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Zieldak
Posted on 11-12-13 07:28 PM, in General Megaman Hacking Thread (rev. 2 of 11-12-13 07:29 PM) Link | Quote | ID: 155078


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No-no-no-no-nooo~! You didn't understand me. 11010 is not the beginning of the Ending Music, it's the beginning of the pointer table to the songs.

I said the NFS file from 80 and the NES file from 11010 are identical with the exception of 4 bytes, so it's possible to C+V from a similar engined or built-up ROM, because the coding are the same in the NFS and the NES files. Otherwise, you have to import it seperatedly.

The music actually starts at 13058 and ends at 134E3, which is 1163 bytes of space, with channel pointers, and other important stuff. You have to add 8000 ( or 8010 if the ROM has a header ) to the value displayed in the document in hexadecimal (8010+B048=13058) to get the correct location which is here: Link
Highlighted some bytes.

Zieldak
Posted on 11-18-13 10:57 PM, in General Megaman Hacking Thread (rev. 3 of 11-18-13 11:05 PM) Link | Quote | ID: 155150


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Writing from my phone, things I wrote may or will be incomplete.

Very well. It's actually very simple, however in MMR, I've deleted the whole music data after the pointers, which is a bit different than overwriting.

Find the pointer of MUS_Stage Select. You can found it in the document, or in the ROM, in the pointer table. Now add 8010 to the pointer in Hex. You'll get the offset of the first byte of the music data, which is an FF I think.

This table points to thesongs and sound in the game.

MusicAndSfxTable ; at 9A60 (+8010 in hex for offset)
.word MUS_DrWilyDefeated ; $9AC6 ;0 Wily defeated music
.word MUS_StageSelect ; $9C29 ;1 Stage select music (here it is...)
.word MUS_BossSelected ; $9CBE ;2 Boss selected music
.word MUS_GameOver ; $9D68 ;3 Game over music

Now, check if you have enough space for that song (Now this is why you may have to delete every song from the ROM first, if you need more space.) between 9C29 and 9CBE. If not, you have to shift (move pointers, etc.) music tracks to make the music you wish to put in to fit in. I hope you can do that easily. You'll have to change every pointers everywhere then!

Next. MM1 MUS_Stage Select uses 3 channels. ID 0, 1 and 2. 0 and 1 are the main channels, 2 is triangle, 3 is noise, and there is a VibratoTable, whick is not a channel of course. There are 5 pointers to these channels and the Vbrtbl in the data after FF. Pointers are:

.word MUS_StageSelect_chn0 ; $9C34 ;
.word MUS_StageSelect_chn1 ; $9C66 ;
.word MUS_StageSelect_chn2 ; $9C98 ;
.word $0000 (4th unused)
.word MUS_StageSelect_vibratotable ; $9CBA ;

9C34 means the channel 0 starts at C934+8010 in hex. These must be correctly changed when a new music is inserted, or else, the music will sound bad, start at a wrong note or may even crash the game!

Here is a loop:
.byt MUSCMD_Loop, 0 : .word -pointer
If you find a byte like this, that means, it's a loop in the music, or I shall say, this is a pointer going backward. If you're at 9C67, and you point the loop to 9C36, then you'll restart the music from SetSpeed. This is a Cycle in programming language. Loop, 0 means it jumps back only once.

This looks like this in the ROM: 00 36 9C
If you change 00 to 02, it'll to this 3 times instead of 1. You understand this, then why am I even explaining this? XD

This is for now, writing this all was a pain on phone. And it laggs now because of this much text.
I'll write more tomorrow.

Zieldak
Posted on 12-18-13 08:36 AM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 2 of 12-18-13 08:42 AM) Link | Quote | ID: 155257


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After a whole year, I've decided to continue this hack. But only after finishing my new MM3 hack, I started making a week ago. No name yet, but it won't be called Reloaded 3, because I skipped MM2.
I draw the graphics for the levels myself this time. I've mostly finished making the graphics for Gemini Man and Needle Man. Also started making new sprites for many enemies, applied Kuja Killer's Improvement Patch, and resetted some not needed changes (Life Restore, etc.).
I'll start a progress thread when I'll finish the 2 Level Demo (Gemini and Needle) I planned. Other levels will be disabled, but they'll will be the same. I'm still not sure about changing music.
No more information for now.

