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Zieldak
Posted on 05-08-15 10:13 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 5 of 05-08-15 10:41 PM) Link | Quote | ID: 160069


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I was busy this week, so I didn't even touch the levels. Still 8/18 complete, which is bad news. But before I can mod the levels, I have to do something else first... I'm currently trying to create a new Stage Select layout (which I did before, but unfortunately, I deleted that ROM which had it, so I have to do it all again) and make Snake Man and Hard Man to be the Doc Robot stages. I am also trying to "hack" the Password system, so the Doc Robot images will be used by the correct RM's. I tried to do the same thing like 3-5 weeks ago, but I gave up because I didn't know how to do it. I think I do now.

Off-topic: I've found something I was working on 2 years ago. Robot Master Level data of Mega Man GB! O.o
I think I will finish that document and upload it once it's complete, maybe someone wants to hack MMGB. Unfortunately, the currect version of the document is based on my cancelled hack's level data, so I will have to rewrite it completely, with the exception of Cut's data.

Zieldak
Posted on 05-10-15 12:48 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 4 of 05-10-15 11:58 PM) Link | Quote | ID: 160076


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Posted by za909
It's amazing to see these fresh and new graphics, are they completely made from scratch?

Well, some of the graphics are made from scratch (but they're simple) and some are redesigns of existing ones. The scan-like screenshot I posted had a mixture of MM2 W2-3 and MM9 W4. And some are made by expanding 16-24x32-bit graphics to 32x32, somewhat resembling what it looked like. W5 for example, will have this kind of graphics. So, it's varied. I can't really make MM like graphics from scratch.

Posted by za909
I'm still willing to help with the music, you just need to ask. If you haven't touched the junk data at the end, it's even possible to get a few DPCM drums in there, best choice imo would be the ones you can hear in the Bucky o' Hare soundtrack (and Lagrange Point) because those fit the available size perfectly.
Or ultimately, if I know which parts of the RAM are dedicated to the sound engine I can throw it all away and put my own in there, which does a lot of things you never hear in Capcom games (Duty modulation, arpeggio chords, DPCM samples)

Well, I think I'm gonna finish the levels first. I dunno why.
I haven't touched any free space yet, but... Once I feel I'm ready for the music, I'll contact you.

Posted by za909
I would post an example of what it does here but it's a ROM file and I'm not sure if it's fine to post those even if I made everything in them.

Well, you can upload it. That isn't in the illegal category. It isn't affected by copyrights or other legalsomething stuff.

__UPDATE__



Well, I once did this before. But it didn't work properly, because 2 of the Doc Robot images were always missing when beating a stage or loading a password. Now I'm trying to do the same thing, because I actually figured out how can I fix it... In order to fix the Doc image thingy, I will have to "hack" the Password System itself!... I think.
RM images already cleared correctly, after beating the 8 main RMs, the Doc Robot images appear correctly in order, but... "loading the 8 RMs defeated password" isn't working as it should yet.
Oh, and yeah I know, I haven't renamed the bosses yet.

Why this change is being made?
- Because the level graphics and design needs to use Hard Man and Snake Man as the Doc Robot stages. It's that simple. And hey, MMC's Stage Select will be somewhat different from MM3, right?

Does that mean the passwords will work differently?
- Well, yes, some passwords will give different results.

But this is only a minor thing, this is all I can do on my own with my "knowledge".
I know, the RM names are incorrect. I forgot to change them.

Zieldak
Posted on 05-11-15 11:54 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160077


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__UPDATE__

Well. Once I find all the weapon get values for Hard, Spark, Snake, Shadow, the Alt.SS will be finished, with Snake and Hard as the Doc Robot masters.

As I wrote before, some passwords will give different results;
Hard dot's will become Spark's and vice versa.
Snake dot's will become Shadow's and vice versa.

And according to MegaFLE X's Current Level selector;
Hard's stage will now give Spark's weapon and vice versa.
Snake's stage will give Shadow's weapon and vice versa.

But these are only technical details, it will have no impact on gameplay or on the game itself at all.

Well, that's all for now. Still 8/18 levels however.

Zieldak
Posted on 05-13-15 10:25 PM, in Megaman/Rockman 3 Improvement 3.0 (rev. 2 of 05-13-15 10:57 PM) Link | Quote | ID: 160085


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It's finally here... The real Mega Man 3 that Capcom never was able to make. I can't say too much about MM3I... It's fantastic!

Thank you guys so much!

