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Zieldak
Posted on 10-04-12 01:43 PM, in General Megaman Hacking Thread (rev. 2 of 10-04-12 04:02 PM) Link | Quote | ID: 152585


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I knew it it's stored in the enemy AI itself. I was at the right place, and I asked again for help again.

By the way, how exactly Elecman is coded in without the LDA and CMP codes? Or his LDY code adds 4 rooms to the CMP code and determines which boss is there at the same time? I know the doesn't need the BEQ code because it's pointless, but I still don't understand how the original code works there.

I tried to do a custom code a few times, but I can't really get it work. I made 6 copies of the LDY LDA CMP and BEQ codes for all bosses (except for the last, the BEQ code) and placed them after the BNE (D0 13) code, but I always get the last boss (Gutsman) if I go in to the next screen. It's the last entry in this part of the code, before the STY code.
But I'll try to redo the code here again...

So, I placed this into the empty slot and repointed it. I want to place them on the same stage which means I have to input this:

$BF76> A5 31: LDA CurrentStage
$BF78> C9 09: CMP #$09 ; Wily 4 level
$BF80> D0 ##: BNE ++ ; $BDBB ($17DCB)

Then, I have 6 screens so I have to make 6 copies of these codes and change the second bytes of each code to be correct? The last entry doesn't need the BEQ code, because it's pointless, right?

$BD82> A0 00: LDY #$00 ; Cutman
$BD84> A5 1C: LDA ScrollPosScreen
$BD86> C9 1D: CMP #$1D ; - Screen Number for Wily 4.
$BD88> F0 ##: BEQ + ; -- $BDB2 ($17DC2)

$BD8A> A0 01: LDY #$01 ; Iceman
$BD8C> A5 1D: LDA ScrollPosScreen
$BD8E> C9 1E: CMP #$1E ; -
$BD90> F0 ##: BEQ + ; --

$BD92> A0 02: LDY #$02 ; Bombman
$BD94> A5 1E: LDA ScrollPosScreen
$BD96> C9 1F: CMP #$1F ; -
$BD98> F0 ##: BEQ + ; --

$BD9A> A0 03: LDY #$03 ; Fireman
$BD9C> A5 1F: LDA ScrollPosScreen
$BD9E> C9 20: CMP #$20 ; -
$BDA0> F0 ##: BEQ + ; --

$BDA2> A0 04: LDY #$04 ; Elecman
$BDA4> A5 20: LDA ScrollPosScreen
$BDA6> C9 21: CMP #$21 ; -
$BDA8> F0 ##: BEQ + ; --

$BDAA> A0 05: LDY #$05 ; Gutsman
$BDAC> A5 21: LDA ScrollPosScreen
$BDAE> C9 22: CMP #$22 ; -
+
$BDB2> 84 AC: STY FightingBossNum
$BDB4> A9 02: LDA #$02
$BDB6> 85 3E: STA BossCurrentStrategy
$BDB8> 4C C7BD: JMP $BDC7 (This is where the 01 special object comes in.)
++
$BDBB> C9 06: CMP #$06 ; Works for Wily stages?
$BDBD> F0 0E: BEQ $BDC3
$BDBF> A6 1B: LDX ScrollPosScreen
$BDC1> BC D4BD: LDY $BDD4,X
$BDC4> D0 EC: BNE $BDB2
$BDC6> A9 01: LDA #$01
$BDC8> 85 68: STA ForcedInputFlag
$BDCA> 4C B1BE: JMP RemoveObject ; $BEB1
$BDCD> A9 42: LDA #$42
$BDCF> 9D 2004: STA ObjectFlags,X

$BDD2> A0 CC: LDY #$cc
$BDD4> 20 33F5: JSR InitObjectDefaultSpeed
$BDD7> A9 13: LDA #$13
$BDD9> 9D E006: STA ObjectType,X ; Footholder
$BDDC> 20 63F6: JSR CreateEnemy ; $F663
$BDDF> B0 0F: BCS $BDE6
$BDE1> A9 02: LDA #$02
$BDE3> 9D 2004: STA ObjectFlags,X
$BDE6> A0 CC: LDY #$cc
$BDE8> 20 33F5: JSR InitObjectDefaultSpeed
$BDEA> A9 4C: LDA #$4c
$BDEC> 9D 8004: STA ObjectPosX,X
$BDEE> 60: RTS Return

And then these 4 bytes after it are pointless right? So there is no need for them.

