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Zynk
Posted on 08-22-15 12:47 PM, in General Megaman Hacking Thread Link | Quote | ID: 160784


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I'm attempting to insert the complete names of the weapons in Mega Man VI. I managed to insert "Blizzard Attack", but for "Wind Storm"...




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Zynk
Posted on 08-22-15 06:10 PM, in General Megaman Hacking Thread (rev. 2 of 08-22-15 06:11 PM) Link | Quote | ID: 160786


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Character font limit? or you mean the get weapon message length of each weapon? /:/

I'm looking at hints on how Rockman 6 Skype did it. They managed to make the weapon names complete, moved some get weapon message to 0x79D59 and a bunch of hex before it at 0x79D30, and modified the original offset at 0x7A8A8. I tried to copy the codes but results are the same as before.



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Zynk
Posted on 08-24-15 05:01 AM, in General Megaman Hacking Thread (rev. 2 of 08-24-15 12:08 PM) Link | Quote | ID: 160880


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Posted by Zieldak
Try the bytes from 787F7 to 878FE. Those bytes are the ones that jump to the beginning of each name. For example, 787FC is Silver Tomahawk. If you have extended a name by 1 byte, you have to also make that change here. But you are limited. Too limited. The whole text (with additional text from a cutscene) can only be 255 bytes long or something. I mean, it cannot make bigger jumps than FF and C. Flash is already F9 so that might be a problem.

You could change the code... To make it always write 'You Get' from the same location and then jump to the weapon name.


878FE? Or was it 787FE? :p Those are for the US version right? (the JP version seems to have a different code, as the offset and hex values doesn't show) Does the difference of each weapon name is the length of the you get message? (e.g. 38 + 15 = 4D; where, 15 = length of message.) I notice the length is longer for Plant & Flame where you get the adaptors?

Anyways, I tried fitting the weapon names by overwriting YOU GET. I feel it is better than reading B.ATTACK or KNIGHT C. Wouldn't it be a good idea if I place a YOU GET logo on the glasses on the get weapon screen? XD (I'll make a screenshot later for testing) Screw that, never gonna happen XDD

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Zynk
Posted on 09-05-15 04:29 AM, in General Megaman Hacking Thread Link | Quote | ID: 161022


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Posted by Insectduel
@Zynk Wait, does that sound even exist in the game for Mega Man VI? Is the Rush Power Arm the sound you need for the charged shot?
Its for both Megaman's rock buster and power armor.

I forgot that that loud discharge sound is in the Get Weapon scene lol

Also I found this while searching for Rockman 6 sounds, not sure if this helps
http://www.geocities.jp/takahidechikorin/rock6kaiseki.html

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Zynk
Posted on 09-11-15 03:01 AM, in General Megaman Hacking Thread Link | Quote | ID: 161088


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Posted by PKstarship

Also, I wanted to know, is it possible to have the weapon palettes be seperate from Megaman's/Samus's suit palette without messing up other palettes?

Yes but you have only 4 palettes to pick from (they are usually assigned as: the player plaette, the face palette, the minor enemy palette, and the boss palette) AND you will need the CSA to do it easily (I know, you don't have PC)

HOWEVER, you can also just edit those using a hex editor. Just change manually the hex values of the weapon colors to your default color choice (we have 8 weapons & 3 items).

Posted by PKstarship

I tried making Samus orange and yellow no matter what weapon was equipped, but I noticed that the Air Shooter tornadoes and Leaf Shield were both orange.
That's because the weapons share the player sprite palette (Megaman's), you can reassign their palettes with CSA.

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Zynk
Posted on 09-12-15 05:11 AM, in General Megaman Hacking Thread Link | Quote | ID: 161102


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@PKstarship:

You do realize that the colours you used is not going to appear as it is in the game?

Samus' body (plus head and buster) is limited to 3 colors (or 2 if you count out the black outlines); However for the big sprites, you can use 3 colors (you can replace the "invisible color" with the black outlines since the background is already black).

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Zynk
Posted on 09-17-15 10:50 AM, in General Megaman Hacking Thread Link | Quote | ID: 161143


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Posted by PKstarship

-Multiple characters. I can have Zero-Suit Samus AND Mega Man playable, each with advantages over normal Samus.
I want to see you sprite her in 8-bit.

Will you also be doing the get weapon sprites, the opening and ending portraits as well?



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Zynk
Posted on 09-19-15 03:13 PM, in New Board Banner... Link | Quote | ID: 161163


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I feel like someone had done this before?



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Zynk
Posted on 09-24-15 06:00 PM, in General Megaman Hacking Thread Link | Quote | ID: 161201


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Does anybody know how to edit the Item number 1, 2 & 3 on the Get Weapon screen?

I managed to changed the 123 icons on the Weapon Menu & the Password screens except for the GetW screen.

I encircled the set of numbers used. You can also see the weapon icons that I used to replace the weapon initials.



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Zynk
Posted on 09-25-15 12:59 PM, in General Megaman Hacking Thread Link | Quote | ID: 161208


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I'm not asking for translations..... have you read the bolded texts?? I even encircled the tiles I want to change...........


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Zynk
Posted on 09-27-15 08:24 AM, in New Board Banner... Link | Quote | ID: 161240


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@Googie: I don't know.. I just got the "Board" by cropping out the "Rock Board" game's title logo, and the "2" from "Rockman 2"s.

