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Zynk
Posted on 05-08-18 03:52 AM, in Megaman 3 Justiley Link | Quote | ID: 166348


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Congratulations on the release! No bugs were found. But I would like to point out Protoman's ending music is not the complete version played.

Also, I would like to know how to change music? I recognized Mega Man V GB Pluto's stage theme on Spark Man stage 2.

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Zynk
Posted on 06-10-18 06:03 AM, in Streets of Rage 2 looney tunes edition (release) Link | Quote | ID: 166377


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Taz not doing his signature spin is quite disappointing.

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Zynk
Posted on 06-11-18 01:47 PM, in Streets of Rage 2 looney tunes edition (release) (rev. 2 of 06-11-18 01:48 PM) Link | Quote | ID: 166379


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Posted by Metal64
Posted by Zynk
Taz not doing his signature spin is quite disappointing.


He does, the slide and the def special are spin attacks

Oh sorry, didn't experiment much when I tested it.

BTW, Witch Hazel still has Electra's pickup and falling-from-above sprites. I thought Hazel's sprites are freaky af. Why no Porky Pig, Yosemite Sam and Elmer Fudd?

EDIT: Would be nice if the new sprites have shadows on their feet.

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Zynk
Posted on 06-19-18 01:05 PM, in The Ultimate Mega Man 1 (U) Hacking Notepad Link | Quote | ID: 166399


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This small document by Insectduel on how to restore the beep sound in the titlescreen of MM1 US version should be included.

http://www.romhacking.net/documents/411/

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Zynk
Posted on 08-09-18 02:21 PM, in Megaman: The Wily Wars - Classic Fluency Link | Quote | ID: 166454


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Hey Welcome back!

The gameplay changes does feel smoother and shooting does not feel delayed, I can shoot three shots without out running it. Speaking of which, I think the MD game made Mega Man a little quicker than the NES, maybe you could adjust his speed to match the NES? I like the palette changes in Ice Man's stage (which I quickly notice, it bothered me that they made it a drab looking), now the background is much cooler.

Btw, about collisions, do you notice that enemy projectiles pass through Mega Man's head without getting hit? Maybe because Capcom changed his sprite design and made him taller, but they did not touch his hit boxes.


Spoiler:
PS: Maybe not call the ROM as "USA version" since there is no such thing but the "Europe version" (or am I mistaken). :confused:


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Zynk
Posted on 08-10-18 07:39 AM, in Megaman: The Wily Wars - Classic Fluency Link | Quote | ID: 166456


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Posted by Synthetekh
Thanks Zynk!
Btw if there's anything you're still needing help with just let me know and I'll get back to it!~ I think it's safer to say that I'm finally back; I'll take breaks here and there of course, but it feels much more the time in my life to start getting things done.
Yeah I'll DM you later when I have time. I'm taking a break on my hack as well.

Posted by Synthetekh

Question of preference: Should I make it so you can shoot 3 shots instead of 2 with Rush? - I could personally go for 3, but it is actually only 2 in the NES version as well, so would that feel a little over-reached to anyone (I noticed too that it actually counts spawning Rush against his available shots... I wonder if that's a bug by any chance)?
- I'm also thinking of making Rush Marine's single shot (while inside) more of a small torpedo than a dinky little plasma shot.

Rush Marine shots should be more than 1. I would like to shoot 3 shots too. Also, Rush Marine with open mouth while shooting would be an improvement, though 3 does not have that animation, MM4 does.

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Zynk
Posted on 08-12-18 01:08 PM, in Megaman: The Wily Wars - Classic Fluency Link | Quote | ID: 166459


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Posted by Alien-Type-0

1. Please switch back the controls to default, the way you have it now is just horrible.

You can always change it in the Options on the fly.


Posted by Alien-Type-0

4. Let the rush marine have a straight plasma shot like in the original.
Changing it to a 3 shot is really pointless, it will slow up things like in mega man 5 for the gameboy.
Mega Man V Game Boy does not have a Rush Marine. If you meant Rush Space, he has 3 shots but it does not slow down the game.

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Zynk
Posted on 09-15-18 07:06 AM, in Which Energy Balancer would you like to see in a MM1 hack? Link | Quote | ID: 166523


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Will it be pre-equipped or like an item pickup first?