To support MegaMan 3 Improvement, I will soon include it in my signature on as many sites/forums as I can.

Zieldak
Posted on 05-14-15 12:51 PM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160093


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Well, it may not fit in the game right now, but I think I know what will be the purpose of the beta image in my hack.

Zieldak
Posted on 05-14-15 05:47 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 05-14-15 07:33 PM) Link | Quote | ID: 160098


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Moving around some bosses isn't as easy as it sounds... It certainly isn't. I spent like 10 days just to give Hard and Snake the Doc Robot levels...
I already swapped Needle's and Shadow's level data with Hard's and Snake's, but Spark's Doc Robot image is still not showing up. And here is why... I have to swap Needle's and Spark's data too in order to make it show up as Needle's.
The worst part in this I even have to change which boss' black square (the one being drawn when a boss is defeated) to the right place, I have to change which stage has which boss' intro, which boss uses which CHR, animation data, and many other things... At least now I know where to change these.
I think I was wrong when I wanted to swap Hard and Needle. I should've swapped Hard and Spark instead. I think this is what "learning from your mistakes" means.

But I actually did it. With a wrong palette set.



And now about Mega Man 3 Improvement. Kuja Killer has released 2.0 yesterday, which means, MMC will soon be converted from 1.3 to 2.0. He gave me some data of 2.0 (without intro data) before the release in case I wanted to expand my ROM and do the other stuff that is included in the notes.txt file, but I didn't really want to do it before it's actually released.

Well, that's all for now. At least I keep you guys updated.

Zieldak
Posted on 05-17-15 08:23 PM, in Help with Rockman 2 glitch (rev. 2 of 05-17-15 08:24 PM) Link | Quote | ID: 160102


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Manually (nah) or with an editor (which one)?

Zieldak
Posted on 05-17-15 08:27 PM, in Help with Rockman 2 glitch Link | Quote | ID: 160104


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Which editor do you use?

Zieldak
Posted on 05-17-15 08:43 PM, in Help with Rockman 2 glitch (rev. 3 of 05-17-15 08:48 PM) Link | Quote | ID: 160106


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Hm... Well, I don't know what might have caused it then.
But when I encounter something like this, I usually use 2 FCEUXs with the in-built Hex editor and Code data logger opened in both emulators.

1.) Open 2 FCEUXs with the original ROM and your Hack.
2.) Open Hex Editors and Code Data loggers.
3.) Start the Code logger in both on title screen, then reset both games.
4.) Stop the Code logger after the intro.
5.) Compare the highlighted data in both Hex editors.
6.) If you find any difference, copy the original ROM's data and paste it to the same location in your Hack's Hex Editor. (do NOT save the ROM)
7.) Reset ROM and check if it works.
8.) If it's working correctly, save the ROM with FCEUX's Hex editor, or do it again with HxD or any other editors.

It always worked for me before.

Well, I'll try to reproduce it.

Zieldak
Posted on 05-17-15 08:50 PM, in Megaman/Rockman 3 Improvement 3.0 (rev. 4 of 05-17-15 08:52 PM) Link | Quote | ID: 160107


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I sent him an email. And he made an article.

http://www.rockman-corner.com/2015/05/mega-man-3-improvement-20-released.html

Zieldak
Posted on 05-17-15 09:22 PM, in Help with Rockman 2 glitch (rev. 4 of 05-17-15 09:28 PM) Link | Quote | ID: 160109


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Copy 1CA10-1CA8F from RM2(J) to your ROM. It seems you've messed up the data here somehow. I think.


Zieldak
Posted on 05-17-15 09:30 PM, in Help with Rockman 2 glitch (rev. 3 of 05-17-15 09:34 PM) Link | Quote | ID: 160111


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I don't know then. Maybe it's the TSA data instead...
And what about 19010-1a00f?


[EDIT]No, that is not it. It's 1C210-1c30f. That's something that looks like TSA data to me. But it isn't either. It's not for the building...

Zieldak
Posted on 05-17-15 09:37 PM, in Help with Rockman 2 glitch (rev. 3 of 05-17-15 09:39 PM) Link | Quote | ID: 160113


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This is the last that might be it: 1c010-1c20f
If it is not working either, then the problem is with the PPU or something. I dunno.

Zieldak
Posted on 05-17-15 09:41 PM, in Help with Rockman 2 glitch (rev. 2 of 05-17-15 09:43 PM) Link | Quote | ID: 160115


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1c400-1c44f? And this is my last reply for now. I have something to do.

