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Zieldak
Posted on 08-09-15 12:57 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 08-09-15 02:13 PM) Link | Quote | ID: 160604


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Oooh, yeah. I accidentaly made this patch with a glitchy 2.1 conversion ROM. Why? I don't know. So this is an early access for some of you then. 10 users downloaded it, so that's enough. This was supposed to be uploaded.

Zieldak
Posted on 08-11-15 04:53 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160627


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I know, I did not reimport the TSA data for this stage in either version... This stage for both the POC and Glitchy 2.1 was reimported from an older version of the game, however, I did not reimport the TSA type data, because it was almost identical. That's why yes, some of the blocks are wrong. For example the water section in Glitchy 2.1 was totally wrong because Top Man's stage is a whole new stage in the 'final' so the TSA data doesn't match. You don't have to post these kind of bugs because they will be fixed anyway.

Zieldak
Posted on 08-11-15 11:15 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160629


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About that... FCEUX is the recommended emulator.
I know, the introduction. As I said before, I magically deleted all the intro graphics from the ROM. And Glitchy 2.1 had the last screen full of Z. The method I used to upgrade the improvement version from 2.0 to 2.1 has corrupted the ROM a bit. The same thing happened when I upgraded 1.3 to 2.0.

Shadow is meant to jump down occasionally, and as I know he either throws blades or slide for a splitsecond (1 pixel) and jump back. His 'bottom' SB is meant to stop the player from safespotting, and he's actually pretty easy. Okay, not easy, but he can be defeated with the 'lemons'. It was just a test to see how the environment affects a boss fight, wth a slightly modded AI...

Zieldak
Posted on 08-12-15 05:07 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160634


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Okay, seriously, stop it.
I will NOT fix any bugs in the game. Ba-dum-tss. Everything is already fixed in a ROM, that does not exist yet. I'm a f-----' sorcerer. XD

I will redo the game from SCRATCH once it's 'complete'. Sounds weird, huh? It is...
Tile, TSA, Enemy... Stage data will be ported to a clean ROM (a hour to port over all stages completely using a HEX editor), graphics can be easily ported as well and I can easily change everything I touched in the coding. 1-3 days depending on my free time.

I don't really care about any bugs right now, cause there are too many in the game caused by upgrading two times, it's not worth the time and the trouble fixing them. Okay, stage-related bugs will still exist. But stage bugs are a fast fix.

Zieldak
Posted on 08-13-15 06:19 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 08-13-15 06:20 PM) Link | Quote | ID: 160643


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I know. They are not. But I'm working on it, Gemini Man's first section is reworked, Top Man's stage is now complete (however, the 'new' tileset is not ready), introduces enemies and concepts, there is a surprise enemy (actually 2 of them) that are not introduced, however on purpose (IT'S A TRAP!). Hard Man's first section is much easier has less enemies. The junk section will be remade too. I always knew it was out-of-blue, hard, unfair.
Many removed elements will be used in the Doc stages.

Don't worry, this game is only in... Really Early Alpha stage. And will be for some time as I don't have enough time to work on it. Of course there will be Beta-testing and stuff. I already know at least TEN people who will get to test the game fully, some also got the Glitchy 2.1 too (at least 10 users, more if it was shared). But I don't know when. XD

I need opinions. Bug reports are welcome too, but major bugs only. For example, scrolling bugs.

Zieldak
Posted on 08-13-15 09:16 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 5 of 08-13-15 09:51 PM) Link | Quote | ID: 160645


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Much easier... is actually an enemy removed (first one), to make sure stuff are 'introduced' properly. No one ever said it was difficult. And a needle was removed from the Needle section, to properly introduce the new enemy, because the first one was turned into an E-tank. The Junk section is really unfair in the WIP one actually... Now that you can't see the enemies that well. (because everything is grey)

Zieldak
Posted on 08-14-15 07:24 PM, in Hack Ideas Thread (rev. 2 of 08-14-15 07:43 PM) Link | Quote | ID: 160654


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You should visit the Sonic Stuff Research Group.

Zieldak
Posted on 08-16-15 10:33 PM, in General Megaman Hacking Thread (rev. 4 of 08-16-15 10:34 PM) Link | Quote | ID: 160674


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A Lua Script is not to be patched to a ROM. If you're using FCEUX, you can load it. File > Lua > New Lua Script Window... Browse it and Run. You can also edit it, but it's pointless unless you want to customise the minimap.

Zieldak
Posted on 08-17-15 12:07 AM, in General Megaman Hacking Thread (rev. 5 of 08-17-15 12:14 AM) Link | Quote | ID: 160677


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Posted by Mike-Tech
:/ so in other words rcp hasn't made sure this will work out in other nes emulators ?


It works on ANY emulators that SUPPORT luascripts. (Right now, only FCEUX supports it, no emulators on phones, other consoles, etc.)

Posted by Mike-Tech
I suggest he try that once he fully completes that and make a standard ips.


That is impossible to do. A luascript is not an actual ROM-hack, it's only a script that displays data using the emulator's hud system or manipulates game code (it cannot add more content to the ROM), but is not actual asm that could be simply inserted into the rom. This minimap is way too complicated to be programmed into the actual game and would probably kill it... too many sprites on screen~ A Start+Select fullscreen map would be programmable however, in the style of a MM4+ Weapon Menu.

