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Zieldak
Posted on 07-01-14 03:25 PM, in General Megaman Hacking Thread Link | Quote | ID: 157088


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Ok, I'm asking too many stupid questions, but where is the Tile ID for the Dots on the stage select screen of Mega Man 3? Or the same question backwards, where is the Tile ID for the Password dots? Or does it even have one?

Zieldak
Posted on 07-01-14 05:27 PM, in General Megaman Hacking Thread Link | Quote | ID: 157091


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Posted by kuja killer
Posted by Zieldak
Ok, I'm asking[...]


[...]312DD for the Tile Id of the little stage select balls.[...]


Thanks again, Kuja.

Zieldak
Posted on 07-01-14 07:25 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 3 of 07-01-14 08:23 PM) Link | Quote | ID: 157098


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Thanks to Kuja, the MM10 themed screens are now complete, and now the cursor on the stage select screen resembles the original. But the title screen is still not complete... Oh, and some fixed/elevated mugshots for GE, MA and SH.

I'm thinking about giving the "pipes" some "darkness" /MikeTechno/.
I should get ready to finish the remaining RM stages, and fix up the "finished" ones.



I love how Giant Snake works in the game... Uses 1A's structure data to clear the snake, animates the platform even if the snake enemy isn't there actually...

Zieldak
Posted on 07-02-14 03:21 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 07-02-14 03:33 PM) Link | Quote | ID: 157110


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Thanks for the support guys. Thanatos, thanks for that title screen, but the CHR set lacks that many space. I think I really should expand the ROM, but I'm too inexperienced in both ASM and all, I don't think I will. :/ It was a miracle I could make that code for the Reloaded Boss Gauntlet with a bit of help. XD

@Zynk - Yes, I have used Kuja's patch, but I have imported the MM9-10 title screen with TLP, then arranged it with Mega FLE X's TSA editor. BTW, there is a version like that which puts in the JP title screen?
To do it, first import the tiles, enable Scene Screen Mode, go to Bank 13, get the tile editor, TSA editor (3th TSA set, the first one is for the stage select screen) and SBD editor. Then freely edit anything, except Mega on the title screen.

Zieldak
Posted on 07-02-14 06:50 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 157115


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Posted by Thanatos-Zero
I see. But anyway, I have decided to give the Robot Masters a little polishing with a little extra of Megaman looking in 9 directions.

- INSERT YOUR PICTURE HERE -

I will now resume on the Zelda Project. Have fun Zieldak!

Thank you, Thanatos.
I used your Title Screen for an example to make mine much better, and here is the result. Too bad, I only had 11x3 free CHR tiles (33+2), so I had to make a new text. Your text was 6 tiles bigger. :/


Zieldak
Posted on 07-02-14 06:54 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 157117


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Posted by MikeTechno
Posted by Zieldak
Thanks for the support guys. Thanatos, thanks for that title screen, but the CHR set lacks that many space. I think I really should expand the ROM, but I'm too inexperienced in both ASM and all, I don't think I will. :/ It was a miracle I could make that code for the Reloaded Boss Gauntlet with a bit of help. XD

@Zynk - Yes, I have used Kuja's patch, but I have imported the MM9-10 title screen with TLP, then arranged it with Mega FLE X's TSA editor. BTW, there is a version like that which puts in the JP title screen?
To do it, first import the tiles, enable Scene Screen Mode, go to Bank 13, get the tile editor, TSA editor (3th TSA set, the first one is for the stage select screen) and SBD editor. Then freely edit anything, except Mega on the title screen.


This is my suggestion, why not take thanastos mega man gfx from the title screen and replace the original with it ?
Long as coloring and details arent extensive that would be perfect to have as your title screen.


With
Posted by Zieldak
Thanatos, thanks for that title screen, but the CHR set lacks that many space.
I meant I cannot use the CRIMSON text. I could use Mega over the original one.

Zieldak
Posted on 07-03-14 05:12 PM, in General Megaman Hacking Thread Link | Quote | ID: 157147


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Another question... Is there a way to disable the Giant Snake's tail in room ID 5? I mean that animation or something that's even there if the enemy itself is removed.

Zieldak
Posted on 07-04-14 01:01 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 157172


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Posted by Zynk
Posted by Zieldak
@Zynk - Yes, I have used Kuja's patch, but I have imported the MM9-10 title screen with TLP, then arranged it with Mega FLE X's TSA editor. BTW, there is a version like that which puts in the JP title screen?
To do it, first import the tiles, enable Scene Screen Mode, go to Bank 13, get the tile editor, TSA editor (3th TSA set, the first one is for the stage select screen) and SBD editor. Then freely edit anything, except Mega on the title screen.


