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Zieldak
Posted on 09-14-18 09:23 PM, in Which Energy Balancer would you like to see in a MM1 hack? Link | Quote | ID: 166519


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Which Energy Balancer would you like to see in a MM1 hack?

1. Energy Balancer, but it works even with a fully filled weapon equipped
2. Energy Balancer, but it converts weapon energy to health if all weapons are full
3. Just give me the regular ol' Energy Balancer

Zieldak
Posted on 09-14-18 10:39 PM, in Which Energy Balancer would you like to see in a MM1 hack? (rev. 2 of 09-14-18 10:42 PM) Link | Quote | ID: 166521


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1. MM7
2. ???
3. MM6, MM9 and MM10.

Not sure where 8 belongs though.

Zieldak
Posted on 09-16-18 12:19 PM, in Which Energy Balancer would you like to see in a MM1 hack? Link | Quote | ID: 166525


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So MM7's EB, huh.
Right now it is available from the start, but that is subject to change.

Zieldak
Posted on 09-25-18 06:07 PM, in The Ultimate Mega Man 1 (U) Hacking Notepad (rev. 4 of 09-25-18 06:14 PM) Link | Quote | ID: 166534


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Posted by DannyPlaysSomeGames
Sorry for the double post, but I ran into a problem:
I was tinkering around with Bomb Man's weapon and now it no longer does damage. I think editing the delay of when the bomb goes off and when the explosion disappears might screw around with its hitbox, although I'm unsure.

1649A was 42 (time until bomb explodes)
164A4 was 03 (explosion sprites after bomb explodes)
164C3 was 62 (time until explosion disappears)


I think I know why. Because I forgot to include a very important value.
What basically happened is it didn't test if the orbs hit anything at all, because 1649A was set to 98 frames, but 162DA remained at $92 which is 146 frames. So the orbs disappeared before it could even start testing hits.

Change 162DA too to 42. If you set it lower than the value at 1649A, the bomb itself will cause damage instead, and no explosions will be spawned. If it's higher, then the hit tests will be delayed by the same amount as the difference.

Also fixed the typo, thanks.

Zieldak
Posted on 09-28-18 08:17 PM, in General Megaman Hacking Thread (rev. 5 of 10-01-18 07:24 PM) Link | Quote | ID: 166546


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Or I actually pay attention and answer the question.

No. The disassembly doesn't have detailed data on this. But I do.

18010-18195: Sprite data pointers (First pointer is 0688 which points to 18816; 0688 -> 8806 -> 18806 +iNES header> 18816)
18196-182B9: Animation data pointers
182BA-18349: Tile position data

How to read sprite data:

For example let's see the data at 18816, which is the first pointer of the table:
0A 00 1A00 2900 2A00 2B00 0900 0A00 0B00 1900 1B00 2001

{0A} 00 1A00 2900 2A00 2B00 0900 0A00 0B00 1900 1B00 2001
The first byte determines how many tiles the sprite uses. In this case, 10 ($0A).

0A {00} 1A00 2900 2A00 2B00 0900 0A00 0B00 1900 1B00 2001
The second byte determines which sprite assembly data is assigned to the sprite.

0A 00 {1A00 2900 2A00 2B00 0900 0A00 0B00 1900 1B00 2001}
The rest is which tiles the game reads from the PPU, and which palette each tile uses. The first byte is the tile ID, the second is the palette.


How to read animation data:

For example let's see the data at 1A076:
A8 0101010101010101010100

Each animation data starts with a byte that determines how many frames the animation is made up of, and how fast the animation is.
In this case A8 means the animation has 11 frames ($0A=10 -> 10+1=11) and changes the animation frame every 9 frames.

In other words:
The first bit is the amount of animations, 0 means the animation has only 1 frame, and it can have a total of 16 frames.
And the second bit is the speed of the animation. The higher the number is, the slower the animation is. 0 means it changes the current sprite every 1 frame. The slowest an animation can get is 3.75 animation frames/second, in other words the animation swaps sprites every 16 frames.

A8 {0101010101010101010100}
The rest of the data means which sprites we wanna use in the animation.
In this case $01 is the idle sprite, and $00 is the blinking sprite.


How to read tile position data:

Probably the easiest data to read. This determines where each tile is drawn from the centre of the sprite. The order of the data is the same as the sprite data, so the first byte belongs to the first tile of the sprite. For example, $00 means it reads the first byte, $10 means it reads the 17th bytes from each of the following tables:

1834A-18449: Y position
1844A-18549: X position (facing left)
1854A-18649: X position (facing right)


Keep in mind there may be sprites that use the same tile positions, and there may be enemies that even use the exact same sprite! In which case uh... uhhhhhh... good luck.
Also, sorry if I got something wrong, I put this together in a hurry.

EDIT: fixed some stuff

Zieldak
Posted on 12-16-18 10:55 PM, in Mega Man 4 Voyage - Finally released! Link | Quote | ID: 166782


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Aaand I broke it. Just get hit and defeat the boss at the same time.

I'm liking the hack so far, though it does feel a bit short and easy most of the time.

What's with the sudden aesthetics change from snow/ice to computer theme in Toad Man's stage, it is really out of place.

The music is great, the new boss AIs are interesting, the graphics look neat, I especially love how Pharaoh Man's stage looks like! And the Mega Man Soccer fortress. nice

Zieldak
Posted on 09-22-20 09:58 PM, in Board 2 Is Back, BABY! Link | Quote | ID: 167394


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It's kinda funny. I just mentioned Board2 somewhere cuz it was relevant to the topic and said "RIP Board2". Then someone asked wait did it die? and then I for some reason started typing in the domain, hit enter and... I couldn't believe it. It lives!

True, I wasn't very active... well I wasn't active at all but I did visit as a guest sometimes. It was a huge loss when everything went silent.
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Main - Posts by Zieldak

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