| |||
Views: 88,487,641 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 04-26-24 01:22 PM |
|
Guest: Register | Login |
Main - Posts by darkmage |
darkmage |
| ||
Newcomer Level: 8 Posts: 1/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
HACKING QUESTION for Rockman 2.
I'm making a MM2 improvement using the Rockman 2 ROM. What I've done so far: *Edited the intro screen to say Megaman2 instead of Rockman2. *Edited the intro text *Replaced weapon/item text I'm new to the board so I don't know the etiquette for screenshots, or I'd put some up. What I'd like to do to round out this hack is to speed up energy meter fills/refills to be in line with the rest of the series. I've looked for info on this, but the closest I've come is the sound engine info on this board. Would anyone be able to point me in the right direction? |
darkmage |
| ||
Newcomer Level: 8 Posts: 2/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
Posted by VanyaPosted by Korxroa I'm working on a MM2 Improvement hack that uses the Rockman 2 ROM, where I changed it. There are a few other improvements as well, but I'm not quite finished. If it looks familiar, that's because my original edit looked...shaky, especially the 'G'. I saw your mockup for MM Powered Up, and used it. I was intending to give you credit for that. |
darkmage |
| ||
Newcomer Level: 8 Posts: 3/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
Posted by Korxroa I'm not quite done with it yet. I'd like to change the "Got Weapon" text to be able to use the official English names for the weapons. There's a lot less room, and I've done what I could, but I'm trying to find a way to expand the used space. Here's what I've done so far: -Changed the title screen from Rockman 2 to Megaman 2 -Moved the boss life meter to the right side of the screen -Fixed all the "Clash Man" references -Speed of energy meters filling has been increased to match MM1 and MM3 -Added shadowing to font -Tweaked intro text and "Got Weapon" text -Various minor sprite tweaks What I'd like to do: -Expand the "Got Weapon" text space in order to use official English weapon names -Find a way to fix the sprite flicker (if possible/feasible) For this second one - does anyone know if there's a disassembly of Mega Man 2, similar to bisqwit's Mega Man 1 disassembly? Speaking of MM1, I'm also working on a Mega Man 1 Improvement project, to bring the first game more in line with the rest of the NES games. So far: -Changed energy/weapon capsule sprites to MM2+ -Changed the bonus pearl sprite to resemble a bolt, a la MM9 -Changed Sniper Joe sprites to MM2-style -Changed boss explosion sound to Mega Man's, to match MM2 I'm trying to figure out how to do the following: -Change the sound from bonus pearl to extra life when the Magnet Beam and the Yashichi are picked up -Change the sound from bonus pearl to Mega Man beam-in/transform when teleporting through the Robot Master rooms in Wily Stage 4 After looking through bisqwit's disassembly and making some test changes, it's not going to be as easy as the Robot Master SFX change, since the bonus pearl sound is a subroutine linked to a few other things, instead of being called separately in each case. Gosh, these early Capcom programmers - trying to save space wherever they can! What I'd like to do: -Move the boss meter bar to the right -Pull out the whole scoring engine -Disable the select button pause -Fix the landing on spikes behavior to match MM2 (invulnerable while damaged) -Find and fix the glitch that makes Mega Man stop if he picks up an energy capsule even when he's full/doesn't have a weapon equipped What I'd REALLY like to do: -Add in Energy Tanks in place of the scoring engine -Portraits on the stage select screen I know some of this work was done by infidelity when he did his Mega Man Upgrade patch, but I was already working on this anyway. I may have to ask him about the boss meter and the scoring engine to see if he can give me hints on how to do it safely. The other bits are going to require some ASM work, which I am starting to dabble in, and some tilemapping work - which I have no experience in as yet. I'll let you know when I get to a point that I feel like either project is ready for release. |
darkmage |
| ||||
Newcomer Level: 8 Posts: 4/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
Thanks to omega_rugal at RHDN, one of the things I had been wanting to do for my Mega Man 2 Improvement project has finally been found! Also, I didn't know that this site existed until he pointed me to it. There's some good info here; why this hasn't been added to Data Crystal is beyond me.
Anyway, in case there has been anyone who was looking for this (like me), here's how to speed up meter filling - AND the travel path creation for the Wily Castle map, since it uses the same sound and logic - in Mega Man 2. Here's the general ASM for the routines, with the breakdown from the Almighty Guru wiki:
The increment HP code uses $06C1 for Robot Master meters, and $06C0 for Mega Man. There are a few different ones for Mega Man's energy, weapon energy, and E-Tank filling; I haven't tested fully to determine which address handles which. The Wily stage bosses are a bit different:
The travel path creation for the Wily Castle map is governed by similar code, but it's a longer routine and I'm not sure what all of it is doing yet. Here's the relevant part:
The part that changes the speed of the incrementation is the AND statement. You can change it like so:
I hope this is useful! |
darkmage |
| ||
Newcomer Level: 8 Posts: 5/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
Does anyone know where I might be able to find a relatively complete disassembly of Zelda II, or have archives of _icepenguin's notes on how he made some of the changes for his hacks (since his website is apparently down)? I'm looking to do the following:
> Expand the dialog box from 10x4 to 16x4 > Extend the range of Link's sword beam I have Trax's documents from a earlier post, which will help with expanding the dialog box, but I'm not seeing anything on where the sword beam data might be. Can anyone help? For those who are curious, I did visit the Wayback Machine and was able to grab this text file, which might help anyone trying to hack Zelda II music the way _icepenguin did. Uploader - Optomon's Zelda II Music Document |
darkmage |
| ||
Newcomer Level: 8 Posts: 6/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
Apologies in advance for updating a necro post, but I had two questions for kuja about this hack and didn't see the point for starting a new thread.
1) I really like most of your changes, but the one that's really jarring to me is the instant energy fill. I looked through your docs on RHDN, but I didn't see anything about where that data might be found. Would you mind pointing out where this is and what was changed so I could revert this? 2) Minus the one change I mentioned above, I really REALLY like what you did for MM3. If you're ever looking for a similar project, could I suggest MM2? That game really needs some optimization love, what with the huge amounts of sprite flicker and slowdown (particularly in the Turret Room!). Thanks for entertaining the thought. |
darkmage |
| ||
Newcomer Level: 8 Posts: 7/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
I've done some work on Mega Man 2 already, but it's only on superficial stuff - I took a Rockman 2 ROM and changed the title screen to Megaman, sped up energy fill when picking up capsules, moved the boss energy meters to the right side of the screen, and some weapon descriptions on the "You got" screens.
What Kuja Killer has done is far beyond my capabilities, though. But I would love to see MM2 get some love, that's for sure! |
darkmage |
| ||
Newcomer Level: 8 Posts: 8/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
Hi Kuja! Congrats on such a massive undertaking as this hack!
I looked through the version notes in the archive for the MM3 Improvment patch, but I didn't see anything for how the energy meter fill was done, or how to revert it. Is that anything you wouldn't mind sharing? |
darkmage |
| ||
Newcomer Level: 8 Posts: 9/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2623 days Last view: 2620 days |
Posted by kuja killer Thank you very much! I'm not really looking at making a hack right now, since what I would like to do - port MM1 or MM2 into the engine the rest of the series uses - is beyond my capabilities without a detailed disassembly of both games. I know the one by Bisqwit is out there for MM1, but I hadn't seen a disassembly of MM2 the last time I looked. But work like yours is inspiring. I may have another look and see if this is something I might be able to do. Thanks again! |
Main - Posts by darkmage |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 73, rows: 94/94, time: 0.222 seconds. |