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Zieldak
Posted on 09-17-15 11:19 PM, in General Megaman Hacking Thread (rev. 4 of 09-17-15 11:24 PM) Link | Quote | ID: 161147


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Okay. I was messing around with the Disappearing Blocks in Mega Man 3, and figured out how it stores the data and how it works. I did not try disassembling the code itself, because duh.

Here ya go, these notes might be poorly structured and stuff, huh. But it's still useful.

Disappearing Block Notes.txt

-~=~- Magnet Man -~=~-
Level ID: 12349
;Determines which stages uses the blocks
First Screen ID: 12350 ;Which room the blocks start appearing in


Block Set 1:
Stop spawning Block Set 1 and start using Block Set 2 if Mega Man is farther than Screen X pos (but is not necessarily in a different room)
Screen Number - 123FA ;Room ID 0C
Screen X position - 123F6 ;X position E0 in the room set in Screen Number
Spawn Number - 123FE ; Determines how many sets to spawn. 06 means 6 small groups of 1 or more blocks then restart cycle.
Data for group begins at - 12403: 00 ;12408+00 (X pos) & 12440+00 (Screen) & 12478+00 (Y pos) in hex

Block Set 2:
Stop spawning Block Set 2 and start using Block Set 3 if Mega Man is farther than Screen X pos (but is not necessarily in a different room)
Screen Number - 123FB ;Room ID 0D
Screen X position - 123F7 ;X position 80 in the room set in Screen Number
Spawn Number - 123FF ; Determines how many sets to spawn. 05 means 5 small groups of 1 or more blocks then restart cycle.
Data for group begins at - 12404: 0F ;12408+0F (X pos) & 12440+0F (Screen) & 12478+0F (Y pos) in hex

Block Set 3:
Stop spawning Block Group 3 and start using Block Set 4 if Mega Man is farther than Screen X pos (but is not necessarily in a different room)
Screen Number - 123FC ;Room ID 0E
Screen X position - 123F8 ;X position 40 in the room set in Screen Number
Spawn Number - 12400 ; Determines how many sets to spawn. 04 means 4 small groups of 1 or more blocks then restart cycle.
Data for group begins at - 12405: 1A ;12408+1A (X pos) & 12440+1A (Screen) & 12478+1A (Y pos) in hex

Block Set 4:
Stop spawning blocks if Mega Man is farther than Screen X pos (but is not necessarily in a different room)
Screen Number - 123FD ;Room ID 0F
Screen X position - 123F9 ;X position C0 in the room set in Screen Number
Spawn Number - 12401 ; Determines how many sets to spawn. 04 means 4 small groups of 1 or more blocks then restart cycle.
Data for group begins at - 12406: 22 ;12408+22 & 12440+22 & 12478+22 in hex


How Block Data is Built Up:

Spawn 1 in Block Set 1:

12408: 01 ;Number of blocks to spawn at the same time - 00 spawns 1, 01 spawns 2, 02 spawns 3... A high number can 'crash' the spawner, but not the game.
12409: 48 A8 ;X locations for blocks
12440: 01 ;Same as 12408
12441: 0C 0C ;Room IDs for blocks
12478: 01 ;Same as 12408
12479: 98 40 ;Y locations for blocks

Spawn 2 in Block Set 1:
1240A: 00 ;Same as 12408
1240A: 78 ;X location for block
12440: 01 ;Same as 12408
12441: 0C ;Room ID for block
12478: 01 ;Same as 12408
12479: 88 ;Y locations for block

For example, a set of 4 small groups of 1, 2, 1 and 2 blocks appearing in this order and formation...:
[1][2][3][4]
[2] [4]


...is this in the code:
123FE: 04
12408: 00480158580068007878
12440: 000C010C0C000C000C0C
12478: 00780178880078007888

Blocks only spawn up to Screen ID 0C, X position E0. Going further most likely stops spawning any blocks, because the next set's data is not fixed yet (Spawn Number, 'Data begin'). And pretty much that's it! Note that a Block Set only handles up to 15 blocks correctly. More blocks in a set may cause the game stop spawning blocks, because it runs out of RAM for the sprite timers. Offscreen blocks for some reason, always start a new sprite timer, but keep using the old one too, possibly causing many blocks to appear at the same time and location. Only a maximum of 10 blocks or less per Block Set is recommended to be used. I have not checked Wily 1's blocks, but it's basically the same, it may use the same dataspace for the blocks as Magnet's.