Zieldak
Posted on 12-20-13 08:36 PM, in Megaman 3 Improvement Fix Patch Link | Quote | ID: 155259


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Whew. Just one question. Kuja killer, can you reprogram the Breakman transformation to Doc Gemini Room 9 from Geminiman Room 9? I know you made it stage specific. That's why I ask you for this. Or just tell me where the transformation ASM is, and I'll try to fix it with my not existing knowledge.

Also. I've doing some research while hacking.
Why Breakman transforms in Geminiman's stage? If the player completes that stage, and goes to Magnetman, he isn't transformed here. Ain't it odd? I think the creators originally wanted to transform Protoman into Breakman on Doc Gemini stage! Why? Protoman doesn't appear on any other Doc stages, only after them, already transformed for the battle! This should be happened on Doc Gemini not on the normal stage! And you know, CAPCOM DIDN'T EVEN FINISH THE FIRST PART OF THE STAGE! The fights on robot master stages are really odd too if he should be Breakman after that stage, not just Proto. You know what I mean.

Zieldak
Posted on 12-24-13 09:20 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 13 of 05-26-16 03:54 PM) Link | Quote | ID: 155275


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You can also follow the project here: Zieldak's Domain
But it's rarely updated.

Get equipped with your copy of Gemini Man Demo - Really old stuff
OR
Grab your copy of Mega Man Crimson Proof-of-Concept - Mega Man 3 (U) Hack - 7 June 2015.
OR
Get armed at Mega Man Crimson Proof-of-Concept 2 - Mega Man 3 (U) Hack - 9 Aug 2015.

Too many things to do. Not enough time.

Zieldak
Posted on 12-24-13 09:47 AM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 155276


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New version released, truly final version. Check first post.

Zieldak
Posted on 12-26-13 12:26 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 155298


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I know about that bug. But thanks for reporting.

Zieldak
Posted on 01-06-14 03:44 PM, in Mega Man Upgrade Patch (rev. 5 of 01-06-14 05:24 PM) Link | Quote | ID: 155370


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Actually. I've been working on something like a year ago:...



Revamping these mugshot is pretty hard. My mugshot's big problem, is the Metal Blade on his head. If I want to have the blue "shine" on it, I'll already exceed the palette limitations. :/
BTW, I think I made his head a bit funny. And the blade is also a bit small... :/

EDIT:


Zieldak
Posted on 01-06-14 05:20 PM, in Mega Man Upgrade Patch (rev. 4 of 01-06-14 05:28 PM) Link | Quote | ID: 155372


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Thanks. I like it more in blue too, but you know, 4 colours / 16×16. But if it's on the sprite layer, it's actually possible. And this is still not good, the upper-left 16×16 part of the mugshot, still exceeds NES limitations.

Zieldak
Posted on 02-04-14 06:35 PM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 155614


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Well... I don't really know if I actually did disable the Pause trick, did I? I don't think so. I'm sure I haven't disabled it. Maybe it's your cartridge, or the handheld console of yours. The Pause trick works for me perfectly on the latest FCEUX, although I never abused it for cheating. Please check if it works using an emulator. The IPS patch itself couldn't be the problem, neither the ROM by the way, so it's most likely because of your device.

Zieldak
Posted on 05-16-14 12:53 PM, in General Megaman Hacking Thread (rev. 2 of 05-17-14 10:49 PM) Link | Quote | ID: 156546


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I'm restarting/continuing my MM3C project soon. School and drawing my own graphics sure is trouble.

I made a very-very-very little progress since January.

I have a stage tileset mostly done, yet have to replace the edited MM1 tiles with something else. I do not know yet whose will it be, yet I think it belongs to either Needle or Shadow.

I've also have made some tiles for the Wily stages. These are desinged after MM9 and 10 Wily tiles.

Aaand, I have redrawn some of the enemies in the game.

That's all for now, I didn't want to create a new topic for this, or re-open the old one. It's summer vacation in 1 month, so I'll be free, and be able to work on it. I'm still having trouble makin' the tilesets.

Oh, and could someone throw me with some MM3 docs? I think I'm too lazy gettin' em.

Zieldak
Posted on 05-16-14 04:41 PM, in General Megaman Hacking Thread (rev. 3 of 05-16-14 05:26 PM) Link | Quote | ID: 156549


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Heh, I already have these ones. Thanks anyway.