1. sounds efficient while 2. sounds convenient but I don't feel like an item should do two different things like restore HP and EN at the same time. I'd vote for 1.

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Zynk
Posted on 12-30-18 01:45 PM, in How to change Birdo's palette in Super Mario Bros. 2 NES? Link | Quote | ID: 166810


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Happy holidays! Just like the topic title says.

I'm looking and corrupting the addresses on this list but I haven't successfully found Birdo's palette assignement.

https://datacrystal.romhacking.net/wiki/Super_Mario_Bros._2: Sprite_palette,_mirroring,_etc.

There are two types of Birdos, the egg spitter has its palette assigned as $03 (usually pink); and the fire spitter as $02 (usually green).

Note: I do not want to change the palette (its easy to change the palette itself, but it affects the pink shyguys), I want to change the palette of Birdo to either $00, $01, $02, $03.


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Zynk
Posted on 12-31-18 03:17 PM, in General Megaman Hacking Thread Link | Quote | ID: 166816


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Cool! Since 2019 is Year of the Boar/Pig, I'm guessing its Hyper Storm H this time? But that's for the Genesis.

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Zynk
Posted on 01-09-19 01:25 PM, in How to change Birdo's palette in Super Mario Bros. 2 NES? Link | Quote | ID: 166839


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Thank you very much!

Though I found it near at
0x4f63 = $43
0x4f64 = $41
0x4f65 = $42

I'll just set them all on $41 so they're all red.

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Zynk
Posted on 01-12-19 08:40 AM, in How to fix Clawgrip upside down sprite? Link | Quote | ID: 166840


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Not sure if this is a bug, but how do you fix Clawgrip's upside down sprite?



One half is the damaged sprite, while the other half shifts from idle sprite to lifting stone sprite.

Would rather look better if its a whole damaged sprite were used.

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Zynk
Posted on 10-22-20 02:41 PM, in Megaman - The Wily Wars (USA) - Recovery & Restoration Link | Quote | ID: 167424


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This is a nice discovery

Posted by Synthetekh
Neat~
Yeah what an unusually interesting situation to work with.

That'd be cool if I can submit a patch. I mean I feel like concerning over the patch technically containing official data could just be splitting hairs for nothing, so maybe I should just do it since its such a negligible amount of it broken up into tiny segments anyway.

However, https://www.romhacking.net/policy/#Restricted_Consoles__Platforms__and_Games

I'm not exactly sure if this applies to the US ROM for the Mini, since if it is technically a ROM for the original Genesis... So I could be wrong.

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Zynk
Posted on 09-23-21 03:30 PM, in Super Mario Bros. 3 - Mario/Luigi palette on map (rev. 2 of 09-23-21 03:51 PM) Link | Quote | ID: 167819


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I need help with changing Mario and Luigi's palette on the maps.

I found 0x3782c is palette for small mario, and 0x37837 for big mario.

However, changing the palette of small mario also changes small luigi to whatever changes made on small mario.

My question is: How can I change small mario's palette without affecting small luigi's?

Thanks in advance.

EDIT: Apparently, I found it after posting this thread lol

its at 0x37820 $161A cheers



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Zynk
Posted on 01-13-22 03:39 AM, in [HELP]Megaman's color when using Beat in Megaman VI Link | Quote | ID: 167947


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Happy New Year!

I was wondering if its possible to reassign Megaman's Beat color to another colors? For example, in my Roll-chan hack, Roll is red, and I want her Beat color to be blue which is her Wind Storm color.



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Zynk
Posted on 01-19-22 08:56 AM, in [HELP]Megaman's color when using Beat in Megaman VI Link | Quote | ID: 167970


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Posted by kuja killer

I just do not understand at all exactly what you want to change.




What I meant is, change Roll's Beat color to blue, Roll's default is red.

I was thinking if Beat shares the default color, maybe there is a control on sharing colors, that's why I pointed out that I placed blue on Wind Storm.

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Zynk
Posted on 01-30-22 04:51 AM, in [HELP]Megaman's color when using Beat in Megaman VI Link | Quote | ID: 167987


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Posted by Synthetekh
I figured out a simple solution!

