Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,498,090
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-28-24 11:09 PM
Guest: Register | Login

Main - Posts by Zieldak

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Zieldak
Posted on 11-30-12 10:56 AM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 152943


Crow
Level: 42

Posts: 81/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Posted by Zynk
@Zieldak: Are you planning to submit this on RHDN?

EDIT: So I spoke too soon... XD Cheers!


Yes, I planned it, and as you see, it's available on RHDN. Submitting it took a lot of time, 3 days I think? But it's there, so...

Posted by Thanatos-Zero
Hey Zieldak, any success to make the tiles to switch palettes like with those from MM9?
I would love to see those in the Wily stages.


Nah, I don't think I'll try to do that, especially this year. I don't have too much time these days, and my computer didn't work for a half month, I have just fixed it yesterday, because I had enough free time to do it. So, I wasn't able to do anything.

Zieldak
Posted on 11-30-12 02:13 PM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 152947


Crow
Level: 42

Posts: 82/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Well, yes, the game seems to be too hard for many people. I was thinking about making a V1.2, with some fixes on the normal game, and making an easy version of it.

The normal version would have:

- Large Life Capsules at the mid checkpoints in every stages, and some Small Capsules scattered around.
- Some TSA fixes.
- Easier stages. Much less enemies on Bomb Man's stages, and in 1-2 rooms on Fire Man's stage.
- Improved graphics.

Extras for the easy version:

- 1.5 times stronger attacks against bosses and enemies
- 1.5 times less damage from enemies
- Large Life Capsules at the checkpoints in every stages, more Large Energy Capsules.
- Heavily modified enemy placement.
- Heavily modified layout at hard places.
- Less Weapon Energy Cost
- More lifes to start with and on the stages.

I think It'll be finished around December 3-6, it depends on my free time.

This will be also the final version this year.

Zieldak
Posted on 12-01-12 08:04 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 152960


Crow
Level: 42

Posts: 83/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Hmm... Well yes... I always wanted to use that same graphics in a hack, but MM1 is still really limited... Only the background would eat up 20-24 of the 32 16x16 tiles... Ah, I'm off-topic again XD


I really like this level. This level is well designed. It took a lot of days, didn't it? Oh, the background is just awesome.

Probably the Boss Room's desing causes that wall-walking machine to stuck there. But the missing projectiles... Hmm... I can't really help, as I'm used to MM1, not MM4.

By the way, your level desings are better and better every times you redesign a level. King Tower 3 is a masterpiece, huh.

Also, the King Tower map should have at least a small wall in front of the buildings, with a small gate in front of the door I think.

Zieldak
Posted on 12-02-12 01:10 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152967


Crow
Level: 42

Posts: 84/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Well yes, I'm already using it. I made the Boss Rush code using it, with a little help, and other stuff too.

I'm currently thinking about making a new code which emulates palette animation using Enemy ID #32. But I haven't started it yet.

I just have to figure how to make it to swap the colours of a palette slot correctly. But I know it's possible to add more palette animations using this code. Maybe looking at MM2's palette animation code could help.

AI_Object32
0001F3BD: A5 23 lda FrameCounter
0001F3BF: 29 07 and #$07
0001F3C1: D0 2E bne +++ ; $F3F1
0001F3C3: DE 40 06 dec ObjectFireDelay,x
0001F3C6: BD 40 06 lda ObjectFireDelay,x
0001F3C9: C9 03 cmp #$03
0001F3CB: 90 02 bcc + ; $F3CF
0001F3CD: A9 02 lda #$02
+
0001F3CF: 9D 40 06 sta ObjectFireDelay,x
0001F3D2: A8 tay

; if we're not at Fireman's stage, then Y += 5
0001F3D3: A5 31 lda CurrentStage
0001F3D5: C9 03 cmp #$03
0001F3D7: F0 05 beq + ; $F3DE
0001F3D9: 18 clc
0001F3DA: 98 tya
0001F3DB: 69 05 adc #$05
0001F3DD: A8 tay
+
0001F3DE: A2 00 ldx #$00
-
0001F3E0: B9 F2 F3 lda Object32_paletteTable,y
0001F3E3: 9D DD 03 sta BGPalettes + $D,x
0001F3E6: C8 iny
0001F3E7: E8 inx
0001F3E8: E0 03 cpx #$03
0001F3EA: D0 F4 bne - ; $F3E0

0001F3EC: A6 2F ldx RefObjectNumber
0001F3EE: 20 3F C7 jsr PaletteSetupForBG
+++
0001F3F1: 60 rts

Object32_paletteTable: ;colours for some purpose
.byte $26, $16, $06, $26, $16 ;tones of Red
.byte $21, $25, $2A, $21, $25 ;blue, red, green


I don't have time for this right now, so I'll take a look at it later.

