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Zieldak
Posted on 12-21-12 11:47 AM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post Link | Quote | ID: 153126


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No, sadly, the editor doesn't allow that. It's possible to edit it by hand, but I don't know where is the scrolling data in this game, and how it works.

Zieldak
Posted on 12-21-12 04:15 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 19 of 02-02-13 12:51 PM) Link | Quote | ID: 153128


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Yes, I use that. The only editor for this game is Wily's Toolbox as I know.

It's sad that xdaniel has made a block editor and a level data viewer for this editor, but he never gave it out.

The video is removed from here. You can watch it at: http://www.youtube.com/watch?v=qEdUgKxOdw0

Zieldak
Posted on 12-23-12 03:29 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 4 of 02-02-13 12:42 PM) Link | Quote | ID: 153135


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Well, it's about time for a small update.

I'm currently extracting all the data of Cut Man's level to make easier to make changes in the future.
I've already wrote up where are the some enemy datas, where are the room informations for each room of the first segment of Cut Man's stage.

After I've gathered all the data of the level, I'll finish the desing of Cut Man's level, and give out a demo. It will have an altered Ice Man stage, a no scrolling changed "completed" Elec Man stage, and a fully completed Cut Man's stage. It will take about 3 days to do so, because of Christmas is here.

Now that I know how the data is built up, I can make a much better hack of this game, so I'll definitely work with it a lot of time. This means, the hack won't be completed for January 1-5.

Zieldak
Posted on 12-24-12 11:15 AM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 2 of 12-24-12 11:16 AM) Link | Quote | ID: 153147


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Hohoho! It's Christmas already?

Well, I have a little present for you. Mega Man Reloaded GB Demo 01 is now available from the uploader.
The .ZIP file has an .IPS file, a readme (what nobody reads...) and the IPS Patcher Utility. You can patch the file to a Mega Man: Dr Wily's Revenge (U) or (E) ROM.
The demo features:
- Cut Man's level ~99% complete. However, enemy placement or minor changes may be applied to the level.
- Elec Man's level is 80% altered. However, the scrolling remained the same.
- Ice Man's level got some minor changes, graphics is 80% complete, and some enemies have been changed. The second segment is dangerous!
Other level's are untouched, but some stages may have some minor changes, like Wily Fortress' first room.

Enjoy and Merry Christmas!

~ Zieldak

Zieldak
Posted on 12-30-12 12:03 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 3 of 01-04-13 11:39 PM) Link | Quote | ID: 153195


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Whew, 5 days without any progress. Well, I'm on an End-Year break. I'll continue this project on 2013, January 07. Until then, you won't see any updates on the game. I won't check on the forum either. Soo...

Happy New Year, folks!

Zieldak
Posted on 01-05-13 12:17 AM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 2 of 02-02-13 12:44 PM) Link | Quote | ID: 153222


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Well, sooner than I've planned, I'm back on working on MMRGB. I've done a lot of things today.

*Fixed the block data, so that the blocks are the same like in the NES game. Now I'm only limited in the 8x8 tiles, and the in-game used 16x16 tiles. If you want to know what I'm talking about, I'm using hex codes to change which tiles a block uses. Took about 4 hours to make it correct for 3 stages. Whew... Those many bits and bytes...

*Added more ground collisioned blocks in all Robot Master levels in exchange of the air collision blocks.

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

*Added all blocks of Ice Man's ice graphics from the NES version, however, due to tile limits, it's a bit different.

*Mostly finished Cut Man's and Ice Man's stage desing.

*Changed the Title Screen. Now it shows Mega Man Reloaded TM, but later the small TM will be GB.

*Finished the basic documentation on 3 stages. If it'll be completed, I'll release it too for other hackers, if they'll get to hack this game. This game needs some good hacks too, isn't it?

*Fixed the mysterious slowdown on Ice Man's stage. I'm not sure if it was in Demo 01.

*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...)

*Changed Ice Man's stage first checkpoint location (Segment 2). It's buggy, because if you die at Room 3 (original Segm. 2 start) you get teleported to Room 4. Will be fixed in the future.

*Not in-game, but finished the Text Table for this game's Title Screen. I'm surprised no one has made a text table for this game yet... I couldn't find any on the internet, however.



I'm planning to make 2 versions of this game. A normal, PC Emu version, and a Mobile version, for Mobile Emulators. We can call them Normal (PC) and Easy (Mobile) patches. The Easy patch would fill in most of the death pits, and make the bosses and enemies easier to defeat, and deal less damage. This means, this game will be "portable" and playable anywhere you want. The normal patch would be pretty unplayable on mobiles, though. Many pits, many enemies, and only 2 buttons to press, unlike on a keyboard. It's hard to play on a mobile, I've already tried. I've also tried my NES hack too, but I couldn't finish even Ice Man's stage, even if it's really easy... Argh, off-topic as always...

Oh, also, boredom ends in good things sometimes... Hop on the Sprites Inc. forums, or on my site, and see some of my Robot Master creations. I will make more in the future, but now the hack is more important.