I guess Megaman in the titlescreen is in the "sprites bank" b/c he is not displayed in the Mega FLE X? My previous question was meant for that; how to insert Megaman on the titlescreen in US version?
That is something I cannot answer. Kuja?

Zieldak
Posted on 07-04-14 04:14 PM, in General Megaman Hacking Thread (rev. 2 of 07-04-14 04:19 PM) Link | Quote | ID: 157176


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Posted by kuja killer
Posted by Zieldak
Another question... Is there a way to disable the Giant Snake's tail in room ID 5? I mean that animation or something that's even there if the enemy itself is removed.


1202E - this is the level id of that wavy animation thingy your talking about. on which level it happens on, if you dont plan on ever using it, or the snake enemy at all in your hack.

then just set this to FF (which just simply means it wont happen on any level)
So then 12034 is controlling Room ID 05 and 12038 is controlling ID 0E, right? But there is actually no need to answer, I don't really understand how to read the data, but I know how to experiment with things. XD

EDIT: What the... I actually was right. XD

Thanks for the help, Kuja. You are a great person.

Zieldak
Posted on 07-07-14 10:59 PM, in thank mods (rev. 3 of 07-07-14 11:01 PM) Link | Quote | ID: 157337


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Posted by YouKnowWho
Oh and to clear things out, the spamming wasn't meant as a direct attack towards anyone, my apologies if I offended anyone.

This was meant to point out what blackhole89 apparently refuses to admit: the board is dead. The current staff doesn't care about it. Either find staff that is willing to care about it, or archive it.

Leaving the board in this state is bad bad bad. To give you an idea, I only came here to make a few lame posts whenever I had time to kill. Eventually Bulba helped me make more posts, but I didn't spend all my time doing this.



It was a direct attack to me, I don't know what do the other think about this. There are many guest here too, about 10-15 active all the time, I don't think they like a spammed board.

If you really wanted to "open up" the admins' eyes, WHY DIDN'T YOU PM THEM OR E-MAIL THEM? Is it easier to attack the board with spam instead of talking with an admin?

Leaving the board as it is will work, like it worked before. Maybe we should have one more Admin, but no more... We never had any problems on the board before, there was no one to ban, there was nothing harmful to moderate. It's true this is not as active as IGN's or other ones, it's true we lack "24/7" active admins or moderators (ADMINS ARE NOT ROBOTS!!), but this doesn't mean this forum is dead. I don't see why 4 Admins are not enough for a maximum of 50 active users and some guests and 1-2 newcomers who don't even post anything usually or leave after 2-3 posts, mostly on rom-hacking or general forum.

But... Do you know why there are only 4 admins here? It's a pain to get/hire new admins who are reliable, trustable and won't mess up the board, especially on boards like this! Forums of companies are a different story, they get paid for it, and they definitely WON'T harm the board, or else you-know-what-happens-usually... But those forums usually have thousands of users too.
And what we actually lack are Moderators. KP9000 alone? Acmlm is another story, but the other two... I don't know anything about them.

Zieldak
Posted on 07-09-14 04:08 PM, in General Megaman Hacking Thread Link | Quote | ID: 157379


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Question after question. How does the game control the Giant Metool mini-boss fights in MM3? I would like to take the second Giant Metool from Needle Doc stage to Needle Man stage.

Zieldak
Posted on 07-23-14 08:54 PM, in Your Face (rev. 2 of 07-24-14 02:51 PM) Link | Quote | ID: 157499


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Posted by YouKnowWho
Oh shit.

Some idiot who has nothing better to do with their time than constantly backseat modding a dead board, is threatening me.

I'm so scared I just shat my pants.


Come to me, tough boy.


And be careful while trying to slip out of your room. If mom notices you, you'll get grounded.


To make this reply much simpler and violence-free...
"Let it be "dead" and leave the board."

Zieldak
Posted on 08-30-14 12:22 PM, in General Megaman Hacking Thread Link | Quote | ID: 158003


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Holy cow! What are you doing here zuschzero?
It's weird to see someone here who is from the same country (except Za909, who was here before I registered here) as me! (Check it below my name.) Are you trying to make walktroughs of Rockman 3&4 BC-s, with normal walking speed, huh?

