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Zynk
Posted on 02-27-14 12:32 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155822


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The first tune would be from SRW's SRX/Banpresto theme?

Btw, how did you get Megaman on the titlescreen?

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Zynk
Posted on 04-13-14 05:03 PM, in General Megaman Hacking Thread Link | Quote | ID: 156361


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Does anybody know where the offsets for the palettes in Mega Man 6?

I can't find them with hex search on hex editors!
Are the palettes for this game compressed?

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Zynk
Posted on 05-10-14 05:24 PM, in General Megaman Hacking Thread Link | Quote | ID: 156515


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Does anybody know how to replace the letters in the weapons menu in MM3?

I've replaced Rush with Tango and I would like to change the letters RC, RM, RJ with TC, TM, TJ in the weapons menu.

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Zynk
Posted on 05-10-14 06:09 PM, in General Megaman Hacking Thread Link | Quote | ID: 156517


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Yea. I copied it here: http://datacrystal.romhacking.net/wiki/Mega_Man_III:TBL

I searched text RM (or hex=1B16) and it only matched one, changing that doesn't do anything.

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Zynk
Posted on 05-12-14 12:49 PM, in General Megaman Hacking Thread Link | Quote | ID: 156530


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Thanks kujakiller, Tango Jet says hi

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Zynk
Posted on 05-12-14 05:03 PM, in General Megaman Hacking Thread Link | Quote | ID: 156533


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I think I'm finished with the menu & in-game Tango modes.
I'm thinking of removing the flame on the Tango Jet menu. *done*

Aside from Tango Jet, I found an open mouthed Rush on Marine mode, but it seems to be unused; I bet its for the shooting animation. Is there a way to reuse it?

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Zynk
Posted on 05-16-14 01:57 PM, in General Megaman Hacking Thread Link | Quote | ID: 156547


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@Insectduel: Wow goodluck inserting Mobile Roll in NES. +1

I had difficulty in making the tile insertion working on CSA. I even sought help from Matrixz, but he himself has somewhat forgotten how his editor work....

btw, from the looks on your mockup, it looks like you want to have Roll's mouth red too, in addition to the green bow?

@Zieldak, here's obligatory help docs:
MM3 docs = http://acmlm.kafuka.org/uploader/get.php?id=3940
More MM3 docs = http://acmlm.kafuka.org/uploader/get.php?id=4095

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Zynk
Posted on 06-10-14 04:35 PM, in General Megaman Hacking Thread Link | Quote | ID: 156732


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I need advise on this for MM3 using Matrixz's CSA utility:

As you can see on Megaman's sliding sprite, the dark background are the tiles used by the sprite.


Now here's Roll. The first pic shows the sprite I made using CSA. I moved the right most tiles upward so her ponytail gets included.


However...


As you can see, when she faces right, the top of her head did not follow the one facing left.

Does anybody know how to fix this?

I previously sought help from Matrixz himself, but he doesn't have a solution because he somehow forgot how his utility work or how the game's sprite data work.

Note: MM4 sliding sprite does not have this issue [thank goodness] (haven't check MM5 yet, and MM6 is not supported on CSA)

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Zynk
Posted on 06-15-14 08:48 AM, in Ai Senshi Nicol English Translation for NES Released!!! Link | Quote | ID: 156788


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Sorry to say this & I really hate to say this, but if its just a titlescreen translation then its done plain lazily.

You can do a lot of graphics editing on the letters. Just look at the original JP title screen. You can't just slap plain NES text on a title screen and say its a complete translation or what not.

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Zynk
Posted on 06-16-14 03:43 AM, in Ai Senshi Nicol English Translation for NES Released!!! Link | Quote | ID: 156797


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Posted by pacnsacdave
Maybe you should redo it then, or quit whining. Either way...
Look, in comparison with the other hacks that you released, this one is very disappointing. There's little to translate in this game and yet you did not make a well designed title logo (just little red letters with a huge rose at the bottom!).

Posted by Trinitronity
Man, what a dick response.
Almost like the staff from Nintendo Power...
If you don't look at my comment constructively, well yeah, that's how narrow-minded people get it. Sorry.



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Zynk
Posted on 06-17-14 05:03 PM, in Ai Senshi Nicol English Translation for NES Released!!! (rev. 2 of 06-17-14 05:06 PM) Link | Quote | ID: 156830


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@Trinitronity: Oh okay, cool. Btw enough of the "d" word

You can view the hex values of the titlescreen with FCEUX emulator's Name Table Viewer. Also open PPU viewer. YY-CHR only contains the tiles, use a hexeditor.

@pacnsacdave: Okay its cool. And I see your point with Nicol's titlescreen. The TS is not compressed, just it's coded to save space by it multiplying repeating tiles, esp. on the NICOL characters.

BUT, I think you can use the space above the TS for the English title. I also think that that space is supposed to be where the Konami logo should appear like in the FDS version. If you look in the ROM w/ YY-CHR where the tiles of the title is, there's the Konami logo.

In hex editor, it is located at offset 00004F39 to 00004F43 and 00004F48 to 00004F52.
You can draw the English title there, tho you need to squeeze in the letters to fit.

