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Zieldak
Posted on 06-01-14 10:45 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 06-01-14 10:50 AM) Link | Quote | ID: 156675


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Well, maybe I'll make both of them.

I'm doing the bug testing while making the levels, to make sure it's mostly bug free.
I will give out the prototype version once it's complete for the testers, so I won't give out one-one levels. It will be a whole 18 level thing to test.
Oh, and one, only one will get a version of the game with 8 Robot Masters and no other stages.

Magnet and Top are now complete. Removed all edge-jumps, polished layout, finished desing. Shadow is under construction.

Zieldak
Posted on 06-07-14 01:32 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 3 of 06-07-14 01:55 PM) Link | Quote | ID: 156711


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Something New 'n' Tasty...



Check the project here.

Zieldak
Posted on 06-07-14 09:57 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 156715


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Posted by Chaobomr
You gonna add a save feature to this?


Hmm... Yeah, never. I don't really have enough knowledge to do this. I'm no real ROM-hacker you know, like Puresabe and the others. Maybe. But not now.
And the save feature is unnecessary, what are the passwords and (only on emulators) savestates for? After I have completed the game 'outside', I'll check the game 'inside'.

Zieldak
Posted on 06-08-14 03:11 AM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 4 of 06-08-14 03:18 AM) Link | Quote | ID: 156718


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Get equipped with Mega Man Reloaded V1.3 if you haven't done yet!
I may make new 'skins' for Mega Man soon. Like a play as Bass patch or something. And maybe the OKKUSENMAN theme... But first things first, Crimson is more important. Until then, some true boss weaknesses. Because many have trouble finding them. You'll laugh at Bomb Man's weakness. Jump to 4:55

Zieldak
Posted on 06-09-14 12:07 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 3 of 06-09-14 01:19 PM) Link | Quote | ID: 156727


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Posted by Vanya
Posted by Zieldak


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!


It's a big deal to me. To be sure. I'd very much like to know how you did it so I can use it for my own project.


Jump here.

Zieldak
Posted on 06-09-14 01:19 PM, in General Megaman Hacking Thread (rev. 6 of 06-10-14 05:59 AM) Link | Quote | ID: 156728


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Answering Vanya.

Posted by Vanya
Posted by Zieldak


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!


It's a big deal to me. To be sure. I'd very much like to know how you did it so I can use it for my own project.


From Bisqwit's MM1 Disassembly

; done scrolling
$A054> A9 18: LDA #$18
$A056> 8D 8004: STA ObjectPosX+0 ;This fixes Megaman's position after horizontal scrolling
$A059> A9 00: LDA #$00
$A05B> 85 1E: STA ScrollPosY
$A05D> 85 1A: STA ScrollPosX
$A05F> 8D 0004: STA ObjectSpriteNum+0 ;megaman standing idle
$A062> 8D 4004: STA ObjectUnknown440+0
$A065> 60: RTS

Just disable the position fix by replacing 8D with EA at 16056. (Or 16066 if the ROM has a header.)
There is a better solution to change the fixed position, however it fixes the right scrolling's too, so it requires more things to code. Just make sure left scrolls have at least 4x1 platforms before the scrolls.
I'll try to look into the problem with Mega Man's X position after scrolling to the left. Someone mentioned before It has to do something with an ACD instruction.

You want to make a stage with left scrolling or something? Does the left scroll with byte 60 even work? (as I remember it acts like down-right) BTW, I think you should have asked this in the General hacking thread, but I answer it here, cuz' it's the main thread.

Zieldak
Posted on 06-11-14 08:14 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 2 of 06-11-14 08:18 PM) Link | Quote | ID: 156736


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Posted by Chaobomr
Where should I start (Which Master's weak to the Mega Buster)?


Because both of the LPs I saw before used the original weaknesses, and those who played them had a lot of trouble with the game, I'll give you - and the others who read this - some handful information.

Elec Man is a bit weaker against 'P', he takes 2 damage per shot, unlike the others. And now you can go after the one with scissors. Sounds odd, but it's true. Elec Beam hits you a whopping 10 damage with Rolling Cutter in this hack (and normally only 4), Cut Man gets 30% damage of it, making it his third weakness (but default one for normal runs), being the second his own weapon. So basically you got the first two bosses. Other weaknesses may be unlogical. If you got these two first, the game is pretty easy. But you get the Ice Slasher late if getting started with Elec Man.

