e8 ; $8F84 (38fc3): a9 e8
STA $03c0,x ; $8F86 (38fc5): 9d c0 03

NOP these, it means it won't override the Y coord value it has in the enemy data right?
I don't really understand some parts of the AI unfortunately, like what AND $0F means, it compares the currently loaded in Accumulator value with $0F and until it's true it keeps checking the value in the Accumulator or something? I seem to understand how these Branch commands work. Umm...

JSR __faf6 ; $8f91 (38fa1): 20 f6 fa

In Cloud Platform's AI, this subroutine loads the sprite right? I think I don't really want to mess with this code. But I haven't checked or "tested" it yet either.

Gah, it would be better to start this from scratch, but I don't even know what am I doing.

So here comes the question... or something. If I'd like to make a Floating Platform, which after it's spawned, will go up umm... 30 hex (48 pixels) with decreasing speed to 0 when it reached Ycoord+30 and then from that location back to the spawnpoint with increasing speed, and from there down by 48 pixels with the same decreasing speed, what would I have to do?

First I'd need to load the values the AI needs, store these values where they belong, and load the sprite with the subroutine right? Then umm... This is where I'm shot. I don't know what to do or program next. So I need some instruction.

Oh, and another annoying question, the HP value of the enemy can be used/loaded for a Branch code, making two different sub-types for an enemy (HP=00 is after spawn start going up /or/ move vertically; HP=01 after spawn start by decreasing height /or/ move horizontally) right?

Sorry if I'm annoying, but I'm finally getting interested in ASM somehow.

Zieldak
Posted on 02-04-15 09:21 AM, in General Megaman Hacking Thread Link | Quote | ID: 159431


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No wonder the music is not as good as it should be. The songs are too long and Sophia ran out of free space (checked the ROM...), thus it was necessary to get rid of the triangles in some themes or modify them (But Wily 1-2 and 3-4 are still not as bad as the RM stage themes, and they're from a great game.) MMR had music channel issues once too, because of the lack of space, so I know what it feels like when you cannot include the theme correctly.

The graphics... It is indeed a bit boring. But MM2 is maybe as limited as MM1, unfortunately... However, I checked the ROM and it has a lot of unused graphics space on some stages. Maybe Sophia didn't know what graphics to use? (Yes. Actually chosing/assembling graphics from other games (or making it yourself like me) is a hard job. Especially with limited TSA and Structure data)

About the levels. They are challenging. I like the Wily levels (with the exception of some graphics), I like the ideas, "Joe Higashi" for example. It's something that none of other hacks had before.

And something I don't like. Crash Bomb. It's too OP.

Zieldak
Posted on 02-06-15 03:23 AM, in General Megaman Hacking Thread (rev. 3 of 02-06-15 05:49 PM) Link | Quote | ID: 159443


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Here comes another annoying question. Maybe it would be better to make a seperate thread for this...
How many rooms can be used/How long can be Wily 1, Wily 4 and Wily 6 in MM3? I don't really want to mess up anything in case exceed the room limits somehow.

And... I think the 16 Scroll Points are not enough for what I want to accomplish. Can't I somehow extend the limit? If not, I will have to make my levels a bit shorter. (32 long [1F] -> 24 long [18])

Zieldak
Posted on 02-06-15 03:49 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 02-06-15 03:49 AM) Link | Quote | ID: 159444


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It's been a while since I posted anything here... I'm still having trouble with the graphics. So I'm asking for help.

Which levels' graphics do you like from MM1-10, MMX1-3, MMGB1-5, MMWW, MMU or other fan games with unique tilesets? I will use these stages' tilesets as a base, to make my own.

About progress:
Levels and graphics: I'm remaking all of the levels I made before. I kinda hate them after playing other's hacks, fan-games. This is the reason why I'm remaking graphics too. This is like throwing everything in the recycle bin, but I think it will worth it.

Enemies, Bosses, etc.: I'm still having trouble with ASM. Yeah. I just don't know how to code.

Music: I have not even touched a bit or byte... MM2->MM1 is a totally different story.

Overall: I don't have too much time to work on the game... And because of the lack of knownledge (ASM...) I'm pretty limited in creative hacking. Also, the graphics I can make is too simple and MM9-10 like. I will be making this hack for a really long time...

Zieldak
Posted on 02-07-15 04:45 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 7 of 03-11-15 09:46 PM) Link | Quote | ID: 159449


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Well... At least Gemini Man's stage is getting finished.



Oh, some people mentioned YT removed the old video code... Well, you can C+P older one and replace the video code in it, hopefully.

Zieldak
Posted on 03-02-15 07:07 PM, in General Megaman Hacking Thread (rev. 3 of 03-02-15 07:31 PM) Link | Quote | ID: 159566


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I'm seeking help once again. In MM3, the Giant Snake's eye moves with the "wavy thing" instead of the last Giant Snake (body) (ID66) block. What may be the cause of this?
I think it might be the enemy numbering... But MegaFLE auto-numbers the enemies and if I check an other rom, this eye thing never happens...

EDIT: Well, I actually swapped the enemy IDs and positions in the ROM manually with a HEX editor, and it works. Weird.