Or I just have to add this after the first BEQ in the code instead of having those 6 copies in the coding?

$BD88> F0 0A: BEQ + ; $BD9E
$BD8A> A0 01: LDY #$01
$BD8C> F0 08: BEQ + ; $BD9E
$BD9E> A0 02: LDY #$02
$BD90> F0 06: BEQ + ; $BD9E
$BD92> A0 03: LDY #$03
$BD94> F0 04: BEQ + ; $BD9E
$BD96> A0 04: LDY #$04
$BD98> F0 02: BEQ + ; $BD9e
$BD9A> A0 05: LDY #$05


This is the first time when I work with any code like this. So I don't really know what am I doing.
I'll try both out to see if one of them works correctly.

@Insectduel - I don't know what causes it. (As always...) They disappear as soon as you reach the checkpoint, right? And what happens if you die after a checkpoint? Don't they respawn at Checkpoint 1 or 2 only at the Scroll Start?

Zieldak
Posted on 10-05-12 06:13 PM, in General Megaman Hacking Thread (rev. 3 of 10-06-12 10:07 AM) Link | Quote | ID: 152593


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1. [Insectduel] If you're actually customizing the Enemy $3B, you have to make sure ALL THE SPACE IS USED. Remove (Put 00, EA, or FF) all original codes that is not in use from $17DA8-$17DE0 if you already switch the main ram code into a empty space. You also must change the ram $BDBC "4C BCBD: JMP $BDBC" Part where it points to [A9 01] 85 68 4C B1 BE. And also $BDCA "BC CABD: LDY $BDCA" where it points to [20 33 F5] A9 13 9D E0 06.
1. [NetSplit] You also need to be very careful with modifying code; your jump at $BDB8, for example, jumps into the middle of an instruction, which (while sometimes a legitimate tactic) is probably not what you want.

2. [NetSplit] Your code at the end is also pretty nonsensical; I assume you're trying to load the values like you would with a table, but the mechanism you're trying to use for doing it is a mystery to me and surely will not work the way you imagine it. LDY will set or clear the zero flag, so loading any of those values will cause the BEQ to never be taken, and it's unclear if you want to be able to fall through from one section to the next or what.

3. [NetSplit] I think you'd benefit from looking at Bisqwit's disassembly to see how some of this stuff is usually done in the standard ROM. Your many many lines of code for getting 6 data values could be done with a table, which are used all throughout the existing code, or perhaps some clever tricks based on what data you're using. Here, you have the 6 bosses appear on consecutive screens in their ID order, starting on screen #$1D, so you could get the boss ID for a #$3B object by just subtracting #$1D from the screen number.

4. [Insectduel] If you still cannot get these to work, then I should hand you my IPS patch with instructions.

1. Yes, the code which I wrote in my last post hasn't got the right jump codes, but when I tried it out, I rewrote everything to be correct. And yes, I put 00s in place of the original code, it was the first thing I did. ($17DA8-$17DFA) The JMP codes are pointed to the correct commands too. The Footholders work but the bosses are wrong, and all rooms have the same bosses (Gutsman again), like before.

2. I know, it was just a question. I knew it wouldn't really work this way.

3. I read through a lot of AI codes before attepting to do this. I know I should use a table or something, but I don't know how. I still don't know what am I really doing, seriously.

4. No, no, there no need for that. That way, I won't be able to learn ASM or any kind of coding without "stealing" or "borrowing".

By the way, here is the hexdump of the code. I know something is still wrong here but I just don't know what.