If I'm gonna make one, it would either look like "Rock Board"s or Legacy Collection style. If I have time, I would make one (not promising tho :p)


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Zynk
Posted on 10-04-15 10:09 AM, in General Megaman Hacking Thread Link | Quote | ID: 161342


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Does anybody know how to change Megaman's landing sound? I want to change it to a higher pitch for Roll-chan.

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Zynk
Posted on 10-04-15 02:41 PM, in General Megaman Hacking Thread Link | Quote | ID: 161344


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Posted by Zieldak
Posted by Zynk
Does anybody know how to change Megaman's landing sound? I want to change it to a higher pitch for Roll-chan.


It depends on the game you are currently hacking. I know MM3 (U) has something at 2C9EB and 2C9EC. The lower the values are, the higher pitch is. I don't know if changing this affects any other sounds, I did not test it at all.

Do you want to change it in all your Roll-chan games?

THANKS! And definitely yeah.

I checked and its hex values are 9B11, I also checked it with the others.. it seems MM 1 and MM2 doesn't share the same hex values.



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Zynk
Posted on 10-05-15 03:15 AM, in General Megaman Hacking Thread Link | Quote | ID: 161355


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Posted by Zieldak


Because the engines are not the same . What about MM4-6?


MM3-6 has the same hex values so its easily found.

Posted by Zieldak


Here is the code for MM1's landing sound, I don't know the exact location.

SFX_HittingGround ;at B9B2
.(
.byt $60 ;priority. Lo=music priority, Hi=sfx priority
.byt $02 ;channel usage
- ;at B9B4
.byt SFXCMD_SetFrameWaitCount, $04
.byt SFXCMD_SetDutyCycle, $01*64
.byt SFXCMD_SetVibratoCtrl, $8B
.byt SFXCMD_SetVolumeAndEnv, $3F
.byt SFXCMD_SetVibratoBuffer, $01, $46, $82, $01
.byt SFXCMD_Exec_80 $3F
.byt SFXCMD_Loop, 1 : .word -
.byt SFXCMD_EndOfData
.)

MM2: 33C6C ... I think. I cannot find Bisqwit's MM2 Disassembly for some reason, and that page this document is located on seems to be down.
I found it @0x0139c8, $018B (changing 8B will change the pitch); same with MM2 (tho its @0x033c62)!
Thanks a bunch, Zieldak! (kudos to Bisqwit for his notes, too!)

Next is the normal buster shot sound pitch...

@Insectduel: About the discharged charged shot sound, I got help from Puresabe. Not sounding like a normal buster shot anymore. Plus, I found that the Power Megaman's punch as its own sound, odd that the devs didn't used it.

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Zynk
Posted on 10-25-15 03:01 AM, in Mr. Gimmick 2 for NES REleased!!! Link | Quote | ID: 161591


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Posted by Trinitronity
Are you seriously demanding money for a game of a franchise that YOU DON'T EVEN OWN?!




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Zynk
Posted on 10-30-15 06:50 AM, in General Megaman Hacking Thread Link | Quote | ID: 161678


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Posted by Model FZx
A question about Mega Man's sprites - is the black outline around Rock necessary? I've been playing with Zynk's Roll-Chan graphic hack and I recall his main issue was that he couldn't make Roll's headband green. Considering how Rock's original palette is 0F 0F 2C 11 (I think), and the fact that the second 0F is used for the outline, could I change the sprites to NOT be outlined, and then change the headband to black, then recolor it? Or would that affect the eyes as well? It would look a tad odd at times, but I was wondering if it could be safely changed.
You should know that Rock's face and body are two sprites in one.

Have you tried using MSPaint and drawing Rock (or Roll?) without the black outline?

If you know about Yuifa's Roll-chan hack, he used red as an outline color.

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Zynk
Posted on 10-31-15 02:34 AM, in General Megaman Hacking Thread Link | Quote | ID: 161689


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Posted by Model FZx
So its safe to replace? Or do I risk Rock's/Roll's eyes being green?
Just don't touch the face.

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Zynk
Posted on 10-31-15 02:55 AM, in Sherlock for NES Released!!! Link | Quote | ID: 161691


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Posted by Termingamer2-JD
What is this a ROM hack of?
Batman

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Zynk
Posted on 11-07-15 04:32 AM, in Sherlock for NES Released!!! Link | Quote | ID: 161821


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Posted by pacnsacdave
The sad thing is, I'm pretty sure this guy is an admin on romhacking.net, maybe even on here as well.


Did Sherlock deduced it for you? =p

For the record, that guy (whoever that is you are pointing to) is not an admin on that site.

Like the others, its a pleasure seeing your hacks, but somewhat pissed b/c there's no chance of playing it without paying for it. You can say sell your hacks to ones who have nostagia consoles, fine, noone's gonna report you for doing it. If there are patches for those pay-to-play hacks, thanks for those and prolly noone will mock you.

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Zynk
Posted on 11-10-15 12:50 PM, in Board2 Collaboration Hack? Link | Quote | ID: 161845


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Do you guys need a spriter for the Robot Masters? The existing ones needs an overhaul IMO, no offense.

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Main - Posts by Zynk

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