Zieldak
Posted on 03-02-15 09:52 PM, in Rockman 3: Showdown Edition v1.1 released! Link | Quote | ID: 159568


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And if someone would even give these the main menu from MM5 Time Attack... It would be the best.

Zieldak
Posted on 03-05-15 06:44 PM, in ACMLM I1? Link | Quote | ID: 159587


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It's funny I can only access the board from phone. All of my browsers think 'They're error'.

Zieldak
Posted on 04-19-15 11:45 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 4 of 04-20-15 12:49 AM) Link | Quote | ID: 159943


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Making progress... really-really slowly. I wasted like a month figuring out how the Stage Select screen stuff works and doing other stuff.

4 levels are finished (Gemini, Snake, Hard, Wily 5(lol)), one needs complete tileset replacement (Shadow), 4 are parially complete without a tileset. Doc Robot stages are completely untouched, will share the graphics with previous levels... mixed up.
Wily 1 is under construction. Only one specific reason. Wily levels are short.



There might be a name change happening soon. The word "Crimson" is sooo overused in Star Force media, it will be impossible to find anything about this game, even with the word "hack" (okay, actually has some results) or "NES" once it comes out (with this speed? never).
Hmm... Any ideas for a name? I've already renamed it actually, but it's name is really similar to an RM2 hack.

Music. Still NO with my skillz.

But hey, I might be giving out a demo soon. Gemini's stage is totally different from the one in the last 'demo'. Or another 3 year old hack of mine... with a totally unnoticable plot twist. Because why not?

That's all for now, at least the hack is not dead/cancelled or something.

Zieldak
Posted on 05-01-15 01:53 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 3 of 05-01-15 11:52 PM) Link | Quote | ID: 160031


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That feel when your keyboard is not working and you don't have a spare at home, also all the shops are closed and you have to work with a single mouse and a gamepad.

But W1 is finished, W levels all have tilesets ready, map layout is complete for all levels except for W6.

So, here's a screeny of W2. The tileset is a mix between MM2 W2-3 and MM9 W4.



It's kinda funny I finish the Wily levels before the RM stages.

Zieldak
Posted on 05-01-15 06:52 PM, in General Megaman Hacking Thread (rev. 3 of 05-03-15 05:52 PM) Link | Quote | ID: 160032


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In MM3 Wily 3, there's that multi-scrolling jumpy section. What to rewrite to move it to different room IDs?

EDIT: This question was answered.

Zieldak
Posted on 05-01-15 11:34 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 05-02-15 12:07 AM) Link | Quote | ID: 160035


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Thanks RetroRain! (Can I call you RR, huh?) I actually wanted the screenshot to be somewhat theft protected, but it indeed looks like a magazine scan.

Update!

W1, W2, W3, W4 and W5 (W5 now uses W4's databank) are now all finished (W4 and 5 lacks it's tileset, but it's ready too to be imported), all of the levels are now much longer (At least 20-22 screens now) with the exception of W4 and W5. W6 will not be touched until I finish RM stages. Because of the new length, W2 and W3 share some rooms/sections, but with different enemies. Unlike the MM Reloaded Wily levels (which are crap, I should do something with that...), MMC Wily will not be heavily repetative, it will be MM1 Cut Man-ish. All the Wily levels' length add up to 100+. It's long isn't it? With Wily 6, it will be 120+ long, using a ROM that is still pretty limited.



That now makes 8/18 complete (Gemini, Hard, Snake). Shadow needs tileset change. Some levels are to be shortened (Magnet, Top) and other levels are totally nulled (Needle, Spark). Doc Robot stages are 9001% garbage. I have most of the tilesets ready for the stages. Break Man fight needs to be relocated, it is still happening in Hard Man's boss room. Oh, but don't except this hack to be as awesome as RM2nC, DEM or other famous ROM hacks. It's an average Level redesign hack. Well, mostly with original graphics and longer levels. It will not be about challenges, only average MM experience... but will be the first hack using Kuja's MM3IP.

That's all for now.

Waitamin... Any favourite NES music or games with awesome soundtrack? I dunno, I may also accept some songs that are made by users, and credit those who made them. I thought about making my own, but I'm not a musician, huh.

Zieldak
Posted on 05-03-15 08:20 PM, in RPG Status...? (rev. 2 of 05-04-15 01:25 AM) Link | Quote | ID: 160044


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I was wondering... It exists. But for what reason? It's funny and everything (just look at my stats), but... Was it planned to be used for something? And then, how can you get Green coins?

Zieldak
Posted on 05-06-15 03:53 PM, in General Megaman Hacking Thread Link | Quote | ID: 160057


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Is that possible without editing the music itself? I think you will need to seperate the song data. (in case someone will use it as a future hack base and will replace the music)

Zieldak
Posted on 05-07-15 04:51 PM, in The General Project Screenshot/Videos Thread... (rev. 4 of 05-07-15 05:05 PM) Link | Quote | ID: 160064


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Well, the link redirects me to the main page of YT. Funny. But searched for the video code (bed6y5sX03E), so I've seen it. It does this since yesterday's YT update...
But anyway. I like it! Good work! But the part with no music feels kinda... Empty, huh.
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