$BF76:     [usedspace <-] a5 31 c9 09 d0 37 a0 00 a5 1d
$BF80: c9 1d f0 26 a0 01 a5 1e c9 1e f0 1e a0 02 a5 1f
$BF90: c9 1f f0 16 a0 03 a5 20 c9 20 f0 0e a0 04 a5 21
$BFA0: c9 21 f0 06 a0 05 a5 22 c9 22 84 ac a9 02 85 3e
$BFB0: 4c be bf c9 06 f0 0e a6 1b bc cc bf d0 ec a9 01
$BFC0: 85 68 4c b1 be a9 42 9d 20 04 a0 cc 20 33 f5 a9
$BFD0: 13 9d e0 06 20 63 f6 b0 0f a9 02 9d 20 04 a0 cc
$BFE0: 20 33 f5 a9 4c 9d 80 04 60 [-> unusedspace]


Only Fire Man works with this code. He's in the 4th room, and he's the 4th in the coding too.

Zieldak
Posted on 10-06-12 10:47 AM, in General Megaman Hacking Thread (rev. 3 of 10-06-12 12:58 PM) Link | Quote | ID: 152596


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Oh, finally, I actually got my custom code working! The only problem in the code was with the LDA (ScrollPosScreen) codes in the boss datas. Writing 20 in all 6 LDA (ScrollPosScreen) fixed the problem, and everything works correctly, as they should. All bosses are in their correct boss rush rooms. Thank you for your help!

EDIT: Now I have moved Wily by 2 screens and his graphics is screwed up (sprites) and even if I changed the 0 back to 8 in that room his sprites are still screwed up. Is there a code which swaps the #08 sprites to wily's in Room 23? Where is that if it exists?

Zieldak
Posted on 10-06-12 01:08 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152597


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A small update:
Wily 2 is under a redesing right now. The boss rematches are moved to Wily 4 from 2, that means, you will have to beat all 6 bosses on Wily 4 now in a row. Also, Wily 3 has just got his mid checkpoint working. Wily 3 is a long and annoying stage in this game if you keep dying. With the mid checkpoint, it will be less long and less annoying.

Zieldak
Posted on 10-07-12 12:54 PM, in General Megaman Hacking Thread Link | Quote | ID: 152615


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Yes, I releaized that $20 is not the best value. It caused the bosses to screw up after dying and going back to the checkpoint. $1B works fine. And Wily's graphics is normal too. Thank you!

Zieldak
Posted on 10-07-12 01:15 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152616


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@Thanatos-Zero - Well, yes, I wanted to ask some people for beta testing anyway. Once Wily 2 and 4 has got their final shapes, I will upload the "Testers' Beta" to the Uploader, but it will be locked with a long password. I'll tell you the password. But I will need at least 2 more beta testers, and I think I know someone who will be one of them. He uses savestates very often while playing through games. He's a "savestater player". I know za909 knows who is he. A speedrunner should be the third tester I think. And everybody who wants to beta-test will get a chance to be a beta-tester. But only from Board 2. But I think 3 testers are enough for a short game like this.

@Insectduel - I wanted to make this too when I started hacking this game. And Ice Man will be a midboss on Wily 2. Sounds cool. MM1 hasn't got any midbosses and neither MM2 so it's a great idea especially for an ice themed level.

I have to make a trailer for the game soon, huh. Also, with some changes, I've just made enough unused tiles to give all 4 Wily stages totally different graphics! I just have to draw one for W2. I think I've made a great work with the stages even if the Wily levels had pretty limited TSA and tile space.

The game is really close to be completed, but those AIs... I think none of the boss's or weapons' AIs will be changed, but Hyper Bomb should be enchanted I think.

Zieldak
Posted on 10-10-12 06:02 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 2 of 10-10-12 06:06 PM) Link | Quote | ID: 152638


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Hmm... Well... The game's Beta Version is complete, ready for beta-testing.
Thanatos-Zero will be one of the BTs, If he really wants to help.
I've sent a message for SpaceNinja88, also known as Visor and DigitalNinja21. He will be the second BT.
PM me if you want to be a beta-tester too! But I think I will only need 1 more.
I've played through the beta 3 times now, and I didn't find any bugs or other problems in the game.

In the future, I will send the links for the beta roms for the beta testers. I will upload the rom to MediaFire, so if you can't download anything from there, tell me, and I will upload it somewhere else for you.

That's all in short.