Zieldak
Posted on 12-02-12 01:35 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 8 of 12-02-12 03:50 PM) Link | Quote | ID: 152969


Crow
Level: 42

Posts: 85/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Oh! Welcome to Board 2, Anandastoon!

So, you have started an another project, this time for MM5, eh? These screenies are very promising, huh. I really like your hacks, I've played through all of them, and I've even made a playthrough of Dr Wily Visits Indonesia.

The first tries are always worse than later projects. My MM1 hack was bad too in graphics and layout wise when I started it, but it's getting better and better every time I do some progress on it.

Oh, and, don't worry about your grammar. I'm hungarian and I'm not perfect either. Also, even english people tend to make really big grammatical errors in their writings, post, and other stuff. Your grammar is way better than a lot of english people, believe me.

As a final word, I'm gonna try this demo out right now!

EDIT:

Frozen Man
This stage is good, huh. I see you haven't renamed Charge Kick yet. Freeze Slide?

Sultan Man
Hmm... It's a typical hacked stage I think.

Brave Man
Quick Lasers, eh? Man, the laser sections are way too hard, I could only get through by using the turbo slide (using a turbo button). This stage isn't really good to play on a real NES. By the way, this stage reminds me of Rockman Gensokyo and Rockman 2 Claw for some reasons. Maybe the orange platform graphics and the lasers?

Marine Man
It was inspired by Rockman 8 FC Aqua Man stage, wasn't it?
Oh, and it uses graphics from Pump Man, MM2 Wily1, Dive Man, Centaur Man stages, eh?
This stage is pretty good overall, but I still hate that mini-boss... Mega-Buster only, eww... This stage is more fun than it's original counterpart.

Batik Man
Hmm... Borrows graphics from Dr Wily Visits indonesia. And it's short. But good.

Synth Woman/Melody Woman
I really like this level, especially the moving platform sections! "Music leads your way!"
The music is pretty catchy too.

Space Man.
Yoou caan juump hiigh oof coouursee! I really like this level. It reminds me of Rockman 2 Claw's Air Man stage. And you must go backwards too in the stage like in MM10! I love this stage!

Puzzle Man
Well, pretty good. You have also revisit rooms to continue. The last section can be hard for some players.
And Puzzle Power is a timed weapon, huh?

Dark stage 1-3
Whew, have you speed up the automatized scrolling? A lot of automatized scrolling sections. And I see that section from Wave Man's stage is now here, but heavily modified. It's a bit hard to not get stuck. I see, you can't continue this stage after that long upscrolling section.

The musics are good, but Frozen Man's music is a bit problematic. It has some wrong notes and hurts my ears a bit.

Well, I already played through the demo? It was only a hour, huh!

I see you are going to make new Robot Masters. But what exactly is the name of that Woman Robot Master? Synth or Melody?
Brave Man's stage is a bit hard, it's a TAS type stage I think. But this hack is already pretty good, keep it up!

Zieldak
Posted on 12-02-12 04:46 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. Link | Quote | ID: 152973


Crow
Level: 42

Posts: 86/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Posted by Anandastoon
My Hacks is having relation each other. From first hack, until now.


In short, this is meant to be a hack series.

Zieldak
Posted on 12-03-12 06:42 AM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 12-03-12 06:43 AM) Link | Quote | ID: 152982


Crow
Level: 42

Posts: 87/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Oh, wait. Didn't yer got an another hack named Mega Man Indonesia Tour?

Zieldak
Posted on 12-03-12 09:48 AM, in The General Project Screenshot/Videos Thread... (rev. 3 of 12-18-12 06:06 AM) Link | Quote | ID: 152984


Crow
Level: 42

Posts: 88/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Rockman Claw by Tsukikuro



Demo Gameplay made and uploaded by Insectduel.

Posted by Insectduel
Rockman Claw is the best Rockman 1 hack ever. The author made this awesome fangame is Tsukikuro which also did Rockman 2 Claw. Everything is completely modified including custom music. This beats Rockman RX and the famous Rockman 2000. Rockman Alter Force couldn't catch up. Tsukikuro must've used the disassembly to edit everything in the game and even programmed AI by freeing up space by removing the score.

This is not a TAS speedrun, or even a normal walkthrough. This is my demo play.