Well that's all for now, folks!

Zieldak
Posted on 01-06-13 02:14 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 3 of 02-02-13 12:47 PM) Link | Quote | ID: 153233


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The video is removed from here. You can watch it at: http://www.youtube.com/watch?v=LgDZaDtm4vc

Zieldak
Posted on 01-07-13 08:21 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 7 of 02-02-13 12:52 PM) Link | Quote | ID: 153239


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Umm... Sometimes I think on some games they're for other consoles too...


Now I know how the Room Data is fully built up. Here is a sneak-peak of my documents on this game:
That screenshot I've posted before (but deleted, check xdaniel's thread on RHDN which has it) stated that 40 is the Exit's X location. This is false. And 01 is not an unknown value. It actually belongs to 40. Read more below:

02 70 41 A1 43 40 01 20 07 00 41 40 17 01 02 99 40

;; 02			;;Room Number
;; 70 41 ;;Pointer to an unknown ASM. Points to 0x14171
;; A1 43 ;;Map data. If the pointer is incorrect, the map data will be totally messed up, even if it's only off by 1 byte.
;;Used to switch map data by an other one. Points to 0x143A1
;;Inserting new rooms after 0x17000, and pointing there using 00 70, makes the game use that map data for that room.
;; 40 01 ;;40 01 is an X value. It reads as 01 40. It's the whole stage X location used for scrollings.
;;00 10 (In ROM: 10 01) is one vertical line of blocks. One room is 00 A0 (In ROM: A0 00) long.
;;First Room data always starts with 00 00.
;;After a 2x long room, it increcases to 2-1=1 ; 1*a0, which is 00 a0 in hex (In ROM: a0 00)
;;After a 3x long room, it increcases to 3-1=2 ; 2*a0=140, which is 01 40 in hex (In ROM: 40 01)
;;It corrects scrolling between vertical scrolls. If wrongly updated, Mega Man will often thrown off the screen.
;;Used to create new scrolling with length modified rooms.
;; 20 ;;First Bit, prev exit point width. ;;Second Bit, prev exit Y location.
;; 07 ;;is the prev exit's X location.
;; 00 ;;is the prev exit direction. 00 is up, 02 is down. 01, 03 haven't been tested yet. 04 and up are invalid.
;; 41 40 ;;Previous room Pointer. Points to 0x14041
;; 17 ;;First Bit, next exit point width. ;;Second Bit, next exit Y location.
;; 01 ;;is the next exit's X location
;; 02 ;;is the next exit direction. 00 is up, 02 is down. 01, 03 haven't been tested yet. 04 and up are invalid.
;; 99 40 ;;Next room Pointer. Points to 0x14099


Without having imported a longer room for Elec Man, I couldn't be able to figure all of these out. Whew... That's all, I post things too many times nowadays...

Zieldak
Posted on 01-08-13 09:38 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 2 of 02-02-13 12:48 PM) Link | Quote | ID: 153243


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The video is removed from here. You can watch it at: http://www.youtube.com/watch?v=DREGWTce8Q4

Zieldak
Posted on 01-09-13 09:55 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 3 of 01-09-13 10:17 PM) Link | Quote | ID: 153247


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Well, I haven't got much time to work on the levels of the game, but I had a short time to desing 2 different title screens for the game. I need feedback on this. Which version looks better? The text using one looks better I think, because it doesn't overwrite the tiles of MAN.



The Helmet would be built up from 15 unused text tiles. Yet the image needs 16 tiles, one of them is a black square. The first one has drawn Reloaded GB over MAN text, the second one uses normal editable in hex editor text to show Reloaded GB.
The helmet was drawn mostly from scratch by me. Basically MM4's helmet.

Zieldak
Posted on 01-19-13 02:23 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post Link | Quote | ID: 153314


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Well, a week since my last update.

The title screen has got changed to look like on the second screen of the picture posted before. The stage select screen got some graphics changes, the wrong password screen has been changed. Elec Man's stage data has been rewrote from scratch, so I was able to make a really different level compared to the original. Other levels got some scrolling changes, and longer/shorter rooms too. Not too much progress, but I don't have too much time to work on it.

Elec Man's stage is "finished" but I have to fix/remove the Behind Background ASM.

After this, I will only make weekly updates.

Zieldak
Posted on 01-25-13 01:23 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. Link | Quote | ID: 153355


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Oh, better, and much better. Can't wait to see this finished!

Frozen Man
Ah, the music is much better.

Brave Man
Still having trouble with the laser section. Hardest Laser Sections ever seen in my life. XD
But oh well, people play these games on emulator, huh.

Marine Man
I still hate that mini-boss, even if it gets damage from Master Weapons.

Batik Man
Wind. Huh.

Tune Woman
Oh, a mini-boss, eh? Had a little trouble, huh. What's it's name? Bouncer?
Oh, and It's me or you've added new tiles to the stage? Or they were there before? The ones I used in Fire Man's stage in Reloaded too. Some tiles are wrong in it.