Zieldak
Posted on 09-18-15 04:50 AM, in General Megaman Hacking Thread Link | Quote | ID: 161149


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Posted by Model FZx
Good notes!

Also:

"Have you tried setting the value at 1652D to 00-0B in MM3? I love the result, but it's kinda pointless."

What does this do?

Well, it basically changes which is the first Wily stage. You can also have the Doc Robot stages as the first 4 Wily stages, and then Wily 1 and 2 as the last two. It's not really useful.

Zieldak
Posted on 09-18-15 04:31 PM, in General Megaman Hacking Thread (rev. 2 of 09-18-15 04:31 PM) Link | Quote | ID: 161151


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Posted by Model FZx
Oh, that's cool! I was wondering what it did.

Edit: changing it to 12 gets me some...interesting...results. In fact, anything 12 and up gets some pretty interesting results.

Well, that's because there is no 18th stage. And the data it reads for the stage is not valid stage data either. Do not forget, the highest number you should set is 0C, it is the first Wily Stage. Set it to 08 in case you wish to use the Doc Robot stages as the first four Wily stages and Wily 1-2 as 5-6. I don't know how the Wily 1-4 would work after doing this, because... These levels have 2 bosses per stage. But who said we cannot have 4 Doc Robots as Subbosses in Wily 1-4?

Zieldak
Posted on 09-20-15 01:50 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 161173


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I'm trying, FZx. I'm trying.


Zieldak
Posted on 09-21-15 06:25 PM, in General Megaman Hacking Thread (rev. 2 of 09-21-15 06:27 PM) Link | Quote | ID: 161180


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Well, I suppose it is. Maybe it checks if '0C' is the next stage? I dunno. I have not tested it at all.

Zieldak
Posted on 09-26-15 07:19 PM, in Mega Man 2 and... REVISITABLE STAGES?! YES!!! Link | Quote | ID: 161226


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Maybe it would be a better idea to NOP the whole code that checks for completeion. I might not be the best at ASM, but I think you should not use A6 there. So EA 0x0340EC - 0x0340EF instead. I think.

Zieldak
Posted on 09-26-15 11:47 PM, in Mega Man 2 and... REVISITABLE STAGES?! YES!!! Link | Quote | ID: 161233


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Oh, okay then. I was editing a video for someone (uhh, I hate editing videos), so I kinda rushed the post and did not test it. Sorry about that. :/

Zieldak
Posted on 09-27-15 01:09 PM, in Mega Man 2 and... REVISITABLE STAGES?! YES!!! (rev. 3 of 09-27-15 01:11 PM) Link | Quote | ID: 161243


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Yes, they are still there, and the weapon get still appears.
However, I have some problems with this find. It's not necessary working as it is believed to be.

'A6'-ing it simply doesn't work, it doesn't let the player to revisit all levels sometimes. Try this for better results. Of course, this is still not the best way to do this. Especially if you don't want the intro, get weapon and the bosses reappear.

340EC: EAEA3900EAD0

Zieldak
Posted on 10-01-15 10:43 PM, in Togetic (MegaMan 3 hack) (rev. 2 of 10-01-15 10:54 PM) Link | Quote | ID: 161297


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Have you read the PM(s) I sent you? It seems you are using a bad dump or an European ROM (Actually, this should not even boot up). Please make sure you are using an USA ROM that has this CRC: 452D8089.

Edit: I have tried to reproduce this bug or whatever. None of my ROMs does this. Are you sure that ROM is clean?