Since Beat's palette doesn't have its own colors (shares with Plasma), nor its own Address (it may be possible to give it its own Address without too much trouble... need to investigate further), the simplest answer I've found is to change Beat's palette ID to the same value as Wind's ID, so that those two share the same color palette instead.

To do this change the value at 71648 from 0x09 to 0xB1 (71638 if Unheadered ROM as the iNES header is 0x10 Bytes at the beginning of ROM space).

There is a Weapon ID table for the Color Palettes from 7163F - 71648.
Plasma = 09
Yamato = B0
Wind = B1
Blizzard = B2
Flame = B3
Plant = B4
Knight = B5
Tomahawk = B6
Centaur = B7
Beat = 09

These values are not literally the ID themselves, but get added to a weird Address Table to determine the Table's Offset, and the values pulled from it determine what Address the Weapon's Palette is loaded from.


Further details on the Address Table:
The Weapon Palette Address is 2 Bytes (in NES CPU Address space). Because of Bank Swapping we'll have to calculate the final Address of the Weapon Palette that will refer to ROM space.

--- First though ---
Byte 2 (least significant Byte) of Weapon Palette is read from the weird Address Table at 9000 - 90FF (NES CPU memory / Address space); 6F010 - 6F10F in ROM:
Add: 9000 + B1 (Wind) = 90B1. Which has a value of 7A.

For Byte 1 (most significant Byte) of Weapon Palette, the weird Address Table is at 9100 - 91FF; 6F110 - 6F20F in ROM.
Add: 9100 + B1 (Wind) = 91B1. Which has a value of 96.


Put 96 & 7A together, and this (967A) is the Address for the Weapon Palette Data (in NES CPU memory).
- ROM Banks get loaded into CPU memory at 8000 - FFFF (but with MMC3 I think maybe just 8000 - 9FFF).
- Banks with the MMC3 mapper (which MM6 uses) are 0x2000 in size each.

So subtract 0x8000 from 967A, and we get 167A (the Address within the Bank).
Add 0x10 for the iNes Header that the ROM contains, 967A + 0x10 = 968A.

I don't know how to tell which Bank is currently loaded (in this case I already know it's 0x37), but we'd add 0x2000 * Bank # (0x37) to 168A, and that would get us our final result.
The Address of Wind's Palette Data is 6F68A.
You could also look at the data in NES CPU memory (so at 967A in this case), and search some of that data in the ROM to find it.


If there's room to include Beat's own Address values to this Address Table, and blank space for the Palette Data itself, then it could easily have its own Palette & Address, but I'll need to really investigate this further to be sure it doesn't overwrite something else.
THANK YOU SO MUCH!! I appreciate your help very much!! o7

Gonna update Roll-chan 6 with this and more sooner!

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Zynk
Posted on 02-17-22 09:06 AM, in [HELP] SMB3 - Super Princess Peach 3 Title screen colors Link | Quote | ID: 168018


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Hi. Need help with this because its bothering me

I recently released this hack a few months ago - http://www.romhacking.net/hacks/6284/

Here is the title screen, I made the the title the size I wanted, but it affected the other background colors, that's why the tall mountains turned pink/yellow

I want to change the background colors of mountains back to green/light green. The question is how?



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Zynk
Posted on 02-19-22 10:00 AM, in [HELP] SMB3 - Super Princess Peach 3 Title screen colors Link | Quote | ID: 168021


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Wow you saved the day again

I never thought about using SMB3TE, I tried it out and even fixed the raised curtains back to red (forgot about it)



Thanks a million!

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Zynk
Posted on 05-18-22 04:09 PM, in board2 Town Square - Down, yet up Link | Quote | ID: 168116


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Posted by blackhole89
...aaaaand we're back up. There were some issues with the server that I couldn't set aside a day to fix for a whole month. Let's hope that this fix will last.

I did a round of sweeping and added a little roadblock that will hopefully at least prevent some of the "Indian datacenter" style spammers from signing up while I was at it.
Good job!

I'd also like to ask about the Uploader as it is not available. Will the files in there ever be recovered?

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