Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
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
Posted on 07-03-12 07:48 PM, in General Megaman Hacking Thread (rev. 2 of 07-03-12 07:50 PM) Link | Quote | ID: 151517

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
Posted on 11-16-14 06:19 PM, in General Megaman Hacking Thread (rev. 2 of 11-16-14 06:21 PM) Link | Quote | ID: 158997

Newcomer
Level: 8

Posts: 2/9
EXP: 1773
Next: 414

Since: 07-03-12

Last post: 2623 days
Last view: 2620 days
Posted by Vanya
Posted by Korxroa
Mega Man 5 Logo Hack based on MM9/MM10 Style.

New Text Logo "MEGA" based on MM9/10, not custom draw text "MEGA" like Wily Wars or Insectduel's MM4DLC (MM4 Hack).
Original Text Logo "MAN" in Rockman or Mega Man 9 & 10, Wily Wars.

Unused Sprite Data Letter "N" in Mega Man 5 Title Screen the US version.
ROM Offset at x02ECAA. Changed Hex F8 (All 3 Numbers) to 2F (1), 37 (2), 3F (3).

Download IPS Patch MM9/MM10 Logo Style for Mega Man 5 here.
Patch to US version NOT PAL version.

------
Edit HP Damage Enemy like Met, Batton, Fan Fiend, 8 Robot Masters etc in Rockman 2. NOT Mega Man 2.
ROM Offset HP Damage Enemy via Hex Editor?


That's cool. I wonder why no one has ever done this before. Now I'd like to see it done for all 6 games.


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
Posted on 11-17-14 01:37 AM, in General Megaman Hacking Thread Link | Quote | ID: 159004

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
@darkmage: download link IPS Patch MM2/RM2 Improvement for Mega Man 2/Rockman 2?



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
Posted on 11-20-14 02:58 PM, in General Megaman Hacking Thread Link | Quote | ID: 159031

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:

A5 1C LDA $001C ; Load Program Counter.
29 03 AND #$03 ; AND Program Counter with 03.
D0 08 BNE $XXXX ; If not a multiple of 3, skip the sound effect.
EE C1 06 INC $06C1 ; Increment HP
A9 28 LDA #$28 ; Load HP Gain sound effect.
20 51 C0 JSR $C051 ; Play Sound effect.
60 RTS


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:

A5 1C LDA $001C ; Load Program Counter.
29 03 AND #$03 ; AND Program Counter with 03.
D0 0F BNE $XXXX ; If not a multiple of 3, skip the sound effect.
AD C1 06 LDA $06C1 ; Increment Boss HP
C9 1C CMP #$1C ; Compare A with $1C
F0 08 BEQ $A12D ; If Boss HP = $1C, leave (HP is compared again outside of this subroutine).
EE C1 06 INC $06C1 ; Increment Boss HP.
A9 28 LDA #$28 ; Load HP Gain sound effect.
20 51 C0 JSR $C051 ; Play Sound effect.
60 RTS


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:

A5 C1 LDA $001C ; Load Program Counter.
29 03 AND #$03 ; AND Program Counter with 03.
D0 13 BNE $XXXX ; If not a multiple of 3, skip the sound effect.
A9 28 LDA #$28 ; Load HP Gain sound effect.
20 51 C0 JSR $C051 ; Play Sound effect.
...


The part that changes the speed of the incrementation is the AND statement. You can change it like so:

29 01 - Really fast; meter will fill before the SFX is done playing.
29 02 - Fast; meter will fill at same rate as MM1, MM3.
29 03 - Regular meter fill rate.
29 04 - Meter will fill more slowly than normal.
29 05 and higher will decrease the fill rate further.


I hope this is useful!

darkmage
Posted on 05-27-15 08:31 PM, in Zelda II disassembly Link | Quote | ID: 160213

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
Posted on 02-16-17 04:56 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 164863

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
Posted on 02-17-17 01:55 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 164865

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
Posted on 02-17-17 03:08 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 164867

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
Posted on 02-18-17 06:23 PM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 164874

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
oh whoops right

Are you making your own romhack ? i would be very happy to see more people using mm3 improve with their own hacks. there's only been a couple so far in the past 2 years.

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

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.228 seconds. (329KB of memory used)
MySQL - queries: 73, rows: 94/94, time: 0.222 seconds.