If you want the download of this game, I cannot provide a link as of yet until further notice. I may want to archive the game to Rom Hacking dot net with Tsukikuro's permission and I mean it. Some Japanese authors don't want their work to be reposted without permission and Touhoumon is an example. NSF will be provided within a week and will be posted without permission from the author. Music will not be used in my Rockman 1 project and never will.


As an extra for the video, here are some screenies:


Defeated Bomb Man - Revamped Yellow Devil - The Final Door

The hack is downloadable from:
Nikumo's Blog
Rockman2ips Tripod
And ar the Romhacking.net too, but you have to search it. Editing from mobile again...

Zieldak
Posted on 12-03-12 01:26 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 2 of 12-03-12 01:29 PM) Link | Quote | ID: 152986


Crow
Level: 42

Posts: 89/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days


Well, I tried to do something new. It's not a "big deal", but this is an option that many Mega Man/Rockman hacks don't have. The correctly working backward scrolling.
It doesn't work as good as I wanted, but it's something at least. When scrolling backward, Mega Man runs further than he does forward. I would like to fix this, but I'm still pretty bad at this, so...

Somewhere, NetSplit said, it's pretty easy to disable the object fix for the backward scrolling. And it is!

Zieldak
Posted on 12-05-12 06:35 AM, in FCEUX 2.2.0 released! Link | Quote | ID: 153015


Crow
Level: 42

Posts: 90/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
This was already posted to RHDN in the news section. There's no need to submit it again, or upload the program.

Zieldak
Posted on 12-06-12 03:06 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 2 of 12-07-12 11:50 AM) Link | Quote | ID: 153019


Crow
Level: 42

Posts: 91/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
There is no need to remove them.
By the way. I have a 4 day weekend, so I can fix up the game a bit. I'm working on Fire Man's Fire Walls. But I'm having problems. Moving some of the 01 objects will make them not work. Placing them in other rooms will disable others in the same room. I'm still experimenting with it but it's getting annoying. I don't know how Tsukikuro made them work... Could someone help me?
I hate posting from mobile... I don't have internet access again...

Edit: Okay... The Fire Walls are working now, but to achieve this, the stage has been altered a bit. If I'll, or someone else would make another MM1 hack, I would be able to help placing them now. Also, Elec Man has got his final stage desing. I am posting from my mobile so no screenie. Oh, and the working backward scroll will not be in the hack.

Zieldak
Posted on 12-16-12 02:13 PM, in MegaMan hack venture/Progress Thread Link | Quote | ID: 153084


Crow
Level: 42

Posts: 92/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
What happened to the project Googie? I haven't seen any progress on the hack for a very long time. Have you cancelled it or you just don't have time to work on it?

Zieldak
Posted on 12-16-12 02:26 PM, in Street Fighter X Mega Man - 1 day until the release!!! Link | Quote | ID: 153085


Crow
Level: 42

Posts: 93/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Street Fighter X Mega Man - 1 day until the release!!!



This was literally just announced on the Street Fighter 25th anniversary stream. It's a FREE PC game due on December 17th:

"This 8-bit-style crossover title stars the Blue Bomber and a slew of retro-ized SF mainstays acting as stand-in Robot Masters; beat them, acquire their powers and tackle the next amazingly re-imagined boss. " [Capcom Unity]

According to Capcom US community manager Brett Elston, the game started out as a fan-game by Seow Zong Hui. Zong Hui approached Christian Svensson with the game's basic skeleton back at EVO 2012. Seeing the potential, Svensson and GregaMan (former Legends 3 Devroom liasion) joined forces to drive the title into production.

Street Fighter X Mega Man will also have 8-bit soundtrack from A_Rival, known for his fantastic blended SF and Mega Man tunes. Brett hints some songs include a mashup between Flash Man and Ryu's theme and Snake Man and Dhalism's theme.

Finally, the game will appear as a download on Capcom's official U.S Mega Man hub. It will usher in Mega Man's 25th anniversary and mark the close of the Street Fighter 25th anniversary celebrations.

Source: Rockman Corner

Source 2: Street Fighter X Mega Man coming December 17


The game will be downloadable here: Capcom-Unity / Mega Man

Zieldak
Posted on 12-16-12 03:11 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 153086


Crow
Level: 42

Posts: 94/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Mega Man Reloaded will get it's final (V1.2) release tomorrow! (December 17)

Zieldak
Posted on 12-16-12 11:00 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 12-20-12 09:03 PM) Link | Quote | ID: 153088


Crow
Level: 42

Posts: 95/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Well. Now that Reloaded is finished, I have to start something new. I've planned to make a Mega Man 2 hack (Mega Man Reloaded 2) after Mega Man, but somehow Dr Wily's Revenge got in my way. Yes, you heard me right. The next hack I'll make will be a hack of Mega Man - Dr Wily's Revenge.