Oh... and don't underestimate the Ice Slasher in this hack, it's actually dealing the same damage as the Mega Buster. As Zynk once said, it's the main weapon here... There is one annoying enemy which appears in every game is now doomed with that weapon... But still takes 3 hits to kill.


But I wonder how do I still remember the damage chart after 2 years.

Zieldak
Posted on 06-12-14 07:13 AM, in General Megaman Hacking Thread (rev. 5 of 06-12-14 06:56 PM) Link | Quote | ID: 156743


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Posted by dreamerman
Rockman 2 CX beta vídeo
http://www.youtube.com/watch?v=tVqZntNcrbE
Link for download this?
http://ux.getuploader.com/himaq_uploader/download/21/Rockman+CX+beta3.zip

Sorry, forgot to write 'http://' in the link. Fixed.

Zieldak
Posted on 06-14-14 12:09 AM, in General Megaman Hacking Thread Link | Quote | ID: 156769


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Posted by Insectduel
@Zieldak I don't think Himajin Jichicu wants anyone linking DIRECTLY to the uploaders for Rockman 2 CX but I can probably take it comparing with the Touhoumon authors.

I posted the download link on one of my YouTube videos but only to the website.

But he himself is linking them directly in his videos. Even the earlier betas. But maybe linking a video instead...

Zieldak
Posted on 06-14-14 02:09 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 06-29-14 11:39 PM) Link | Quote | ID: 156773


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It's finally Summer Vacation here. The progress of the hack:

1. Shadow Man's stage is complete, but it is not filled with the correct enemies yet.
2. Magnet Man's stage is 100% finished.
3. Top Man needs some fixes but it's ok.
4. I'm having a problem with Hard Man's stage, because of Break Man's fight room. I don't really know how, or where to move it. Anyone?
5. The Metools are working hard right now on Spark Man's stage. 16/32 screens (to the checkpoint) are mostly complete, and filled with enemies. Unfortunately, the graphics is so similar to Spark Man's original, I'll have to make a brand new tileset for him. Again.
6. I'm tired. O.o
7. Gemini Man's stage is mostly the same as the Demo one, with some fixes and changes.
8. Snake and Needle needs tilesets.
9. Wily levels do not have tilesets yet.
10. Break Man does not have a tileset yet.
11. ?

Zieldak
Posted on 06-15-14 10:26 PM, in General Megaman Hacking Thread Link | Quote | ID: 156792


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Posted by Trinitronity
Thanks. What I'm basically trying to do is finishing some RockMan 2 hacks, that are sadly cancelled, starting with the more basic one, Rockman Unprecedented by DHI.


Finishing others' hacks? And what if the original author doesn't/didn't want it to be finished? And shouldn't you ask the original author for permission to do this?

Zieldak
Posted on 06-17-14 04:19 PM, in General Megaman Hacking Thread Link | Quote | ID: 156828


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Posted by Trinitronity
Wait, active in this forum? That would be awesome, if I have understood you right.


No, not on this forum. Twitter for example.

Zieldak
Posted on 06-18-14 12:18 PM, in General Megaman Hacking Thread Link | Quote | ID: 156851


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Posted by Vanya
If you just want to remove it you can accomplish that simply by changing the graphics to match the non blink tiles, no?

What would you do with it other than blinking?


Bass has that "gem" on his helmet which sometimes shines for a bit. The blinking can be used for that instead. Or maybe he wants to animate the mouth?

Zieldak
Posted on 06-21-14 06:27 PM, in General Megaman Hacking Thread Link | Quote | ID: 156912


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Kuja, a stupid question from me... How can I "repoint" the Break Man fight to Needle Man's 1F room or anywhere else?

Zieldak
Posted on 06-21-14 08:10 PM, in General Megaman Hacking Thread Link | Quote | ID: 156917


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Posted by Trinitronity
Posted by kuja killer
or do you mean the one about after the main 8 stages and 4 doc robot levels being finished ??