I haven't tried others yet.

Zieldak
Posted on 02-02-13 12:35 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post Link | Quote | ID: 153379


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First Post Progress Information Updated!

Zieldak
Posted on 03-06-13 04:31 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post Link | Quote | ID: 153508


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Hello, guys! Just to inform you, I don't have too much time nowadays, so I don't work on the game right now. That's why I didn't even visit the board for a whole wonth. At a later time, I'll continue this project.

Zieldak
Posted on 04-12-13 05:21 PM, in Megaman X Zero Goes Maverick - Progress and help thread (rev. 2 of 04-12-13 07:05 PM) Link | Quote | ID: 153689


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Oh, great! I love the title screen too, it's just too awesome! It almost looks like 16-bit! And Gravity Beetle's stage. Those mazes and stuff. Everything goes pretty smooth, almost like in an actual SNES game just 8-bitted down! Just fantastic! And the sprites are very good looking too. Looking forward to a demo release!

About the "I don't consider myself a ROM hacker" thing. Many users here and there (like me) don't have the talent or a brain either to do that "snazzy stuff" like you said. When it comes to custom ASM, I'm almost clueless where to begin. By the time being, you may be able to learn how to do all that stuff, so don't worry. Even if you are not capable of doing that you are still a ROM-hacker!

// Oh, err, this is not really important, but... When you make a demonstration or gameplay video with inserted (not hacked-in) music you shall disable the music for that stage also mute the boss theme and keep the sounds on and when the recording is complete add a song to the video with a video editor, but make sure it's not too loud compared to the sound effects. You shall also mute and then reset the music like in the actual games when you die. It's also a good idea to insert a custom boss music at the end. With these stuff, these videos will be much better, huh. But this whole thing is an another story. //

Anyway, welcome to Board 2, and good luck too!

Zieldak
Posted on 05-17-13 09:02 PM, in Mega Man 5 : Indonesian Artifact Final Update v0.91 (rev. 3 of 05-17-13 10:13 PM) Link | Quote | ID: 153924


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Ah, that's Brave Man's stage I think.

* It seems Jnes can't handle Puzzle Man's AI. After his health bar is filled, he starts repeating his 'introduction phase', but teleports up the player after the first loop once. (v0.86 and v0.88 Checked.) You should note that to DO NOT use Jnes to play this game.

* Protoman 3 has a bug in the upscroll section. Jumping early can glitch you in those two tiles (diagional), and kill you when the scrolling has ended.
Demonstation Video:

Zieldak
Posted on 07-18-13 06:52 PM, in General Megaman Hacking Thread Link | Quote | ID: 154341


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Yes, it's possible. You can just copy-paste it. I don't know how it's data is built up, maybe you'll have to rewrite some pointers, ect.

Zieldak
Posted on 10-29-13 12:00 PM, in Mega Man Upgrade Patch (rev. 3 of 10-29-13 12:09 PM) Link | Quote | ID: 154977


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I also replied this on the video:

I know something about these bugs. They may be caused by the weird enemies placed in those points of the stages. In Guts Man's stage, those change enemy GFX (In my hack I deleted them which totally screwed it up). They act as enemies now for some reasons. I think. But I know it's caused by those weird enemies.

Those are located at:
Ice Man - Screen Number 04, Screen ID 03 on a clear ROM.
FF on the middle-top of the screen, and 1F on the bottom. IF makes the enemy repeat (Peng), which may have been corrupted while converting.

Guts Man - Two FFs on Screen Number 05, Screen ID 00, which changes enemy GFX.
There are also two on the next screen, on the top-left corner. If you delete it, those enemies won't change their graphics from that point to their GFX.

Try making a backup and deleting those in Rock&Roll. If it supports this. I know they are necessary, but it's just a test to see what's broken.

EDIT: Or those enemy commands (FF, 1F and their locations etc) just don't like MMC3 format. Also, Moving those may fix the bug, but I'm not sure. But only by 1-1 x and y coordiantes!

Zieldak
Posted on 11-09-13 05:29 PM, in General Megaman Hacking Thread (rev. 11 of 11-09-13 05:48 PM) Link | Quote | ID: 155056


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Here. It has all of the data on Mega Man 1's music. Every song's pointer. And even channels.
And also the disassembly page with the MM1 5,6,7 banks, and MM2 Music.

Press F11 first (fullscreen) and open this too. And this one. And then this one right here.

Zieldak
Posted on 11-10-13 02:46 PM, in General Megaman Hacking Thread Link | Quote | ID: 155059


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You don't need any ASM, only have to change pointers in the music data. And I think you can. I compared the NFS and the NES ROM and they are the same from 80 (NFS) and 11010 (NES ROM w/Header(?)) except at 83-86 (NFS) and 11013-11016 (NES w/Header(?)) which is the First SoundInit code? Doesn't really matter, it's possible to do that. Just don't forget to change the pointers everywhere!
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