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Zynk
Posted on 08-31-13 05:45 AM, in General Megaman Hacking Thread (rev. 2 of 08-31-13 05:52 AM) Link | Quote | ID: 154690


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I just wanna ask what song does Shadowman stage has? I know I heard it before but can't recall. Its catchy.

EDIT: Just remembered! https://www.youtube.com/watch?v=c_YOyutmncE I like playing her in SRW b/c of her BGM!

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Zynk
Posted on 09-06-13 12:24 PM, in mega man 4 hack presentation, help for tile loading Link | Quote | ID: 154731


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Love your demo! The Metal Man music remix is awesome; favorite BGM for MM2! I hope to see NEW Robot Masters, too!

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Zynk
Posted on 11-09-13 12:15 PM, in General Megaman Hacking Thread Link | Quote | ID: 155054


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Heys! Does anybody know where the Ending Theme of Megaman1 & Rockman1 offset/location in WindHex?
I want to insert a different music onto it. If there's a document about MM1/RM1 music it would be very much appreciated.

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Zynk
Posted on 11-10-13 01:18 PM, in General Megaman Hacking Thread Link | Quote | ID: 155058


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Posted by Zieldak
Here. It has all of the data on Mega Man 1's music. Every song's pointer. And even channels.
And also the disassembly page with the MM1 5,6,7 banks, and MM2 Music.

Press F11 first (fullscreen) and open this too. And this one. And then this one right here.


Thanks, Zieldak! But does it really require ASM to insert the music in the ROM?

I have an NSF file that has the music that I want to use and I was wondering if I could just copy the hex of the NSF onto the ROM?

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Zynk
Posted on 11-12-13 04:08 PM, in General Megaman Hacking Thread Link | Quote | ID: 155075


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Posted by Zieldak
You don't need any ASM, only have to change pointers in the music data. And I think you can. I compared the NFS and the NES ROM and they are the same from 80 (NFS) and 11010 (NES ROM w/Header(?)) except at 83-86 (NFS) and 11013-11016 (NES w/Header(?)) which is the First SoundInit code? Doesn't really matter, it's possible to do that. Just don't forget to change the pointers everywhere!

So the Ending Music starts at offset 11010 then ends... where?

Also, what or where is the pointer of the Ending Music? ITT the Ending Music is in offset B048 as stated here =
http://bisqwit.iki.fi/jutut/megamansource/mmmusic2.txt
Ctrl+F Ending Music

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Zynk
Posted on 11-17-13 05:25 AM, in Mega Man Upgrade Patch Link | Quote | ID: 155137


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Please add the Rockman Titlescreen pose! Please do! ^^b

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Zynk
Posted on 11-17-13 12:33 PM, in General Megaman Hacking Thread Link | Quote | ID: 155140


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Posted by Zieldak
No-no-no-no-nooo~! You didn't understand me. 11010 is not the beginning of the Ending Music, it's the beginning of the pointer table to the songs.

I said the NFS file from 80 and the NES file from 11010 are identical with the exception of 4 bytes, so it's possible to C+V from a similar engined or built-up ROM, because the coding are the same in the NFS and the NES files. Otherwise, you have to import it seperatedly.

The music actually starts at 13058 and ends at 134E3, which is 1163 bytes of space, with channel pointers, and other important stuff. You have to add 8000 ( or 8010 if the ROM has a header ) to the value displayed in the document in hexadecimal (8010+B048=13058) to get the correct location which is here: Link
Highlighted some bytes.


I'm stumped, Zieldak... I still don't get the gist of hacking music. Maybe I should start troubleshooting music hack earlier in the game, i.e. the Stage Select music. Can you explain how did you change the Stage Select music in Megaman Reloaded to MM2's?

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Zynk
Posted on 11-20-13 03:29 PM, in General Megaman Hacking Thread (rev. 2 of 11-24-13 11:29 AM) Link | Quote | ID: 155160


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I just learned how to swap music on offset 11A70. On MMR ROM at 11A72~73, the hex values 12 AE is for the Stage Select theme.
If I replaced it with AE 29, it changes to Wily Defeated theme; C6 9A is Boss Selected theme. The same principle goes for the original MM ROM when swapping hex values too.
-----------
Putting aside music hacking for a moment. I was wondering if its possible to reinsert Rockman Titlescreen to the Megaman Titlescreen complete with Megaman on it?

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Zynk
Posted on 12-21-13 04:11 AM, in Megaman 3 Improvement Fix Patch Link | Quote | ID: 155262


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Maybe Protoman should've appeared as Breakman first. It doesn't seem right that Protoman faces Megaman as himself on the 3 Robot Master stages. On Geminiman's stage seems alright that he transforms to Breakman.

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Zynk
Posted on 01-12-14 12:15 PM, in General Megaman Hacking Thread Link | Quote | ID: 155429


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About Mega Man 2, does anyone know where Atomic Fire palette is located?

I've changed the palettes for it. But whenever I shoot, Megaman's Atomic Fire palette reverts back to its original colors. Specifically, its Mega Man's helmet color.

I know its located around offset 0003D310, but I still get the problem.


