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Zynk
Posted on 05-24-22 05:14 AM, in [HELP] [NES] Garfield KO sprite not facing left Link | Quote | ID: 168120


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So I'm hacking A Week of Garfield for the NES using the Upgrade patch. I have drawn some new sprites for Garfield and Odie.

While troubleshooting Garfield's KO sprite, if he collides with an enemy while FACING LEFT, his KO sprite faces right.


(KO'd colliding with rat facing left)

FACING RIGHT has no issue

(KO'd colliding with spider facing right)

I want Garfield's KO sprite to point left when he is facing left. Like this:


(Example mock up)

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Zynk
Posted on 06-10-22 03:38 PM, in [HELP] [NES] Garfield KO sprite not facing left Link | Quote | ID: 168131


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Posted by Synthetekh
I may be busy for a little while, but when I get some time I'll see if I can do something about this.
Thanks

I released this hack, you can grab it here - https://www.romhacking.net/hacks/6894/

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Zynk
Posted on 08-21-22 04:16 AM, in [HELP] Weapon Get screen in Rockman 6 Link | Quote | ID: 168255


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I successfully rewrote the Weapon Get messages from abbreviated to full weapon names. In Roll-chan 6, unabbreviated TANGO-JET and TANGO POWER texts.



However, the YOU GOT words are missing. I was wondering if it is possible to insert YOU GOT somewhere, like re-pointing (IDK how to do that tho)


I made this though, but was wondering if the former can be done.


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Zynk
Posted on 01-15-23 09:34 AM, in Roll Chan World 5 by Zynk Link | Quote | ID: 168454


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I hope so. I'm waiting for the colorization utility if any.

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Zynk
Posted on 01-15-23 09:43 AM, in General Megaman Hacking Thread Link | Quote | ID: 168455


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Anyone know how to change the blye parts around Protoman's portrait? I used Mega FLE X to change the palette IDs of the background.



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Zynk
Posted on 01-21-23 09:38 AM, in General Megaman Hacking Thread (rev. 2 of 01-21-23 09:39 AM) Link | Quote | ID: 168464


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Thanks for the reply QC. I edited the stage select screen with Mega FLE X, like I mentioned in my previous post.


The palette for the background and sprites is at 0x2EBB0-0x2EBCF (0x20 bytes in hex) in the ROM file. I modified 0x2EBB3 from 11 to 04 before starting a new game for visual testing purposes.
-I did not change the stage select screen palettes at 0x2ebb0.

The offsets of the color attributes (00,1,02,03) of the stage select screen at

0x1f170-1f1a8 for the bakground tiles, and the mugshots of Megaman and the 8 robot masters at

0x1f1a9-1f1ce, Protoman's mugshot attribute and the tiles by his sides are not in that offsets.



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Zynk
Posted on 01-21-23 03:02 PM, in General Megaman Hacking Thread Link | Quote | ID: 168466


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That did it! Thank you very much!



Changed $CC33 to $FFFF



Posted by Quick Curly
Okay, thank you for the clarification. When you said in your first post that you used Mega FLE X to change the palette IDs of the background, I interpreted that as you simply saying you changed the actual palette, and not the attributes, which is why I couldn't replicate your issue by only focusing on the palette. I also didn't try looking for the attributes yet since I didn't have all the specific details of anything else you might have potentially modified.

Again, these findings are from using the (U) version of the game.

By focusing on a PPU write to $218E for a value of 10 (the tile ID of the top-left of Proto Man), the Debugger froze at $C2B0 (0x3C2C0 in the ROM file). The previous line of code, $C2AD, showed that a value of 10 was retrieved from $0783 in CPU memory. So, I set a new write breakpoint for $0783 for when a value of 10 is stored there.

After returning to the beginning point, the Debugger snapped at $8B15 (0x2EB25 in the ROM file). The previous line of code, $8B12, showed that a value of 10 was retrieved from $8E92 (0x2EEA2 in the ROM file).



The range of 0x2EE9F-0x2EEC0 (0x22 bytes in hex) is the data for Proto Man's tiles, as well as the attribute value for $23DB (to use the fourth quarter of the palette for Proto Man's graphics).

After I modified 0x2EEBE from CC to FF, the background on the left side of the display box for Proto Man started to use the fourth quarter of the palette (03) instead of the first quarter (00).



CC in hexadecimal is 11001100 in binary.
FF in hexadecimal is 11111111 in binary.

Each attribute value covers a 64x64 area, made up of 2 16x16 blocks, or 4 8x8 tiles, in the following order with respect to its binary value:

33221100

+----+----+
| | |
| 0 | 1 |
+----+----+
| | |
| 2 | 3 |
+----+----+

So, a value of CC means the 0 and 2 8x8 sections use the first quarter of the background palette (00 in hex, 00 in binary), and the 1 and 3 8x8 sections use the fourth quarter of the background palette (03 in hex, 11 in binary).

By modifying 0x2EEBF from 33 to FF, the right side of the display box started to use the fourth quarter of the palette as well. This is the attribute value for $23DC in PPU memory. 33 in hexadecimal is 00110011 in binary. The 0 and 2 8x8 sections use the fourth quarter of the background palette for the right side of Proto Man, and the 1 and 3 8x8 sections use the first quarter of the background palette for the background display on the right side of the display box.

The ROM offsets could be different depending on your version, but check this area of the ROM file first, and check to see what these attribute values are on your end. If they're FF, try changing them back to the original values as shown in the first image, and then test those changes to see what happens.


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Zynk
Posted on 07-15-23 09:40 AM, in Roll-chan 3 Improvement RELEASED! Link | Quote | ID: 168552


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No. I'm practically done updating RC3I into v2.31, I'm not gonna update it to v3.0

I have other projects in the back burner I want to finish and I don't have time for this one.

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Zynk
Posted on 02-06-24 03:19 AM, in [HELP] [Palette] Yanchamaru 3 title screen (rev. 2 of 02-18-24 03:49 AM) Link | Quote | ID: 168580


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How to change green part of the title to red?



EDIT: Nevermind it's fixed!



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