EDIT: Either that^, or just restore the Konami logo there.

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Zynk
Posted on 06-17-14 05:16 PM, in General Megaman Hacking Thread Link | Quote | ID: 156831


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Posted by rock5easily
By the way, I translated my editor in English.
There are probably many translation mistakes.
http://rock5easily.sakura.ne.jp/archive/r2e_eng.zip

This is great, no more question marks. Thanks!

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Zynk
Posted on 06-21-14 05:59 AM, in General Megaman Hacking Thread Link | Quote | ID: 156906


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@Insectduel: If you'll gonna use all 3 sprite palette sets, then you'll have to set the minor enemy sprites palette to the Robot Masters' sprite palette. But that'll take a lot of time assigning them. Optionally, if Roll's mouth will be always red-colored, then the 3rd palette should have red, green & other color.

Anyways, I think Roll is still recognizable even with a red ribbon. I would like to see and play Mobile Roll on the NES either way, so don't overthink the green color.

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Zynk
Posted on 07-02-14 02:11 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 157109


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Posted by Zieldak





Did you use the MM3 Improvement patch that puts the JP title screen on the EN version? Or you did it manually with Mega FLE X? If the latter, how to do that?

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Zynk
Posted on 07-04-14 12:43 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 157171


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Posted by Zieldak
@Zynk - Yes, I have used Kuja's patch, but I have imported the MM9-10 title screen with TLP, then arranged it with Mega FLE X's TSA editor. BTW, there is a version like that which puts in the JP title screen?
To do it, first import the tiles, enable Scene Screen Mode, go to Bank 13, get the tile editor, TSA editor (3th TSA set, the first one is for the stage select screen) and SBD editor. Then freely edit anything, except Mega on the title screen.


I guess Megaman in the titlescreen is in the "sprites bank" b/c he is not displayed in the Mega FLE X? My previous question was meant for that; how to insert Megaman on the titlescreen in US version?

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Zynk
Posted on 07-26-14 08:54 AM, in General Megaman Hacking Thread Link | Quote | ID: 157519


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Try erasing the one that you encircled. Just color those tiles with transparent color with YY-CHR or TLP

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Zynk
Posted on 07-26-14 04:54 PM, in General Megaman Hacking Thread Link | Quote | ID: 157522


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For Rockman 4 JPN, first revert back the original palettes

With FCEUX -> Debug -> Name table Viewer -> write down the hex values



Observe the "N" in the 3 windows of FCEUX, in the 1st row palettes I changed 2nd & 3rd. Notice "4" still has its original color.

I manually edited the title using hexeditor.

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Zynk
Posted on 08-02-14 11:40 AM, in General Megaman Hacking Thread Link | Quote | ID: 157634


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Does anyone know how to edit this?
I need to know where the flickering colors on the Intro-train scene. The palette is located at offset 36975 (both for MMIV & RM4) .

Encircled 1 & 2 ; 3 & 4, where 1 & 3 are the flickering colors.

Megaman palettes on 1 & 2 are $11 & $01 --> Roll $11 & $16 OR $26 & $ 16
Megaman palettes on 3 & 4 are $2C & $11 --> Roll $2C & $28 OR $38(or $19 for bow) & $28

Changing the values only successfully affects 2 & 4.
Changing 1 & 3 from $11 & $2C to $26 & $38(or $19 for green ribbon) doesn't change at all.

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Zynk
Posted on 08-03-14 10:43 AM, in General Megaman Hacking Thread Link | Quote | ID: 157655


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Posted by caesur4

Looks like it's here:
[x037532]
11 37 37 2C 3B 37 39 3C
The face "flickers" too. 39 is the lit up front-of-the-face part.

Here's what I did:
Opened the hex editor and searched for "0F3B01" in the RAM. That took me to offset x0612. I watched it and saw $3B<-->$11 (colors changed with it). I set a write breakpoint at $0612.
I set my condition like this: "X == #3B || Y == #3B || A == #3B"
(IF X register writes $3B... OR IF Y register writes $3B... OR IF A register writes $3B... to $0612 THEN BREAK; writing conditions is a mess. They aren't intuitive at all)
I went backwards in the disassembled code one full step:
  0372C1:B9 0B 95  LDA $950B,Y @ $950F = #$3B
> 0372C4:8D 12 06 STA $0612 = #$3B

I needed to find the last place A was loaded from, so I plugged $950B into the Seek To button and got the ROM address. Then I started messing around with the hex values to see if it changed them.

Hope that helps!

Sweet, thanks, man! Now I got her with shadows on her dress, except on her hair b/c of the green & yellow paired up.


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Zynk
Posted on 08-04-14 02:38 PM, in General Megaman Hacking Thread Link | Quote | ID: 157668


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Posted by rock5easily
A new hack, Rockman 4 Burst Chaser x Air Sliding was released!
The author is TSUKIKURO.

You can download it from a link below.
Direct link below:
http://rockman2ips.tripod.com/Rockman4BCAS.zip

Whoa! Great news!

Also, time to test Roll-chan 4 compatibility.
Spoiler:

Ugh, aside from buggy intro animation, player sprites are okay though.

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Main - Posts by Zynk

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