Zieldak
Posted on 05-17-15 09:44 PM, in Help with Rockman 2 glitch (rev. 7 of 05-17-15 10:47 PM) Link | Quote | ID: 160117


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No prob. I recommend saving these offsets in a text file in case this happens again.

[EDIT] I made a small patch that fixes the building whenever it get's glitched. May not work if Structure data is corrupted.
Here it is: http://acmlm.kafuka.org/uploader/get.php?id=4860

Zieldak
Posted on 05-18-15 07:43 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160118


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Mega Man Crimson now uses Kuja Killer's newly released Mega Man/Rockman 3 Improvement 2.0 patch as the base of the ROM instead of 1.3!
It was a bit tricky to do the upgrade from 1.3 (because it isn't really compatible with some of 2.0's changes), but at least I know how to use the Lunar IPS patcher for my advantage.

Zieldak
Posted on 05-21-15 04:03 PM, in MegaFLE X & Capcom Sprite Assembler won't work on windows 8? (rev. 6 of 05-21-15 08:16 PM) Link | Quote | ID: 160144


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Yeah, you need to have a copy of that file in MegaFLE X or/and in System32. And for MegaFLE, you may also have to modify a .dat file which has the pathway to the emulator's folder or something, if you get another runtime error. I don't remember which one is it, and I'm on train, huh...

EDIT: Not a .dat file, the megafle.cfg file, and you may need to clear or rewrite the palfile and emufname paths.

I've uploaded it for you. It's safer to download from here than those get your dll sites I think:
Uploader ID=4867: COMCT232.OCX in Generic user filebin
COMCT232.OCX ActiveX Controls | For MegaFLE X to fix Run-time error '339' | Place in MegaFLE X folder | If still having problems, place in System32. | Last date of modify: 1998.06.23 19:00 | CRC: EDC66DBC | File size: 160.3K

If you get a 'comctl32.ocx' error too, just copy it from the MegaFLE X folder to System32. I think the MegaFLE X zip file has it already.

Zieldak
Posted on 05-22-15 04:21 PM, in Megaman/Rockman 3 Improvement 3.0 (rev. 3 of 05-22-15 05:28 PM) Link | Quote | ID: 160166


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@BaronHaynes

I see not I'm the only one who is using [MM/RM3I2.0] now.
It's a bit unfortunate you fell into the IPS trap.
I did it with an IPS multipatch trick (which isn't as risky as C+P-ing data). I expanded both the original game's ROM and my Hack ROM to 768 KB (using Kuja's notes), created a patch using MM3 as the base and MM3I as the modded rom with Lunar IPS. Then simply patched it to my expanded ROM. I only had to fix up the sound area in the ROM, and other stuff that was affected by the patch (stuff that was edited before, for example stage select, title screen, wily intro - city)


@Kuja Killer

I played some MMU yesterday... And then I read this today...
I know what it is you are working on.

Zieldak
Posted on 05-22-15 05:20 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 4 of 05-22-15 06:00 PM) Link | Quote | ID: 160168


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Whoa! What should I say? This song was already awesome, but you made this one ever better! I really like your version of this theme. I dunno if it's only FCEUX's fault, but it's crackles a bit for me. Maybe because I'm used to the more raw songs. (They feel NES to me, the song you made is more advanced, it doesn't sound that initial.)

I would like to hear your versions of C&D RR 1 <6/16> (Area F?), <8/16> (Area J?), C&D RR 2 <6/117> (ship), <10/117> (clock tower?), <12/117> (future world?), <13/117> (Final Area) I think. I just love these two games' soundtrack and I'm also interested in your work.
(NFS IDs from Zophar's files)

So, you are working on a hack then? Or you are only working with music right now?

__UPDATE TIME AGAIN__

I successfully broke Wily Wars MM3 Rock's arm and leg so he now fits on the Title Screen (for now). He doesn't look like
Posted by RetroRain in Megaman/Rockman 3 Improvement 2.0
he shit his pants
anymore. :V



His hand still needs some heavy redrawing. And his leg was simply cut down and reattached with cheap sticky tape. Maybe I should ask Thanatos-Zero to patch him up...?

5K+ views on this thread? wut

Zieldak
Posted on 05-22-15 05:34 PM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160169


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The only problem is the palette for the overhead icons. But that would be cool. (+ a life counter O.o)

I have to ask this because... someone asked something like this before: Would it be possible to add an intro level to the game and give Break Man a short level?
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