By the way, it's now possible to follow the progress of Crimson here: Zieldak's Domain

Zieldak
Posted on 05-19-14 08:02 PM, in General Megaman Hacking Thread (rev. 4 of 05-20-14 04:40 PM) Link | Quote | ID: 156566


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You could've always used visine... IF IT HAS IT'S ENEMY PLACING FIXED AND WASN'T CORRUPTING THE ROM... :/ And doesn't even work on Win7. -.-
As for your editor... I can't say much either, just take a look at the text file. That's the only thing you can do or test the values and buttons, but with a backup rom or something.

EDIT: It's in the main folder, right?... Uumm... That program doesn't like other drives than C:... Is it there? And is the .ocx file in the folder too?

EDIT2: Tried exactring the program in the same or an other folder and run it?

Zieldak
Posted on 05-23-14 07:14 PM, in General Megaman Hacking Thread Link | Quote | ID: 156591


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Sorry, Trinitro, can't help with it. But it's something like it wants a rom and some kind of .rstg file or something. I could google translate it, but I don't have a Chinese Language pack and font either whatever it needs, and the worst, this is a picture. Oh god, I don't even know it's chinese or japanese. XD
Translating this may take weeks for me. XD
What is this program again? Rock5easily's which one?

Oh... And... Is it possible to change which Stage Select slot belongs to which boss & level in MM3? I remember something about this, mmm...

Zieldak
Posted on 05-23-14 08:16 PM, in General Megaman Hacking Thread (rev. 13 of 05-27-14 09:25 PM) Link | Quote | ID: 156593


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Heh, found it a few minutes ago. Thanks for the warning, I'll test it.
...
Works perfectly. Or not quite... There are problems with the Boss Showcase screen, cuz of the sprites. I may forget this one for now. Would be possible if I disabled the boss animation.

3rd-10th edits deleted. XD
11th EDIT: How can I disable the Blocks in Magnet Man's stage?
12th EDIT: Found it. Finally. Thanks kuja.
13th EDIT: Any ideas how can I edit where the Proto Man battles open up the paths? It would be a great help.

Zieldak
Posted on 05-24-14 11:03 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 05-24-14 11:10 PM) Link | Quote | ID: 156602


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I've made a lot of progress this month, huh. Homemade graphics wtf. I even worked on it at school...

It's possible to follow the project here. I update it frequently now. Oh, and check out the video if you want.

Zieldak
Posted on 05-28-14 08:37 PM, in General Megaman Hacking Thread Link | Quote | ID: 156641


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Okay, umm... Is there a way to / How can I make underwater ladders (climbable water wtf) for MM3? ... Or can you (kuja) tell me where is the code located for the block types? Maybe I'll be able to figure something out.

Also, how the Proto Man battles work? How can I edit which blocks get destroyed, replaced etc.?

Zieldak
Posted on 05-29-14 04:58 PM, in General Megaman Hacking Thread Link | Quote | ID: 156647


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Thanks, I knew I can count on you.

Yes, I meant that. MM get's back the normal jump height and gravity, and also makes that annoying water splash effect when getting back in water.

I could make a new block type, background2 or something with water jump height, and also a similar ladder, and ladder top, but I don't think I have any knowledge to do it anyway.

So I'll simply make that part of my stage different. It would be a bit unrealistic because of the water's height, but all MM games are like this with one or two exceptions, so I don't mind. The best example is MM2 Wily 3.

Zieldak
Posted on 05-30-14 08:55 AM, in Mega Man Upgrade Patch Link | Quote | ID: 156653


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Korxroa, huh... A Weapon Switcher replaced with the Pausing? . .. ... Retro, you shall do it! It may be only cycling to right, but would be great, MM1 doesn't have many weapons anyway. Pause is useless anyway but cheap against that boss.
Kuja made this for his own patch, so if you don't know what to do, ask him.

Zieldak
Posted on 05-30-14 11:45 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 6 of 05-01-15 11:35 PM) Link | Quote | ID: 156654


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The project is going pretty well, thanks to kuja. But it's going to take a while... 32 screen long stages ftw. And only Magnet is 100% complete. T.T

All bugs found in the first (and maybe the last) demo are fixed. I'm even playing trough the levels while building them to find any abnormalities.

Here are some screenies. They are "New 'n' Tasty".

Aand... Now a question.
Do you want a Play as Bass version of MMR?
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