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Please chime in on a proposed restructuring of the ROM hacking sections.
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Zieldak
Posted on 05-22-15 05:56 PM, in Rockman 3 - questions about weapon switching (rev. 2 of 05-22-15 06:04 PM) Link | Quote | ID: 160171


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Posted by kuja killer
Changing the order of the weapons i sadly do "not" recommend. This is exactly the very thing that zeildak is doing by re-arranging the levels on Stage Select, which makes ya have to re-arrange pretty much every single little existing thing reguarding stage order, weapons order, and so on.
[...]
I personally did not do that Select+down ...Select+up ..left right whatever stuff for weapon switching for mm3 improvement cause... honestly i really hate it. It interupts gameplay in my opinion. So i cant help with that part specifically 'fraid. (mostly cause i choose not to)

but yes being able to switch "only" to the right does kinda suck. It's still that way on my game, odyssey. because i dont want any of those dumb "select+up/down" combos. [...]

I managed to do what I wanted however. But I did not edit the order of the weapons on the Weapon Select bar actually. Only changed the slots used by some RMs. But I dunno, filling up weapons and etc. Yeah, it would not be as easy as it sounds. I spent 2 weeks just to give Shadow's and Spark's Doc Robot slots to Snake and Hard. And why? Because every bits of data is connected to everything. Every non-doc stage select slot is connected to data like which stage to load, which weapon it gives, which tiles the boss uses, which animation the boss uses, which name the boss uses, which weapon text you get on weapon get screen and many others. It was a pain, though I didn't even do any real coding. And why didn't I mention the Doc level slots? Because that was a nightmare to figure out how it works, I had to even swap level data between weapons for that, not only the usual stage select stuff (anim, tiles etc)
But maybe the data connected to the Weapon Select bar is easy to edit, maybe... Maybe it's similar to the page/id stuff that fills up the weapon after defeating a boss.

And... that weapon change thing. If it would be possible to make the debug stuff work again, I'd give the left-right buttons the cycling, down for Plasma buster and up for RC or something. But I dunno, using 2 controllers at the same time (on the real console)? It would be a pain I think.

If they would've invented the L and R triggers for the NES gamepad... :V

Zieldak
Posted on 05-23-15 02:27 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 05-23-15 02:28 PM) Link | Quote | ID: 160175


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I know this is supposed to be a progress thread or something, but huh.

You know, you have a pretty good hack you gave out in 2011. Mega Man the Hedgehog Trap.
With your music hacking abilities, I think you should revamp it, using Sonic songs. I could help with the graphics and etc. (remember I made a fixed screen select screen example for you? - posted below). And with Kuja's Improvement patch, it may even be possible to recreate that video-based intro into the game. Who knows, maybe even the cutscenes with some coding (768KB shall be enough space).

I shall post it here. But now that I know mostly everything about the SS screen, this could be made better:

Zieldak
Posted on 05-24-15 10:23 AM, in General Megaman Hacking Thread Link | Quote | ID: 160178


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Well, I think you should be able to change which animation frame uses which tile and etc. But it is a bit complicated. You can find an enemy's code with the code data logger. Then according to the PPU viewer, rewrite all of the sprite id values.

Zieldak
Posted on 05-25-15 03:52 AM, in [Help] Rockman 1 (rev. 3 of 05-25-15 03:57 AM) Link | Quote | ID: 160188


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Have you removed the guts blocks from the first section of the level? You shall never delete any of them, only '00' them and place out of screen. In case you have indeed deleted them, you will have to C+P restore your ROM. It doesn't matter how hard you try to fix it inside the editor, it will never work again... At least it never did for me when I accidentally removed one or two. (Backups are important!) I hope you haven't removed a single of them...

@MikeTech Unfortunately, you cannot do that with R&R.
And he simply changed the damage chart for testing reasons, huh.

Zieldak
Posted on 05-25-15 06:35 PM, in [Help] Rockman 1 Link | Quote | ID: 160194


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Excelle... Good. I actually forgot R&R automatically backups the ROM. But I don't know if before saving or when opening. Meh, doesn't matter.

Oh, by the way, the same goes to the disappearing blocks in Elec, Ice and other stages. Do not delete them! I think those objects are hard-coded. The same goes to the Fire Walls in Fire Man and W1, but with an extra. Specific blocks are used for them. For example, in Wily 4, Obj0,1,2,3 are for the Guts Blocks, and Obj4,5,6 are always used by the Fire Walls I think.

Zieldak
Posted on 05-25-15 07:09 PM, in General Megaman Hacking Thread (rev. 3 of 05-25-15 07:10 PM) Link | Quote | ID: 160195


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Posted by BaronHaynes
seems like whenever you're standing in a water tile, you have to be touching both spikes in order to die. Well, that's annoying.
I've asked Kuja about it once, and he said he is unable to fix it.