I've already started the project, but I'm only testing out what I can do with a GameBoy game. Currenty, I'm working on Cut Man's stage. I'm importing the graphics by hand, because Tile Layer Pro screws up the imported graphics after it's imported. But this is an another story.

Here is a small demo of Mega Man Reloaded GB with Cut Man's stage altered. It's only a test stage, so it's not the final version of the level. Other levels aren't touched yet.

The demo has been removed.

Zieldak
Posted on 12-17-12 02:54 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 2 of 12-17-12 04:00 PM) Link | Quote | ID: 153103


Crow
Level: 42

Posts: 96/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Posted by Zynk
^ It's a GB game?
No, it isn't. That's an another project. Mega Man Reloaded V1.2 (NES) will be released today at GMT 15:00 (a hour later, after I get home). It will be downloadable from my domain (posting from mobile, check my profile for a link), Board 2 Uploader, and RHDN, but a bit later.

V1.2 is available now!

Zieldak
Posted on 12-17-12 04:11 PM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 153106


Crow
Level: 42

Posts: 97/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Released V1.2! Check first post!

Zieldak
Posted on 12-17-12 09:38 PM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 153110


Crow
Level: 42

Posts: 98/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
I updated it 19 minutes later than I've released the final version, and I see you have done it too a bit later.
The M patch mutes the music.

Zieldak
Posted on 12-19-12 09:53 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 21 of 02-08-13 05:44 PM) Link | Quote | ID: 153118


Crow
Level: 42

Posts: 99/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
Well. Now that Reloaded is finished, I have to start something new. I've planned to make a Mega Man 2 hack (Mega Man Reloaded 2) after Mega Man, but somehow Dr Wily's Revenge got in my way. Yes, you heard me right. The next hack I'll make will be a hack of Mega Man: Dr Wily's Revenge.

Mega Man Reloaded GB Demo 01

Current Progress ◄▓▓▓▓▓▓▓▓▓▓▓░░░░░░░░░► 54%

==Cut Man== (13/13%) // Complete!
Graphics: 100%
Layout: 100%
Enemy Placement: 100%
Scrolling: 100%

==Ice Man== (12/13%) // Mostly Complete~
Graphics: 100%
Layout: 95%
Enemy Placement: 80%
Scrolling: 100%

==Elec Man== (14/15%) // (0/100%) // Mostly Complete~
Graphics: 100%
Layout: 95%
Enemy Placement: 90%
Scrolling: 100%
// Behind Background fix: 0%

==Fire Man== (12/15%) // Mostly Complete~
Graphics: 80%
Layout: 70%
Enemy Placement: 80%
Scrolling: 100%

==Wily Fortress== (0/20%) // No Progress~
Graphics: 0%
Layout: 0%
Enemy Placement: 0%
Scrolling: 0%

==Teleport System== (3/4%) // No Progress~
Graphics: 0%
Layout: 70%
Enemy Placement: 100%
Scrolling: 100%

==Wily Space Fortress== (0/20%) // No Progress~
Graphics: 0%
Layout: 0%
Enemy Placement: 0%
Scrolling: 0%


WIP Version Currntly Features:

*Harder levels to enjoy!

*Added back the unused tiles for Wily's symbol on all levels.

*Mostly finished all Robot Masters' stage desing. Buggy Elec Man's stage.

*Changed Title Screen.

*The player now can maximum take 7 hits before dying at a boss, like in the NES versions. That means, a boss and it's weapon hits 3 damage. There are exceptions where are the boss or the weapon does 2x or 3x damage however, due to the boss being easy. (Ice Man, Fire Man...)

Demonstration Video is now only viewable on my site, and YouTube.

Any information, videos, screenshots, or anything releated to this will be posted here.

Zieldak
Posted on 12-20-12 08:30 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 4 of 02-02-13 12:50 PM) Link | Quote | ID: 153124


Crow
Level: 42

Posts: 100/387
EXP: 512536
Next: 8826

Since: 12-01-11
From: Hungary

Last post: 1314 days
Last view: 1205 days
No, I've just changed the colour settings on the emulator, to make sprites have different colours.

The video is removed from the first post. You can watch it at: http://www.youtube.com/watch?v=fpWhtVFC3T0
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20


Main - Posts by Zieldak

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.349 seconds. (332KB of memory used)
MySQL - queries: 134, rows: 166/166, time: 0.331 seconds.