Well, I do hope he means that, because I would like to do some repointing in my hack as well, so I can have a few more levels without using new level IDs...kinda like how the levels in MegaMan 2 were handled...
Yep, not the in-stage simple Proto Man fight, the one after the RMs and Docs. Which takes part in the room after Hard Man's boss room.

Zieldak
Posted on 06-21-14 11:55 PM, in General Megaman Hacking Thread (rev. 2 of 06-21-14 11:57 PM) Link | Quote | ID: 156920


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I can't thank you enough Kuja. You do have a lot of notes on the game, huh.

Zieldak
Posted on 06-22-14 07:42 AM, in General Megaman Hacking Thread Link | Quote | ID: 156928


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Posted by Trinitronity
Posted by kuja killer
31AF7 - Screen ID number minus 1[...]

Hmm...sounds very detailed for the start.
However, I would like my BreakMan stage to be an actual (albeit short) stage, complete with gates, which, however, would be located with...hmm...I think locating the new BreakMan stage with the new Wily 1 should be a good idea...
I also would like to add an intro stage (which only consists of 6 screen/one empty room + boss room and no checkpoints), which would be located with ShadowMan's new stage (since both the intro stage and ShadowMan's stage now play in a burning forest).

You can actually make a short level for him. But the battle is actually controlled by this code, there is no Enemy code for Break Man actually. Only Proto Man has it's ID. I don't think ID 78 works as the boss.

You could replace one of the bosses with Break Man with this code. However, I don't know if it'd work correctly. But you would have to skip the Break Man fight after the Docs, skipping to Wily 1. But adding the Break Man stage wouldn't be a good idea, unless you make a whole new level data for it. I think some Wily stages use the same stage data, with different CHRs or something.

Adding an intro stage comes with a lot of coding and stuff, huh.

Zieldak
Posted on 06-29-14 10:56 AM, in General Megaman Hacking Thread (rev. 2 of 06-29-14 10:57 AM) Link | Quote | ID: 157039


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Posted by SnoruntPyro
I'm having trouble with the door editor in MegaFleX. I'm almost done with Gemini Man's level in my MM3 hack, but no matter what I try the door refuses to open. The guide included didn't help very much.

The first gate is located on screen 19 with screen preset 14 in scroll map position A with scroll type A. The hallway is located on screen 1A with screen preset 15 and scroll map position C with scroll type 2.


The Scroll Map positions must follow each other. If C comes after A, it's clear that the scroll of the map will end, because Scroll Map B is missing. So the Hallway should be located on screen 1A, with screen preset 15, scroll map position B with Right×$1, type 2. Scroll Position B may be blank, meaning it has no length, so it skips to C, and that's why it isn't working.

Zieldak
Posted on 06-29-14 11:39 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 4 of 06-29-14 11:45 PM) Link | Quote | ID: 157056


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Touching up the title and menu screens while drawing tilesets (while discarding most of the graphics I drew...) Note that the MM10 Stage Select graphics is only a placeholder.



Nothing much happened since my last post...

- A basic, but new title screen with the MM9-10 style Mega Man logo. Yet no change on Mega. But I still don't know if it should be (R) or TM... BTW, how to disable this picture of Mega, huh..?



- Snake Man's tileset is done and imported.
- Wily 1 tileset 70% complete.
- Hard Man is mostly complete, misses some enemies, needs improved enemy placement, items are missing from checkpoint, background is not complete.
- Gemini Man tileset 30% complete. Gemini Man's stage will be remade.
- Needle Man tileset complete, not imported.
- Wily 2-3-4 tlesets are complete, imported.
- Spark Man's stage is now complete, but has no background.

I think I even have two more tileset than I actually need... Maybe I'll use them for the Doc Robot stages, to make the stages more different.

That's all for now...

You can read this here too: https://sites.google.com/site/zieldak/mega-man-crimson

Zieldak
Posted on 06-30-14 06:06 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 157063


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No, Thanatos, thank you. I have already prepared something to be used there.
Restoration...? Yes, I'm using Kuja's Improvement patch, if you meant that.
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Main - Posts by Zieldak

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