Zieldak
Posted on 12-17-14 08:10 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 159132


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Possibly continuing the hack after a long break. My biggest problem is designing graphics right now (I'm not really good at it), lack of knownledge on ASM, Music.

Zieldak
Posted on 12-22-14 10:29 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 7 of 05-11-15 07:33 PM) Link | Quote | ID: 159162


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Well, I'm trying to do my best with the graphics. I think I did a good job with this one. But it still needs more elements.
This was inspired by MM3 Wily 4 stage, Rokko Chan Hockey Man stage, took platform tiles from MM9 Wily 2 and redrawn those. This is also a MMX themed design.
This is an animated image. [29 kb]

http://acmlm.kafuka.org/uploader/get.php?id=4784
*EDIT - Image Urlified*

I see spoilers are not working properly. Or it is used to hide stuff from unregistered guests?

Zieldak
Posted on 12-24-14 12:08 AM, in General Megaman Hacking Thread Link | Quote | ID: 159173


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Well, I'm still a noob at this. I'd like to know where is the AI code of Penguin (3B) located in Mega Man 3 if possible. I'd like to either change the travel x distance to 0 when it jumps, or simply remove it.

Zieldak
Posted on 12-24-14 02:16 PM, in General Megaman Hacking Thread (rev. 9 of 12-24-14 05:23 PM) Link | Quote | ID: 159177


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Posted by kuja killer


Zieldak -- penguin
-------
3AA6D + 3AA72: Low/High byte of jumping power heigth - that determines how far it'll jump. the lower the number, the less distance it goes.
Default jumping power distance is 03.44

3AAA5: Delay time until "next" jump
-------
there's a bunch more settings like for the eggs but it's kinda complicated though. i assume your only interested in just the penguin so that's all i looked up for now, if you need more info, i'll give more.


Thank you very much.
You are right, I don't really want to mess up the eggs.

Changing the values you mentioned still makes it jump in upon appearing and make 1 pixel distance jumps. So it's not really what I needed.

However, I instead NOPed 3AA4E, which is a logical value as I see, and since the AI cannot use a not existing value for computations, it simply disabled the movement. I have not found any problems yet, so I assume it's safe to do this. But it now doesn't wanna throw eggs, only from a short distance. It seems it would be wise to do more than simply disabling movement by doing this.

Aww, I should first disassemble the AI for myself, then do something about it, huh.
It would be better to have a Disassembly document on the game, I would kind of manage doing things on my own.

I'd like to know however, the eggs travel distance.

Zieldak
Posted on 12-24-14 06:40 PM, in General Megaman Hacking Thread (rev. 5 of 12-24-14 06:47 PM) Link | Quote | ID: 159180


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Posted by Zieldak
However, I instead NOPed 3AA4E, which is a logical value as I see, and since the AI cannot use a not existing value for computations, it simply disabled the movement. I have not found any problems yet, so I assume it's safe to do this. But it now doesn't wanna throw eggs, only from a short distance. It seems it would be wise to do more than simply disabling movement by doing this.


Well, I made a rom dump with the AI in it and disassembled with disasm6. I managed to disable the jump it makes upon spawning (3AA4B, 3AA52), also was able to disable the jump distance toward Mega, from both sides. (3AA58, 3AA60) And fortunately, it works as it should, but the travel distance of the eggs is well, short...

And it seems I need some information about the eggs.

Posted by Korxroa
@Zieldak: Hello Zieldak, New MM2 Hack called "Mega Man Reloaded 2" coming in 2015?
released Original Mega Man Reloaded back in 2012 (v1.x) and 2013 (v1.3).
last downloads 3000+ (not 4000+) on RHDN.

Hmm. I shall say I'm currently working on Mega Man Crimson, a MM3 hack. I don't have any plans for an MMR2 right now.

Zieldak
Posted on 12-31-14 01:14 AM, in General Megaman Hacking Thread Link | Quote | ID: 159218


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Okay. Well, I'd like to move the Giant Metool miniboss from Needle R (Room 15) to Needle Man's stage (Room E), the enemy is there, but it doesn't rise up as it does normally. So what do I have to change to activate the miniboss correctly?

Zieldak
Posted on 12-31-14 04:49 AM, in General Megaman Hacking Thread Link | Quote | ID: 159220


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Posted by kuja killer
Giant Metool level setup:

That's a lot of info... Thanks!
By the way, are you searching for these when someone asks it, or you have documented these?
I am one of the lamest ROM-hack creators ever, I don't even know how you find these values and all.
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Main - Posts by Zieldak

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