Zieldak
Posted on 10-02-15 04:06 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161302


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You don't have to at all. I can port your levels over to 2.1 easily if you wish. You could do that too with a hex editor too with ease. MegaFLE X's offset viewer is pretty useful for this.

And you can view your PMs here when logged in.

By the way, anything else glitched out? Maaaybe this would be an easy fix actually.

Zieldak
Posted on 10-02-15 04:12 PM, in General Megaman Hacking Thread (rev. 2 of 10-02-15 04:12 PM) Link | Quote | ID: 161303


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Posted by Trinitronity
First off, the moving platforms. I know the objects that make them move, but the moving algorith is sadly used in the wrong rooms. They should be used on screens 14 and 15, but are instead used on the screens C and 11 (the first screen in Wily 3 for me is screen B). So...where in the Hex Editor should I look to fix that problem.


Reply:
Posted by kuja killer
122EA: level id (default 0E which is wily 3 level)
122F0: Screen number for the first set to happen on (default 09)
122F4: Screen number for the second set to happen on (default 0A)


Posted by Trinitronity
Second off, it's the classic problem of the boss, Dark Megamen, not reappearing after disappearing.
I have no idea why that happens because I placed the boss with the exact same coordinates like in the original MegaMan 3, so technically, there should not be any problems...


Edit the byte at 25E80 to match the Megaman Replicator's enemy number. (not ID!)

Zieldak
Posted on 10-02-15 05:33 PM, in Togetic (MegaMan 3 hack) (rev. 4 of 10-02-15 05:36 PM) Link | Quote | ID: 161305


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Posted by Trinitronity
Well, I couldn't find any other glitches. Then again, it's hard to even play, let alone find glitches, if you cannot see yourself.
And thanks for the link, although it would be nice if it would have been more visible in this forum.

Compare 34010-34FFF in an Improvement 2.1 rom to your Togetic 2.1. If they are not the same, that's the problem, copy it from Improvement 2.1 into your game. Did you edit sprites with CSA in 1.3 or something?

Zieldak
Posted on 10-02-15 06:23 PM, in General Megaman Hacking Thread Link | Quote | ID: 161309


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Posted by Trinitronity
Thanks, the moving platforms are now working correctly.
However the problem with the Dark Megamen not reappearing still persists...


That is weird. Are you sure you entered the value from here? I don't remember if this boss checks for screen id or not.


Zieldak
Posted on 10-02-15 06:28 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161310


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Well, okay... 1.3 already does this? Weird. Shall I port your levels over to 2.1 then? Of course, I can do the title screen and other stuff too easily.

Zieldak
Posted on 10-02-15 06:47 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161313


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Posted by Trinitronity
No no no no no, Togetic 1.3 works fine.
The one that glitches is Vanilla MegaMan 3 patched with MegaMan 3 Improvement 2.1


Ooookaaay. Now I don't understand. The original game just glitches out with 2.1 on it? O.o It never did for me...

Zieldak
Posted on 10-02-15 07:05 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161315


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Posted by Trinitronity
Yup, the original MegaMan 3 glitched out when I used the MegaMan 3 version of MM3 Improvement 2.1..

Kuja Killer said that the CRC might be wrong, but I checked, and it's actually 452D8089, which is indeed the correct CRC.


Try redownloading the file again, and use a different patcher. I don't know what is the cause of this... I have tried to reproduce this many times... Even with the JP version and mixing many kinds of roms and ips files... But nothing like this happened.

Zieldak
Posted on 10-04-15 12:37 PM, in General Megaman Hacking Thread (rev. 2 of 10-04-15 12:40 PM) Link | Quote | ID: 161343


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Posted by Zynk
Does anybody know how to change Megaman's landing sound? I want to change it to a higher pitch for Roll-chan.


It depends on the game you are currently hacking. I know MM3 (U) has something at 2C9EB and 2C9EC. The lower the values are, the higher pitch is. I don't know if changing this affects any other sounds, I did not test it at all.

Do you want to change it in all your Roll-chan games?