Zieldak
Posted on 10-11-12 05:50 PM, in General Megaman Hacking Thread (rev. 2 of 10-11-12 05:51 PM) Link | Quote | ID: 152643


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My computer is running a hungarian Windows XP, so what I say may not be correct.
Right-Click on a nes rom -> Association file with... (or something like this.), search and select the program. WARNING: If you move the editor or the whole folder, you will have to do this again. It will enable double-clicking on the file without opening the program itself, but only if you check the "always open the file with this program" or something.

It did the same thing for me because I associated the file with FCEUX and RnR thought this file cannot be opened, because it's format is invalid. It's because you may have associated the .NES files with a program.

The editor doesn't like opening associated files from the program itself.

Zieldak
Posted on 10-12-12 04:03 PM, in General Megaman Hacking Thread Link | Quote | ID: 152649


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Well, yes, the Sound Effect Editor has some problems.
When editing the sound effects always change back these values found below. For some reasons the editor always edits it for no reason, even if you didn't touch these values (at least it doesn that for me). You can give them other values like $07 to play Fire Man's theme on Stage Select. But you can only do this manually, the program gives a wrong index for these addresses for some reason.

Rewrite these addresses manually:
$1B6EB - 01 (Plays Stage Select Music, Index of Stage Select music)
$1B78B - 02 (Plays Stage Selected Music, Index of Stage Selected music)
$1C88E - 1A (Plays Bonus Sphere Music, Index of Bonus Sphere music)

With these everything will be normal again.

But if you want to edit more of the sound effects, then here is a "stolen" table from Mega Man (U) rom's data file from the Data folder:
Just jump to these addresses and change those 1 byte values. You can always check which byte is which music/sound in the Level Properties->Level Setting tab->Music: $?? - ???

Editing these values manually won't screw up the game.

SE0Name=Bonus Sphere
SE0Offset=1C88E
SE1Name=Boss Defeated
SE1Offset=1C3A7
SE2Name=Clear Points 1
SE2Offset=1B918
SE3Name=Clear Points 2
SE3Offset=1C1B7
SE4Name=Door
SE4Offset=1D0B3
SE5Name=Hit By Enemy
SE5Offset=1C9BA
SE6Name=Enemy Weapon
SE6Offset=1F67D
SE7Name=Boss Gauge Fill
SE7Offset=1F3C2
SE8Name=Ice Man Gunshot
SE8Offset=1E23E
SE9Name=Zero Energy
SE9Offset=1C239
SE10Name=Buster Gun
SE10Offset=16772
SE11Name=Landing Sound
SE11Offset=155A7
SE12Name=Boss Chosen
SE12Offset=1B786
SE13Name=Stage Select
SE13Offset=1B768
SE14Name=Weapon Menu
SE14Offset=1B118
SE15Name=Weapon Select
SE15Offset=1B2C8
SE16Name=Wily Ship
SE16Offset=1BA11
SE17Name=Boss Medallion
SE17Offset=1C89C
SE18Name=Ending Music
SE18Offset=153AF
SE19Name=Final Chime
SE19Offset=1C07A
SE20Name=Boss Music 1
SE20Offset=15340
SE21Name=Boss Music 2
SE21Offset=15344
SE22Name=Victory Chime
SE22Offset=1C082
SE23Name=Boss Chosen
SE23Offset=1B78B
SE24Name=Stage Select
SE24Offset=1B6EB
SE25Name=Big Eye Sound
SE25Offset=16c2d

Zieldak
Posted on 10-18-12 04:50 PM, in General Megaman Hacking Thread Link | Quote | ID: 152686


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Well, yes, great graphics. Looking forward to it!

Zieldak
Posted on 10-18-12 06:50 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152687


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Update time?

Well... The game is slowly getting finished. The R.M. stages have got their final shapes, and Wily stages are getting their final tweaks. Two incomplete songs are now complete. The "Game Over" from MM2 got back it's Noise Channel and "Wily 3-4" from MM2 got back it's Triangle Channel and it's normal Noise Channel.
Around 7-10 days and I will release V1.0 of the game. It will be downloadable from Board 2 Uploader, and from RHDN, also from MediaFire, but I'm not sure about it.

Zieldak
Posted on 10-27-12 12:00 AM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 3 of 10-27-12 08:45 PM) Link | Quote | ID: 152753


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Hi, everybody!

October 27, 2012 - What could this mean?