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Zynk
Posted on 01-13-14 12:58 PM, in General Megaman Hacking Thread Link | Quote | ID: 155442


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Posted by Insectduel
Zynk, if you want to look for Palettes or palette hex numbers for any weapon including for charged shots, use the FCEU's PPU viewer which is located at Debug. The bottom row of the 1st 4 bytes is Mega Man's weapon palette.



Sorry but I already know that. (And I think those encircled in the ^pic is unrelated to my query)

What I want to know is which offset controls the palettes for the Atomic Fire colors.

Like I said previously, I know that the Weapon colors are located in offset 0003D310 (this offset is the same for JP & US versions),
but after changing the color of Atomic Fire on that offset, whenever I shoot or charge that weapon, my edited color changes back to the original color.

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Zynk
Posted on 01-15-14 04:22 PM, in General Megaman Hacking Thread Link | Quote | ID: 155456


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Posted by Anandastoon

Heatman's weapon had properties in array list.

3de46 - 3de48 : Sound IDs while charging, from small to full charge.
3de49 - 3de4a : This will answer your question
3de4b - 3de50 : Charging colors. 2 byte of color charging steps.

EDIT: That was compatible with US version only. In Japan version, just substract the address by 3. 3de46 -> 3de43 and so on.

Thanks, Anandastoon!

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Zynk
Posted on 01-18-14 09:54 AM, in General Megaman Hacking Thread Link | Quote | ID: 155479


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I have another question. Is it possible to add extra colors for Megaman on the Get Weapon screen?



I know the Weapon colors are at offsets 0003D314-0003D341, this has all individual Item-1, Item-2 and Item-3 colors. Changing the hexadecimals on those will have different colors for each Item.

However, on the Get Weapon screen (^pic), Megaman only has one color for all Items. The offset for that is at 00037F6A-00037F7D (US version)/00037DDB-00037DEE (JP version).

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Zynk
Posted on 02-03-14 04:30 PM, in General Megaman Hacking Thread Link | Quote | ID: 155594


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Does anybody know how to manipulate/add/delete the tiles of the player sprites especially on Mega Man 6? Or where in the ROM it is located. I want to add tiles to the player sprites. (...)

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Zynk
Posted on 02-09-14 11:06 AM, in General Megaman Hacking Thread Link | Quote | ID: 155659


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Does anybody know how to assign palettes to Robot Masters on Megaman III Stage Select screen? I want to change Megaman's palette, but as I modify the hexadecimals at $3C144 the whole screen gets affected and the blue colored RMs were also affected.



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Zynk
Posted on 02-11-14 03:48 PM, in General Megaman Hacking Thread (rev. 2 of 02-11-14 04:03 PM) Link | Quote | ID: 155663


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Posted by Gavzilla1000
Megaman 3's stage select still uses the normal 4 pallets like any other stage. That's why there's usually 1 or 2 unique boss pallet on the stage select screen, and the rest uses the same color pallet.

What you'll have to do, is dedicate one pallet for Megaman, and use the other three for the robot masters. You'll have to cram, but with careful planning, you could make it work!
Is it possible to assign Megaman's color with the red-colored Robot Masters? Do you know how can I make that happen?

I'm curious on how Battle of Gamma got its purple background without turning everyone into purple



Or how on Megaman ICFE got all the Robot Masters grayish without MM getting gray too



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Zynk
Posted on 02-16-14 03:42 PM, in General Megaman Hacking Thread Link | Quote | ID: 155689


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Posted by NARFNra
Zynk, Mega Man's tiles are their own TSA block; you can edit their palette of choice and make it different from the background easily by using scene screen mode in Mega FLEX.

The colors are weird here because this is Mega Man Memento's stage select, by the way.
Thanks NARFNra! Now this solves my problem on the US version. Here's a pic of my player sprite hack, Roll-chan 3.
I swapped Roll's colors with the red-colored Robot Masters. Looks okay to me now.

However, I'm also hacking the JP version, but the TSA table displayed differently. Here's the comparison of US and JP version, respectively:


I need help on changing the stage select palette of Roll on the JP version. Is there another way of swapping palettes on the stage select menu?

Btw, why does my copy of MegaFLEX has a small TSA table? Mine doesn't display the Robot Masters faces.


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Zynk
Posted on 02-17-14 11:51 AM, in General Megaman Hacking Thread Link | Quote | ID: 155702


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Posted by DurfarC
Posted by Zynk
Btw, why does my copy of MegaFLEX has a small TSA table? Mine doesn't display the Robot Masters faces.
Choose "Config" on the top menu and change the "TSA Table Block Resolution" to "Small 8x32 (Aligned collumns)".

That worked.. but the Robot Masters faces still did not appear...



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Zynk
Posted on 02-19-14 03:29 PM, in My Castlevania 3j hack Link | Quote | ID: 155725


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Of course you can't release the rom itself. But how about a patch? Just saying.

Anyways, I'll respect your withholding your work. I hope the hack notes will prove useful to others romhackers.


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Zynk
Posted on 02-24-14 02:56 PM, in General Megaman Hacking Thread Link | Quote | ID: 155768


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Posted by 32x1000
Does anybody know where the address is for Megaman's palette in Megaman 2?

The player sprite's palette is around 0003D313-0003D341.
Find the hexadecimal 0F 2C 11. <-this is Megaman's NES palette on all the NES games.

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Main - Posts by Zynk

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