Zieldak
Posted on 10-04-15 02:59 PM, in General Megaman Hacking Thread Link | Quote | ID: 161345


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Posted by Zynk
Posted by Zieldak
Posted by Zynk
Does anybody know how to change Megaman's landing sound? I want to change it to a higher pitch for Roll-chan.


It depends on the game you are currently hacking. I know MM3 (U) has something at 2C9EB and 2C9EC. The lower the values are, the higher pitch is. I don't know if changing this affects any other sounds, I did not test it at all.

Do you want to change it in all your Roll-chan games?

THANKS! And definitely yeah.

I checked and its hex values are 9B11, I also checked it with the others.. it seems MM 1 and MM2 doesn't share the same hex values.


Because the engines are not the same . What about MM4-6?

Here is the code for MM1's landing sound, I don't know the exact location.

SFX_HittingGround ;at B9B2
.(
.byt $60 ;priority. Lo=music priority, Hi=sfx priority
.byt $02 ;channel usage
- ;at B9B4
.byt SFXCMD_SetFrameWaitCount, $04
.byt SFXCMD_SetDutyCycle, $01*64
.byt SFXCMD_SetVibratoCtrl, $8B
.byt SFXCMD_SetVolumeAndEnv, $3F
.byt SFXCMD_SetVibratoBuffer, $01, $46, $82, $01
.byt SFXCMD_Exec_80 $3F
.byt SFXCMD_Loop, 1 : .word -
.byt SFXCMD_EndOfData
.)

MM2: 33C6C ... I think. I cannot find Bisqwit's MM2 Disassembly for some reason, and that page this document is located on seems to be down.

Zieldak
Posted on 10-05-15 06:30 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 161365


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This is for general stuff... right?

An ordinary Minecraft stream. (from 4:54) I'm sure many of you have seen this already, but...


Zieldak
Posted on 10-09-15 08:31 PM, in What is the best ROM Hack you have played? (rev. 5 of 10-10-15 12:17 PM) Link | Quote | ID: 161403


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Well, I have too many favourites. RM4MI is already taken soo...

Rockman 3 Claw is a decent hack in my opinion. Actually, all the games in the Claw hack series. It/they might not be the best ones out there, but I like them.

Hmmm... The S Factor: Sonia and Silver.
A very polished, but not perfect ROM-hack of Sonic 1, which introduces (not really introduces but...) Silver, Psycho and time-traveller from the future, and Sonia, Sonic's sister from Sonic Underground, as the main protagonists. Eggman Nega, Eggman’s evil descendant from Silver's time period, is the antagonist. The soundtrack is really nice, the level design is good, but sometimes can be unfair. Scourge was once available as a third, secret playable character, but was removed in the last update. Aquaslash claims that he did this because of possible bugs and that the character was not fully tested, but it's possible he did it because 'Archie Comics vs Penders' happened. But that's another story.
This game was the winner of the Hidden Palace Trophy, the 1st place in the Sonic Hacking Contest 2013. Unfortunately, it didn't enter SHC2014. Note that this game is not-a finished yet, it is still under development. There will be more unlockable characters later, Blaze is actually playable with a secret code, but she is basically a purple Sonic most of the time.

I rarely play Mario and Metroid games. I mean... rarely... and I only played SMB1, SM3 and the first Metroid game before.
Extra Mario Bros is a quite nice mix of the two games. It uses hidden keys to unlock new areas, uses a map system similar to Metroid's... It's basically a 'Marioid' game.

There are some honorable mentions too:
MegaMan Forever - Everyone knows why.
Metal Sonic Hyperdrive - Metal Sonic. Creative Level design. New artwork. Yu Yu Hakusho title theme?... Really? O.o Of course, there are much better hacks out there, but I really like this one.
Sonic Boom - really short, annoyingly hard and unfair sometimes, but is a great game. And there's a lot of Mega Man X themes in the Sound Test mode you might want to hear.
Super Mario Bros XXXX - Not a single X less, duh! It's fun, challenging and has a lot of replay value!
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