Well, yes, the game is really close to be released, however, the game is still getting it's final tweaks and changes. On October 27, I will release Version 1.0 of Mega Man Reloaded!

MMR-V1.0- will be downloadable from the Romhacking dot net (RHDN) maybe with a day delay, because the submitting takes some time, but uploading it sooner would do the trick I think, and it will be also downloadable from Board 2 Uploader.

The downloadable package will have 2 different IPS files. A Normal and a Muted version, for let's players who want to use custom music in their playthroughs.

Zieldak
Posted on 10-27-12 09:14 PM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment (rev. 14 of 12-24-13 01:46 PM) Link | Quote | ID: 152757


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Mega Man Reloaded Version 1.3

Fixed some bugs, enchanted graphics, etc.

Get Equipped with Mega Man Reloaded V1.3 Now!

Mega Man's 25th Anniversary




Mega Man Reloaded - A hack for Mega Man 1 (U) - Copyright ©2013 Zieldak - Version 1.3
Mega Man 25th Anniversary

***Description and Storyline***

Mega Man Reloaded is a simple Mega Man 1 hack. It has new graphics, new layout and design, and changed music unlike in most of the MM1 hacks!
"Wily got out of prison, and he secretly built up his new base, on a small island. He stole and reprogrammed Light's 6 robots from the Robot Museum, to get revenge for being defeated for the 11th time. Dr. Wily send them to different places on the planet to create total chaos! Will Mega Man be able to save the world from the evil scientist again?"

***Reversion History***

July 23, 2012 Started.
August 12, 2012 First Demo Release.
August 21, 2012 Second Demo Release.
October 27, 2012 First Official Release. V1.0
October 31, 2012 Second Release. Bug Fix. V1.1
December 17, 2012 Final Release. V1.2
December 24, 2013 Truly Final Enchantments - Minor Fixes. V1.3 *** PROJECT FINISHED

***Features***

- New stage graphics, design and sprites.
- New boss weakness chain!
- Ice Slasher is now capable of destroying enemies!
- Ice Slasher and Rolling Cutter now can be fired 56 times without recharges!
- All weapons are weakened with the exception of Ice Slasher, it's the most effective weapon in game.
- Music is hacked unlike in most of Mega Man 1 hacks! The music was imported from Mega Man 2/Rockman 2. 2 songs are from MM1.
- Shorter boss halls! It's only takes a second to go back to the boss now!
- All enemies deal more damage to Mega Man.
- All enemies have more health.
- All bosses have 2 weaknesses!
- Wily 4 is a Gauntlet now!
- Modified Sniper Joe AI. Now doesn't follow the player when it's skipped. (Credits to NetSplit)
- Modified drop rarity table.

***What's New in V1.3?***

- More spikes on Wily 1.
- Improved graphics.
- Firetowers aren't solid when froze, minor changes to stage.
- Fire Man backscroll fix.
- Bomb Man fight fix.
- New weapon got item.
- Other minor changes.

***Glitches and Notes***

Glitch: The Final Boss Room Backscrolling. Doesn't seem to be fixable. Can be performed in the original game too.
Glitch: When you die at the Final Boss while holding right and don't releasing it until respawning successfully will make you glitch into Wily's room. Just don't abuse this.
Note: Magnet Beam is now only obtainable on Cut Man's stage! (You still must have Elec Beam or Super Arm to obtain it.)
Note: The game uses the [MegaManReloaded_Pal.pal]. Other palettes may have inaccurate colours.

***Special Thanks to***

CAPCOM for creating Mega Man/Rockman.
Dan for creating Rock & Roll Level Editor for Mega Man 1/Rockman 1.
Brian Bennewitz for creating Translhextion, a great simple HEX editor.
Bisqwit for the Mega Man 1 disassembly document, and the MM1, MM2 music documents.
Teknology for creating NAPIT, a plain, but great BMP-NES converter.
NetSplit for hacking notes and main help.
Insectduel for hacking notes and main help.
Visor for Beta Testing and feedback.
Thanatos-Zero for Beta Testing and feedback.
Everyone who followed and helped with the project at Board 2!