Zieldak
Posted on 05-31-15 08:02 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 05-31-15 08:06 PM) Link | Quote | ID: 160221


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Not at all. Both the Stage Select screen and the Title/Weapon Get has it's own sprites and code, so you can edit them freely. But you shouldn't exceed the 60-61 (not sure) tiles limit for the Title Screen Rock.

Kuja only said he's gonna make a weapon cycle image stuff as a seperate patch, huh.
But it's good to hear. I hope I will be able to port MMC over to 2.1, huh.

Zieldak
Posted on 06-04-15 05:06 PM, in General Megaman Hacking Thread (rev. 4 of 06-04-15 05:14 PM) Link | Quote | ID: 160256


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It's an easy fix actually. The only thing you have to do is manually swapping the Giant Snake (eye) and the 8th Giant Snake (body) enemy, X and Y positions with a HEX editor at EC10, ED10 and EE10. The Screen ID, X and Y positions are seperated, so watch out for that. You can search the X and Y locations up using the values from the editor.

Enemy ID gives the location of the values in the ROM, so check which IDs your Body and Eye has right now. Both of them are next to each other, so you will only have to find the values for the eye, because the next value will be always for the body. Then simply swap those values.

For example:
Giant Snake (eye)
Enemy ID X => EC10+X, ED10+X, EE10+X all in hex
EC__ will be the X loc. Swap with EC__+1
ED__ will be the Y loc. ED__+1
EE__ will be the Enemy Type. EE__+1

WAIT!
Alternative Way:
1.) Delete all Giant Snake elements.
2.) MegaFLE X > Config > Enemy Editor > disable "Sort enemies by X location..."
3.) Insert Group Giant Snake (In case it's not working as it should, swap Enemy Type, X and Y locs in the editor, for the enemy IDs they're using.)
4.) MegaFLE X > Config > Enemy Editor > enable "Sort enemies by X location..."

That's all.

Zieldak
Posted on 06-06-15 03:39 PM, in General Megaman Hacking Thread (rev. 2 of 06-06-15 03:40 PM) Link | Quote | ID: 160268


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Posted by Zynk
This is somewhat bothering me the whole time playing MM4. There's an existing, very minor graphics issue when Megaman slides in Drillman's room, MM seems to blend in the background.




That's because Drill Man needs a foreground thingy to appear properly from the ground, using a code similar to MM1 Fireman's BehindBackgroundHack I think. Or it is double layered or something... Is that even possible?
I know it's not worth removing this, because Drillman would be broken then. But if the foreground thingy is Y location based it could be placed lower, so none of MM's tiles reach it. Maybe...

Actually, if you remove lowest line of the background, MM's tiles would no longer blend with it.

@Mike | None of that stuff is related to this 'bug'. It's only because Drillman needs an appear behind ground thingy, so it uses that thingy I mentioned.

Zieldak
Posted on 06-06-15 10:22 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 06-07-15 11:46 PM) Link | Quote | ID: 160270


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__UPDATE__

I've made a huge setback, because I didn't like my levels at all... I want every level to be unique... And I've found a way to make the Wily levels even better. And because of this...
Total Completion: 52% ---> ~30%

So, the hack looks like this right now:

Robot Master stages (in order)
Magnet: 70% - Stage layout and design is complete, but the graphics for all solid blocks is missing.
Gemini: 100% - Stage is complete.
Spark: 0% - A total mess.
Hard: 100% - Complete. It's one of the favourite levels I've ever made.
Snake: 100% - Complete. But I'm not sure about the graphics it has.
Top: 80% - Mostly complete, but the underwater section will be moved to Needle instead.
Needle: 0% - A total underwater mess.
Shadow: 40% - I can't decide what this stage should be like.

Doc Robot stages are under construction (in ROM order):
Hard RE (Heat, Crash): Scroll layout is complete, the stage is complete up to the first Doc Robot.
Gemini RE (Metal, Quick): Scroll layout is okay, but most of the sections are empty. About half of the stage is complete, but whole is playable.
Neelde RE (Flash, Bubble): Still the same as Spark RE was.
Snake RE (Wood, Air): About 70% completed. Layout is okay, most of the enemies are placed. Air Man's stage half is just an empty Rush Jet section with random cloud bullet enemies.

Well... My Wily levels are extremely repetative once again, like in Reloaded. Why is that? TOO MANY SCREENS ARE REUSED. The following change will be made soon:

I will give SBD Bank F (bosses) to Wily 3 instead, so Wily 2 and 3 won't be using shared screens. And because many screen presets are unused in Wily 4 originally, doing this is totally safe!

