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Main - Posts by Zieldak |
Zieldak |
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Crow Level: 42 Posts: 321/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Posted by mASKED xMaybe you shouldn't have... told that. Anyway, I will keep supporting pac, whatever happens, Tri. Pac is no thief. Posted by Trinitronity It is not 100% true. It is true, that the original game is not his...but he has put many hours of work in each of his hacks and repros, and never sold other's work (encluding original material of the hacked games). So, partially, it's his. Creating a repro cart costs a lot, and all of them are made by hand. How much is the profit from it...? And again, pac is no thief. I know one or two repro creators (or teams), who are indeed thieves, and are making money out of our hacks, even mine, for a living. Yes, believe it or not, once there was a Mega Man Reloaded repro cart, but for some reason that team (no names!) messed up the cartridge (no music at all). When I found it on the net, I asked them to take the listing down. They however, couldn't sell any cartridges. Sadly, there are still many other cartridges of my game lying around on the internet, ready to be sold. This is what real thieving is (I hope it isn't based on V1.2)...you don't want to see your own hack there sold by someone else, do you, Trinitronity? Oh, and before you misunderstand what I'm trying to tell you...or something...I think I should stop. Actually, I don't even know why I am making this reply right now. Keep up the good work, pacnsacdave! P.S.: i will definitely go into evil golden flower mode if you continue like this, Trinitronity. So don't reply to get the good ending. You can't LOAD your SAVE here. |
Zieldak |
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Crow Level: 42 Posts: 322/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
The madness is continuing. Don't let him fool any of you guys. The same goes to his other posts.
. .. ...So can this be deleted...? |
Zieldak |
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Crow Level: 42 Posts: 323/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Well, actually, I never played this game before. I actually had it on a multicart, but...
Well, I however tried it out just now and, uh, interesting gameplay. I 'painted' something, but don't expect anything special. |
Zieldak |
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Crow Level: 42 Posts: 324/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Fix the enemy order with a hex editor. You can check where it is stored for each level here:
Go to that address and sort the numbers out. Or clear it with zeros. Also, make sure you have checked those 2 options that kuja killer showed you. Try placing the teleporters to their original locations. It should make them working again. Or, use the hex editor, code data logger and trace logger to figure out how the teleporters work and stuff. Maybe there is a datatable for the teleporters or something. |
Zieldak |
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Crow Level: 42 Posts: 325/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Posted by TrinitronityWell, there is somewhere in the game's coding. I mean, there should be one. If not... well, maybe the teleport locations and stuff is stored in branch based code or something... I don't know what I'm talking about right now, so... Posted by TrinitronityWell, and for Level1 it's 2B11, Level2 4B11 and stuff. According to how many enemies or items you have placed on each screen, rewrite the code found at that offset. So if there are 4 enemies on Screen 6, then it's 06060606... but... argh... It's complicated... and would totally screw up your enemy placement, because you would have to do this with Sprite: X, Y, Type etc. too! So don't do it this way, it's way too complicated, and doesn't worth the time. Moving ALL the enemies around in the editor should fix this, but you would have to make sure all of the enemies have switched Enemy Order at least once. So, don't do it this way either, because it's a lot more trouble than it sounds. Simply DELETE and REINSERT all the enemies... (copying the ROM and opening both is a good idea for this method. It ALWAYS works. Well, except for Wily levels if all that enemy stuff in the ROM is corrupted... not actually corrupted, but the editor often refuses to insert new enemies and always wants to use the last enemy slot, because all other slots are already used by out-of-bounds enemies. Or something like that... I dunno. It happened a lot for me until I figured out how to fix it for each stage. |
Zieldak |
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Crow Level: 42 Posts: 326/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Posted by TrinitronityYes, you can do this on all levels. Actually, you don't have to move all the enemies, just the ones that do not spawn correctly. Posted by TrinitronityWell, by the way, which teleporters are you actually talking about? The first one, the boss teleporters or the end stage one? |
Zieldak |
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Crow Level: 42 Posts: 327/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Posted by Trinitronity Stop worrying about Wily 4, work on an other stage for now. |
Zieldak |
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Crow Level: 42 Posts: 328/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Posted by TrinitronityCan you add more details please? It's hard to answer this question without enough data. Maybe, you also should include one or two heavily edited screenshots, to prevent spoiling. A video would be even better, but duh. But I think I know what your problem is actually... Is the wall there, 1 TSA wide? Like in... Uh... one of Mega Man Memento's stage? Also, Sloth's Overdrive (Shadow Man's stage I think). And does this always happen, or only after dying once? If that's the case, Re-Set the Mid checkpoint. Aaaand, also the boss one. |
Zieldak |
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Crow Level: 42 Posts: 329/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
TOO MANY QUOTES... Soo... And what are the scroll points before and after this?