***License and Distribution Agreement***

1. YOU ARE NOT ALLOWED TO SELL THIS ROM-HACK AS A CARTRIDGE, DIGITAL DOWNLOAD TO GET MONEY/PROFIT/CASH!
IT IS ILLEGAL AND VIOLATES THE COPYRIGHT BOTH THE FAN GAME CREATOR AND THE ORIGINAL GAME COMPANY.
IT IS CONSIDERED COPYRIGHT INFRINGEMENT. YOU CAN SEND THE .ZIP FILE OR THE .IPS FILE TO YOUR FRIENDS, BUT ONLY IF YOU DON'T GET MONEY FOR THIS.

2. THIS ROM-HACK CANNOT BE DISTRIBUTED AS A PRE-PATCHED ROM AND UPLOADED TO ANY ROM SITES AND TORRENTS WITHOUT PERMISSION AND AUTHORIZATION FROM ZIELDAK!

3. DO NOT CLAIM THIS HACK AS YOURS! WHEN YOU DISTRIBUTE THIS ROM-HACK TO OTHERS, MAKE SURE THE .ZIP IS NOT ALTERED!

4. DO NOT USE THIS .IPS/PATCHED ROM AS A BASE OF YOUR ROM-HACK! THIS INCLUDES EVERYTHING IN THE ROM THAT'S MODDED.

This Rom-Hack and the author Zieldak is not endorsed or supported by Nintendo, and the author is not affiliated with any other corporate entity. The IPS is freeware. The author cannot be held liable for damages of any kind arising from its use or presence. Use at your own risk!
For further information, read the ReadMe file, found in the downloadable .zip file.

Zieldak
Posted on 10-28-12 12:47 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 152759


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Huh, Insectduel, You have 777 posts

I tried out the demo, huh. Yes, the Disappearing Block bug is a bit annoying, huh. And I see, Cut Man's stage is Wily's First Level itself! I liked the idea!

Oh, and. About my hack...: http://acmlm.kafuka.org/board/thread.php?id=7568

Zieldak
Posted on 10-28-12 10:46 AM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment (rev. 4 of 10-28-12 11:44 AM) Link | Quote | ID: 152767


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Posted by mickevincent
Iam gonna try this It looks good considering it's Mega Man 1. It's very limited compared to later Mega Man games.

Thanks!

Posted by Lunaria
If you provide a bit more information on the hack I'll put it up in the future spot in the corner of the page. :p

Is that much information enough? XD

Posted by Zynk
Heys! I've been lurking in Board2 for quite sometime now and followed your project. And I must say, this is a great Megaman hack! Unlike previous MM hacks I've tried, Reloaded is very interesting to play.

Its difficulty is not frustrating unless you're going the odd order of stages. There is the exception tho, the Mets here are relentless, I almost used all of my sub-weapons just to get rid of them DX

Btw, its odd that you changed Cutman's stage from the previous demos, still the tiles are good.

What I like most in the game is the Skullbase. It forces your to use your sub-weapons to pass thru some obstacles, making the sub-weapons more useful. And the boss rush is cool with life energy refills before fighting the next.

All in all, again, its a great hack! Cheers!

Thanks! At least now I know it's different than other hacks.
Well, met's were designed to be strong. Inspired by MM5's "Cleavage" Mets.
Doing it was planned before the second demo was given out.
The original game did that too, just now on different stages. But, Ice Slasher is now a very important weapon on Skull Tower 3. It's one of the only weapons which can stop the Spiked Ground Detectors. They were designed to knock you into the spikes.
Insectduel's falling capsule is still better, huh.

Posted by KCEXE
Wowzers, this is great. So gonna play this tomorrow morning (Almost 2:00 AM, too tired, and pretty late). I'm also thinking to do a full playthrough of this.. maybe. :3

It wouldn't be bad.

And, I've just tried the game on an Android Emu. Playing it on Android is not recommended, because of the difficulty.

Oh, and something special: Download Mega Man Reloaded Beta - Thanatos-Zero's Report now! - Comes with the Beta IPS.

Note: The first post was updated with more information, and the credits.

Zieldak
Posted on 10-31-12 11:17 AM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 152783


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Hi, I have just uploaded a new version of the file, with a small bug fixed, and Mega's hair changed, suggested by Thanatos-Zero.
Download Mega Man Reloaded V1.1 Now!