Wily 1 needs not to be mentioned.
Wily 2 will be redesigned in order to not use the same screens for different sections. It will be 24 screens long. It will use SBD Bank D (Wily 2,3,5).
Wily 3 will be changed heavily, it will be 23 screens long. Wily 3 and 4 will share SBD Bank F.
Wily 4 will only be 6 screens long (4 boss rooms, 1 teleport room, 1 teleport to next stage room) similar to MM2's Wily Teleport System. Will use SBD Bank F.
Wily 5 will be only 2(+1 for boss) screens long, using Wily 4's last 3 screen presets. That makes it all 32 screen presets used up in SBD Bank F.
Wily 6 is just a placeholder in this post.

And I have that SBD Bank 12 (?) which seems to be either unused or to contain code. If it's unused, it will give home to Wily 3 instead. (It contains code)

Well, that's all, maybe in 5 years, this hack will be complete.

Zieldak
Posted on 06-06-15 11:08 PM, in What games are you playin' right now? (rev. 2 of 06-06-15 11:09 PM) Link | Quote | ID: 160271


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Well, now that I have my good ol' PS2 fixed and chipped, I've tried some Sonic games which I couldn't before: Sonic Riders (sequel too) and Sonic Unleashed.
I just love Sonic Riders, however, the sequel isn't that fun (because I'm usually 6th, 7th or 8th )
Sonic Unleashed. Well, actually I haven't gotten far, played for one hour. Then continued working on MMC.

Unfortunately, Sonic Heroes on the PS2 gets stuck on the NOW LOADING screen after booting, because of a stupid 1,6 GB dummy file (Yeah, belive it or not, the game has an 1,6 GB sized garbage in it, to fill up the whole DVD with something to the last bit. Because reasons.) Once I build my new PC (maybe in 21XX) I will try that one too (Actually it's playable on my PC but... Kinda laggy sometimes).

Mastered Sonic games:
Sonic the Hedgehog (MD)
Sonic the Hedgehog 2 (MD)
Sonic Chaos (GG)
Sonic CD (SCD)
Sonic the Hedgehog 3 (MD)
Sonic and Knuckles (MD)
Sonic the Hedgehog: Triple Trouble (GG)
Sonic Advance (GBA)
Sonic Advance 2 (GBA)
Sonic Advance 3 (GBA)
Spinoffs:
Sonic Battle (GBA)

As you see I haven't played any of the 3D platformers (Sonic Battle isn't 3D). That's why I'm playing some 3D Sonic goodness right now.
I'm also playing my own hack every time I'm testing it ().

Zieldak
Posted on 06-07-15 11:37 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160278


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The hack isn't gonna be out soon. So here is something else.

Grab your copy of Mega Man Crimson Proof-of-Concept - Mega Man 3 (U) Hack - 7 June 2015.

There's not much to be said about it. It's a 2 week old version, uses MM3I 2.0. 4 levels are RM only, others are from start to end. Doc Robot stages are locked (It's not worth unlocking them with a Hex editor).

Zieldak
Posted on 06-08-15 06:21 PM, in What games are you playin' right now? Link | Quote | ID: 160280


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Well, I've tried it out 3 years ago. My PC is definitely not a gamer one. I know it because I 'made' it.
Meh, I'll 'TOC' (or whatever they called it) Sonic Heroes later for the PS2 (I know the PS2 version is worse than the GC one but, huh...), I'm playing Sonic Rivals right now anyway. And I'm also working on MMC.
I haven't heard of these hacks before. In fact, I haven't even tried to search for Sonic hacks. But I do know that a Fat Onion Ringy Sonic hack exists, and it's just .
Thanks for the tip!

Zieldak
Posted on 06-10-15 07:01 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160290


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I've encountered that problem myself too, huh. It's pretty annoying when you make a novel-like post then it isn't posted.

Thanks, I'm trying to do what I can. Even if the graphics I use is mostly ripoff.

Gemini: Heh, as it's not the final product, I added two more E-tanks there because of the lack of items in the levels. Of course, the final stage will only have one. And will be harder to get.
Most of the graphics is placeholder (although a new tileset was already made, but isn't imported)... The shootable block section will be redesigned. That section is kinda boring and well, it's after the checkpoint.

Hard: The garbage section isn't finished, yet (althought Hard RE garby is)
With a good timed jump, you can make them throw the garbage sightly above you. This section is based around this. On monday, I have fixed the HP value, damage to MM, damage by weapons for both the enemy and the garbage (the thrown one is however unaffected, I have to find the datachart for that one (if exists)), so you can pass the section without a scratch.

Top: That level doesn't exists in the actual ROM, I just left it in POC. However, the new level will have some sections reused, with the exception of the underwater one. It will be moved to a different stage and will be replaced with a shorter one.

Snake: Yes, the animation thingy for Giant Snake was left in Shadow Man's stage.