Also, try this video instead: https://www.youtube.com/watch?v=KIJa3mnl_Kg

Zieldak
Posted on 08-17-15 12:18 AM, in Mapper Converter Question (rev. 3 of 08-17-15 12:23 AM) Link | Quote | ID: 160678


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RetroRain can answer that. Until he answers, do not buy it. And I don't think you actually have to buy one, you can do the same with FCEUX's debugger and a hex editor. I think. I'm not an expert.
Oh, and I don't think that board can convert mappers for you.
EDIT: Okay it can change mappers. But I think that only changes something in the header or wherever the mapper type is stored in the ROM. I don't even know what I am talking about.

Zieldak
Posted on 08-18-15 10:58 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160694


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Well. I remade the rom, no more bugs cuz of the buggy conversion.


Zieldak
Posted on 08-22-15 06:17 PM, in General Megaman Hacking Thread (rev. 3 of 08-25-15 08:40 PM) Link | Quote | ID: 160787


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Try the bytes from 787F7 to 787FE. Those bytes are the ones that jump to the beginning of each name. For example, 787FC is Silver Tomahawk. If you have extended a name by 1 byte, you have to also make that change here. But you are limited. Too limited. The whole text (with additional text from a cutscene) can only be 255 bytes long or something. I mean, it cannot make bigger jumps than FF and C. Flash is already F9 so that might be a problem.

You could change the code... To make it always write 'You Get' from the same location and then jump to the weapon name.

Zieldak
Posted on 08-23-15 03:59 AM, in Hack Ideas Thread Link | Quote | ID: 160815


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Posted by Inccubus
At the very least I'd like to see a smaller scale proof of concept at least.


This is an "idea" thread, the person who has or shared the idea doesn't have to work on it or have any proof of concept. The idea to make this or that game is the concept itself that could anyone finalise, make and stuff. It's just an idea... He shared... If someone wanted to make a hack, but has no idea for it... I dunno.

Zieldak
Posted on 08-25-15 08:40 PM, in General Megaman Hacking Thread Link | Quote | ID: 160923


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Posted by Zynk
Posted by Zieldak
878FE? Or was it 787FE?


Oh, sorry 787FE. I don't know why I wrote 878xx.

Zieldak
Posted on 08-27-15 01:53 PM, in Hack Ideas Thread (rev. 2 of 08-27-15 01:55 PM) Link | Quote | ID: 160935


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Mario Maker is just a rip-off... even if it's official... In 2009, Pouetpu-games.com released Super Mario Flash (Level Editor), you can share your levels, load others' and stuff (I made some for no reason). Oh yeah, but this isn't ROM-hacking stuff. But hey, it has some secrets!

Zieldak
Posted on 08-31-15 02:26 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160971


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Well, thanks. Gemini Man Demo is really outdated, you should try Mega Man Crimson Proof-of-Concept 1 or 2 instead.
Those bugs no longer exist (I'm not sure in POC, but the DEV version has no stage-related bugs right now, the credits scroll is messed up a bit however (text)... and no boss door animations, protoman explodes and stuff), and the level is totally different graphically and stuff. The "Breakman/Protoman Blocker" was intended to be opened in Gemini RE, but it will now be used somewhere else.
I don't have too much time to work on it, but I keep working on the hack. Now two hacks actually, I will reuse levels that I scrapped... And release them in an extra hack.

Zieldak
Posted on 09-03-15 03:50 PM, in FRESH AND VALID DUMPS IS UPDATED NOW (rev. 5 of 09-03-15 03:53 PM) Link | Quote | ID: 161016


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I just love how they are still trying to sell their valid s*** and keep spamming on our forum.
Eww, Termy, this is most likely why you are banned on these boards.

Edit: I HATE CHROME! I have to edit a post like a Bazillion times because it always loads an outdated edit post page.

Zieldak
Posted on 09-05-15 11:54 PM, in General Megaman Hacking Thread Link | Quote | ID: 161025


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Posted by Model FZx
I do have a question: Mecha Dragon. His tileset is in the same space as the title screen. If i replace these, would these affect the actual Mecha Dragon later on?
Yes, that tileset or CHR is shared. If you change it, it will affect MD too. It should be possible to use a different set for him I think... I dunno, I'm not really into RM/MM2 stuff.

Posted by Model FZx
Any chance Heat Man is using Mech Dragon's palette here?
It seems like it.

Zieldak
Posted on 09-09-15 06:41 PM, in General Megaman Hacking Thread Link | Quote | ID: 161070


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Posted by PKstarship
So, here's my first attempt at editing Mega Man's sprite, I tried to make his body look like Samus Aran's armor. Personally, I'm not that great at pixel art, but does it look good?



It looks good actually. Okay, the 'shading' or whatever it is a bit weird I think. Way better then my first edits/customs. And my skills are still pretty bad, so I have no right to say a thing!
A whole sprite sheet or a video would be nice.

Zieldak
Posted on 09-13-15 10:33 AM, in General Megaman Hacking Thread (rev. 2 of 09-13-15 10:35 AM) Link | Quote | ID: 161106


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Posted by Model FZx
Not sure if I've ever asked before, but does anyone know the offsets to Mega Man 2's boss AI? Is Mega Man 3's DocBot ai the same as the original mega man 2?

Also, what is the best mega man ROM to hack? I've been thinking of hacking another Megaman ROM. I just don't know what.

The 'DocBot' AIs are not at the same location at all. I can help you find the offsets, I think.

It depends on your goal. I personally started MM3 because of the RMs and the Doc Robots.
If you want to make a short, simple and fun hack, every games are good, MM1's limitations may be annoying.
If you want to make a totally masochistic hack, MM1 all the way with Spiked Wall Rooms.
MM6... Yes, using the forms as character changes in MM6 is a very good idea! It's like MMX8's character swap thingy.
Or just do MM2 again, because it's the most modded game in the series.
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Main - Posts by Zieldak

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