Zieldak
Posted on 10-31-12 08:40 PM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 152785


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It doesn't really matter... I think.

Zieldak
Posted on 11-12-12 06:44 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) (rev. 3 of 11-12-12 08:43 PM) Link | Quote | ID: 152841


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On Pharaoh Man's stage, MegaMan will be always behind the graphics at the bottom in the first half of the level. It's a bit annoying.
The first screen have some uneccesary text.
The ladder climing speed, and some enemies AI are ridicuolus.
The cannon enemy's graphics is a bit odd when it wants to shoot.

I have checked the game up to Wily 1. I see it's a copy of MM1's W1.

King stages checpoints are still glitchy. When you are testing the game, you should ide at all checkpoints! Don't just rush throguh the stages while testing the game.

Here is a video of Toad Man's Boss Room Scroll glitch. Toad Man can also gltich himself in that 1 sq fall. He is sometimes also tend to jump down from that empty edge.



King 4 Boss is still a big chaos...

Zieldak
Posted on 11-30-12 10:17 AM, in FCEUX 2.2.0 released! Link | Quote | ID: 152941


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FCEUX 2.2.0 released!



Full-sized picture here

FCEUX is a NES/FC/FDS emulator providing the most powerful toolset for TASing, debugging, romhacking, Lua scripting and more. The new release fixes a lot of bugs, adds support for new mappers and brings many new features.

Full changelog here

Debugger improvements:

Hex Editor displays 0x5000-0x5FFF contents!

Numerous usability enhancements
“CPU cycles” and “Instructions” counters, and respective breakpoints
Fixed and improved Symbolic debug (Names and Comments display)
Allow Frame Advancing when Debugger is in breakpoint state
Double-click on any address prompts “Add Breakpoint”
“ROM offsets” option
Bookmarks naming and quick adding with a single-click on any address
Trace Logger improvements:

“Symbolic trace” option
“RTS” instructions now output the subroutine address/name
“Use Stack Pointer for code tabbing (nesting visualization)” option
Additional logging options
Tracer now auto-updates its window when the user pauses the game
Code/Data Logger improvements:

Now can log data access from RAM code
“Save Unused Data” button
Now can also log graphics access
In addition, this version introduces the new tool called TAS Editor, which allows you to create deterministic scenarios of playing and thus test the game behavior.

Also, the debugging documentation was updated, describing all the new features as well as some old tricks, for example, how to create custom breakpoints and write automatic handlers for them using Lua scripting.

http://fceux.com

(From Romhacking.net)

Zieldak
Posted on 11-30-12 10:17 AM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( Link | Quote | ID: 152942


Crow
Level: 42

Posts: 80/387
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Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
FCEUX 2.2.0 released!



Full-sized picture here

FCEUX is a NES/FC/FDS emulator providing the most powerful toolset for TASing, debugging, romhacking, Lua scripting and more. The new release fixes a lot of bugs, adds support for new mappers and brings many new features.

Full changelog here

Debugger improvements:

Hex Editor displays 0x5000-0x5FFF contents!

Numerous usability enhancements
“CPU cycles” and “Instructions” counters, and respective breakpoints
Fixed and improved Symbolic debug (Names and Comments display)
Allow Frame Advancing when Debugger is in breakpoint state
Double-click on any address prompts “Add Breakpoint”
“ROM offsets” option
Bookmarks naming and quick adding with a single-click on any address
Trace Logger improvements:

“Symbolic trace” option
“RTS” instructions now output the subroutine address/name
“Use Stack Pointer for code tabbing (nesting visualization)” option
Additional logging options
Tracer now auto-updates its window when the user pauses the game
Code/Data Logger improvements:

Now can log data access from RAM code
“Save Unused Data” button
Now can also log graphics access
In addition, this version introduces the new tool called TAS Editor, which allows you to create deterministic scenarios of playing and thus test the game behavior.

Also, the debugging documentation was updated, describing all the new features as well as some old tricks, for example, how to create custom breakpoints and write automatic handlers for them using Lua scripting.

http://fceux.com

(From Romhacking.net)
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