All of 'em: I know about the 'doesn't appear' bug. The reason: I haven't even tested POC, just threw it intro the mixer. All levels have that problem actually. I forgot to fix the checkpoints for all the levels. #playwithsavestates

Zieldak
Posted on 06-16-15 08:23 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160317


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Good news is... I will soon complete all the RM levels.
Bad news is... I will rush the level designs... Seriously, even an MM3 ROM is too limited for me... I cannot make what I really want. But that's maybe because I want to make things too detailed now.
Music... I dunno... I don't think I will do it... I don't think I can hack the music.

Completed stages (in customised editor order) And once again, the levels gain names.

Hard Man (Volcanic Base - Section 1)
Gemini Man (Space Colony - Section A)
Needle Man (Wily Water Works™ - Plant A)
Snake Man (Deep Forest - Zone 1)
Hard Man RE (Volcanic Base - Section 2)
Wily 1 (???)
Wily 4 (Wily Teleport System)
Wily 5 (Wily Machine 3)

81%-99%
Snake Man RE (Deep Forest - Zone 2)

51%-80%
Magnet Man (Magnetism Research Lab)
Gemini Man (Space Colony - Section B)

0-50%:
Shadow Man (Mechanic Castle)
Spark Man (???)
Wily 2 (???)
Wily 3 (???)

Not even started yet:
Top Man (Toy Factory???)
Needle Man (Wily Water Works™ - Plant B)

???:
Wily 6 (???)

And the game is still only uses MM3I2.0...
Well, that's all. For now. I'll finish the remaining levels in a month. Then I don't know what will I do...

Zieldak
Posted on 06-17-15 03:30 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160319


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Posted by Mike-Tech
I played your demo its very good from what I've played but why don't you focus on completing the levels mainly the ones that are incomplete?

I'm currently focusing on finishing Hard, Needle, Gemini and Snake levels and their 'RE' aka. Doc stages.

Posted by Mike-Tech
Also quit worrying about the custom music part so much if you want it nearing the completion of your hack. Querey infidelt and see if he will make and insert the custom music for you? The only thing with that is compensate the man 15-25 dollars in paypal.

Nope. I will try to hack the music. It may take thousands of years to do.

Posted by Mike-Tech
Also while playing your demo on my dstwo the title screen intro images aren't there. NESDS 1.3b is what I'm using currently...

Simple magic, a blackout has occured in that graphics section for the POC version only.

Posted by Mike-Tech
also for shadow mans stage. Don't make the palette look gothic like, green flames in a blue metallic like stage with his ninjitsu skills? no...

Everything I made for the other 4 RM levels are pure concept. The final product may or will not have graphics, stage elements like that. Remember Magnet, Shadow, Top from that first video I made? Those levels are nothing like that anymore. This is also why I'm not getting anywhere with the hack.

Posted by Mike-Tech
Also for the snake man level tone down the woods palette color.

You know, I'm pretty limited with the palettes. The trunks share the palette with the ground. I will magically fix that.

Posted by Mike-Tech
Looks abit much like kirby's, also for that sky make it a dark blue night color.

Originally, the sky was red-ish, orange-ish, sunset-ish. And I had more tiles and space to work with.

Posted by Mike-Tech
If you would like for me to test it pm and I'll beta test it to make sure the kinks and glitches are out or needed tinkering.

The game is not ready to be Beta-tested yet.

By the way, I updated the first pagey.

And bad news is. I have to spend less time on the hack.

Zieldak
Posted on 06-17-15 09:55 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 06-17-15 09:55 PM) Link | Quote | ID: 160327


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The game now has a new gimmick. Which is basically not new, but never was used in other hacks, because it always spawned a pole enemy.
I call it the InviBlock. It's basically the Enemy TSA block, and it will be used in a small maze. To find your way out, you will have to shoot the invisible blocks.

Zieldak
Posted on 06-19-15 12:16 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160331


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Yeah, Top Man's stage wasn't supposed to be playable in POC. But I left it playable in the end. Some TSA data was moved, but I did not fix the ladders.

Zieldak
Posted on 06-21-15 10:07 PM, in General Megaman Hacking Thread Link | Quote | ID: 160341


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ISD, TLoMK is a totally higher level than MMitMK. Just sayin'.

Zieldak
Posted on 08-09-15 07:17 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160602


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Nothing too much. Updated tilesets from the actual ROM. Wood graphics in Snake is a bit better now... Some pinkness (depends on palette). Shadow Man is now 'corrupted'. Top's stage is fixed... So the POC is actually 'completeable'. Some layout changes to reflect changes made in the actual game, but not necessary exactly the same. Some secrets... Secrets... One from a fan-game... And I do not trust the Stage Select screen anymore. It seems to be running on Wintendows 95...

Here it is... MM3C_POC2
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Main - Posts by Zieldak

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