xxx DownRight3 yyy |
Zieldak |
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Crow Level: 42 Posts: 330/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Posted by Trinitronity Now I have no clue... I'm totally clueless. I've replicated your scrolling and stuff... So your layout is... R3 UR7 DR3 R3...? Are you sure your rooms are in the right order in the Screen Editor? All Scroll Points are there? Make a copy of your ROM, and modify the scrolling. Maybe... I dunno... It will have a different result? Or try making it URx6 D1 DR3 temporarily in a copy of your ROM. Try to remake the layout on an other stage that you have not touched yet. Or... I dunno, I ran out of ideas. Maybe, you could send Kuja Killer or me a hex dump of the stage data... (no graphics, only scroll, TSA setting, Structures, room order and other stuff.) - A10-2010 Okay, it would contain game code too, but that doesn't matter. Simply C+P that area into an empty BIN or ROM file using a hex editor and save it. Maybe it could help us to figure your issue out much easier. And I say it the last time. I have no f*&@>$ß idea. |
Zieldak |
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Crow Level: 42 Posts: 331/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Posted by kuja killerSo it was indeed that bug from those two hacks I mentioned, huh. But I've tried to reproduce it in my hack, and I couldn't. Well, maybe I should have used Needle's level instead of Gemini's. Oh, yeah, Trinitro, always check the scrolls backward too. And make sure you cannot fall down on the first half of the screen. Down-right always does the down part too in a case like this: The only thing that annoys me in all MM games is how the Up and Down scrolls work if their length is 2+. But it could be used for a maze... Maybe... |
Zieldak |
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Crow Level: 42 Posts: 332/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Status update...or something like that. And still no hacked music. I'm still trying to find out why the underwater spikes are acting differently than the other ones. But I haven't found anything. |
Zieldak |
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Crow Level: 42 Posts: 333/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Trinitronity
This is not really the place for your post... You should have posted this in your own thread. MM2's intro building? It's overused. You should search for a sidescroller game list or whatever, or check some maps here. For example Darkwing Duck's City level's second half takes place on rooftops. |
Zieldak |
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Crow Level: 42 Posts: 334/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Posted by TrinitronityThe scrolling data seems to be fine. The problem is, you have an empty scrolling and the game thinks there are no more rooms left. To fix this, check the Scrolling Map Position (top-right corner) in the Screen Editor for each screen. It seems Scroll Map Position 7 is skipped because it has zero length or in special cases no direction either, which causes the scrolling data to stop at Pos 6. You can easily fix this by addig back the skipped scroll point to Right x1 (11) [BP] and changing the length at least to 1, so it won't be removed from the scroll data by the editor. Make sure to disable the scrolling after the Boss room too by using an Up, Down or zero-length scroll, so you won't glitch out yourself of the Boss room if you reach the right end of the screen. |
Zieldak |
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Crow Level: 42 Posts: 335/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
You can fix that in the Door editor, select your door point and there's the Screen stuff right under it. Scroll one on it, so you can change the screen preset for the second screen relative to the door point room number.
If you wish to use WAY TOO MANY DOORS for your hack, you can do that. Actually, there are two door points, and 7 screens for each. That means you can have up to 14 doors on one level, but for example, if a door point begins at Room 10, the last working door for that door point will be in Room 16. And stuff. I don't understand either. It is a really good idea to have the door and backgrounds at the same locations in the TSA data for many stages, so you can reuse the same preset on a different stage and stuff. For example, in my hack, Hard Man's, Shadow Man's and Snake Man's doors are using the same presets, freeing up two others. Well, the palettes could be a problem sometimes. The last safe-to-use door preset is 17. I think. I mean... I have not found any glitches or other stuff yet... Okay I'm tired, and I really should read za's post. But not today! No, seriously, it's late here. This reply makes no sense. |
Zieldak |
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Crow Level: 42 Posts: 336/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Can the posts also be removed with the user? It kinda hurts my eyes (seriously, my eyes are bleeding right now), even if he has a point.
This thread is going really... off-topic. |
Zieldak |
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Crow Level: 42 Posts: 337/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Sorry for not replying for so long, and thank you for your help.
This is the last "update" this year. I have not worked on the game since the last video (well, the stage is finished however, an insanely hard and long water level, everyone's favourite type...) and I have no plans for the game either right now, I have more important stuff to deal with IRL like school, competetions that I really don't want to participate in (I hate that teacher!), and finally the school leaving exams or whatever you call them. Getting up early af, not sleeping enough... it's killing me. Nevermind that! The hack is on ice... well, both hacks... for now. That's all I wanted to stay. Oh, before I forget. I highly recommend checking this out. Some of you may already know some stuff about this project... Especially those who are part of it. Merry Christmas and Happy New Year everyone! |
Zieldak |
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Crow Level: 42 Posts: 338/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
You guys... F****** stop already. AT LEAST TODAY!
Board 2 changed completely... In a bad sense... |
Zieldak |
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Crow Level: 42 Posts: 339/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Posted by synnae Hi there, synnae. I could help actually. Well, maybe this weekend, but not sooner. Basically, in MM3, all I had to do (with some help) is to swap the music pointers for affected stages, change which stage gives which weapon, rewrite the Get Weapon messages, and even completely move stage data, because I originally didn't plan to do this Stage Select screen change. It's not hard to do at all, just a bit complicated and took more time than it should have. I'll try to look up every offset and stuff for MM5 in my spare time. Right now, I don't have much time work on my own projects. |
Zieldak |
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Crow Level: 42 Posts: 340/387 EXP: 512532 Next: 8830 Since: 12-01-11 From: Hungary Last post: 1313 days Last view: 1205 days |
Posted by synnaeIt was way much easier than I thought. 2EDB4: 050007040802010603 In order, 08 is MM's slot, every 3 byte is a row (050007 is row 1). You can check which RM is which level ID. The game still clears the wrong windows after a boss is defeated however, I'll look into it as soon as possible. MM5 coding is much "smarter" than MM3. |
Main - Posts by Zieldak |
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