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Anandastoon
Posted on 12-02-12 01:18 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 15 of 05-18-13 08:26 AM) Link | Quote | ID: 152968


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Hi all... I'm Anandastoon just want to introduce first.
Very sorry for the following awful grammar, I'm pure Indonesian.

These are my hack list beforehand :

1. Mega Man In Indonesia (Indonesia Tour) : First hack, just know how to design level and changing graphic, very terrible...
2. Mega Man In Java Island : First learned changing hex value with other's hacks reference. Still terrible and buggy... (but I've fix it in v1.1)
3. Mega Man After In Indonesia : Learned make a MMC3 good graphic.
4. Mega Man - Dr Wily Visits Indonesia : First of my hack with many gameplay changed and custom music. Seems better than before.

And this is another my Mega Man hack of Indonesian series which based on Mega Man 5, still in progress and was done 65%.

Here the screenshot :











Feature :
1. You can use turbo button in this MM5.
2. After revisited stages, password screen will appear and the weapons will be full again.
3. etc.

The custom music still buggy too, there are 4 stages with incomplete music structure and wrong loop pointer.

This hack is still messy but you can access it until Dark Stage 3 because I'm stuck on there.

Thanks to :
1. Matrixz, for some helps
2. Rock5Easily, for some codes and tools.
3. YY-CHR
4. FCEUX emulator, help me much to searching, debugging, and making my own ASM directly in the game.

I'm so sorry if this hack is buggy and for that grammar too..

Download Link :
Mega Man Indonesian Artifact Final Version 0.91
Mega Man 5 Custom Enemy Ex
Mega Man 5 Effect Enemy Ex
MM6 US Fast Scrolling

Thanks for your attention...

Anandastoon
Posted on 12-02-12 03:41 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 12-02-12 04:30 PM) Link | Quote | ID: 152970


Red Paragoomba
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Oh, very thanks for the good reply, Zieldak! I'm appreciated it.
Yes, this hack is still rough enough.
-------------
1. Frozen Man :
The music is not supposed to be an 'icy' themes, but I make an echo in the middle until end to make it more 'frozen'. I guess that is bass line right? Yes, that is terrible and I don't know to adjust its volume, perhaps I should turn the octave down.
2. Sultan Man :
I going to make an 'Mega Man 5 Effect Enemy Ex like Rock5easily does but based on his codes, I just expand it. The gravity and autoscroll with MM4 physics which die if crushing wall was done. I just planned to make another effect like change music and wind.
3. Brave Man :
Mmm, honestly, I realize the difficulty of those things althrough I've made a 'big deal' to their timing. But with 'Puzzle Man' weapon you can figure it out easily. I'll make them easier next demo.
4. Marine Man :
Oh hey, I just realize the stage is similar to Aqua Man FC. Thanks to remind me of that! Hehe... Or for future improvization I'll make the 'Octopus' thing weak to various weapon
(Oh, that grammar )
5. Batik Man :
Not much else to say... But, there are 'hidden' ladder in the checkpoint and still buggy.
6. ??? Woman :
Oh,,, I just confused to give her name : Fancy, Synth, Melody... Oh my...
7. Space Man :
Reeeaalllyyy thhaannkkss ffoorrr tthheee coommeenntt...
8. Puzzle Man :
There is still a fatal bug in that area, especially when first room transition up after checkpoint. Don't jump or you'll die...

EDIT :

9. Dark Man Stage 3 :
in ROM offset $3D0FC there are room area value each stage ID, and I little bit confused to figure this out.
--------------
I don't 'touch' with AI-es and sprite much yet. Because I still learned the 6502 opcodes and subroutines. But, custom AI for enemies like the platforms in Sultan Man and such, has been available.
------------
Thanks!

Anandastoon
Posted on 12-02-12 04:42 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 5 of 12-02-12 04:45 PM) Link | Quote | ID: 152972


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Posted by Thanatos-Zero
Before I focus on your hack there is one thing I wanted always to know. Why does Dr. Albert Wily focus so badly on the Indonesian Islands?
Recently discoverd Alien Technology?
Sorry, but I never played your hacks. I just have seen them here and there on Youtube.


Oh my... I forgot to tell the plot.

My Hacks is having relation each other. From first hack, until now.

In MM3 - Dr Wily Visits Indonesia, Dr Wily damaged an Indonesian Artefact for complement his evil creation and when the battle has ended, he reapired the artefact and he still have its material. So, he bulid something new. That's why in my new hack there is no intro.

EDIT :

Sorry if this makes no sense ...

Anandastoon
Posted on 12-02-12 04:58 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 12-02-12 04:59 PM) Link | Quote | ID: 152974


Red Paragoomba
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Posted by Zieldak


In short, this is meant to be a hack series.


Right! And after this, I planned to hack another MMC3. Because I want to make my own Mega Man hack series as many as classic NES series and to learn hacking experience especially the 6502 assembly programming.

Anandastoon
Posted on 12-03-12 06:53 AM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 12-03-12 11:54 AM) Link | Quote | ID: 152983


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Posted by Zieldak
Oh, wait. Didn't yer got an another hack named Mega Man Indonesia Tour?


No... That's Mega Man 5 Indonesia. The first project when I submitted to RHDN and rejected because there is no readme and I forgot to check the 'No Readme' box. I didn't really know several years ago what had I already done with the title when I submitted it back and approved.

Anandastoon
Posted on 12-03-12 04:00 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 2 of 12-03-12 04:02 PM) Link | Quote | ID: 152987


Red Paragoomba
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Honestly, that's awesome.
But for walking problem , I guess you can fix that from ADC instruction.
Because I've made Mega Man 3 vertical scrolling faster and this is just ADC and SBC issues which stores the value to the Zero Page (For most Mega Man Series).
Good job!

Anandastoon
Posted on 12-08-12 07:12 AM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 4 of 01-24-13 02:22 PM) Link | Quote | ID: 153040


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Posted by Zynk
@Anandastoon : Haven't checked it out yet, but I'm assuming that you're making Robot Masters? Or those names are just Stage Names? Btw, I tried all your previous hacks, very diligent!


Thanks for the good comment. Honestly, yes. New robot master.

And now I have moved BrightMan's green platform ASM in my MM5 hack and I think I success in some way and new stuff addition to the weapons in my new MM5 hack too. (ex. in certain delay, the Power Stone changed to static missiles or when you press fire button for Crystal Eye, the weapon move to its horizontal lines and stop bouncing. There are more fun when I make a new deal with JSR and JMP)

I have worked in MM5 Effect Enemy Ex (expanding Rock5easily method in MM4) too and done for autoscroll, gravity, also music issues. But you have to add an object for disable RAM $11 values in order to stop autoscroll when you are in new room. )

Oh, I also make a patch about Mega Man 6 Fast Scrolling (US version compability) expanding from PureSabe's patch while that one worked in Rockman 6 Japan version only.

MM6 US Fast Scrolling

Hope you didn't confused with that grammar.

EDIT :

This hack still 30% done.

Anandastoon
Posted on 12-21-12 03:50 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post (rev. 2 of 12-21-12 04:10 PM) Link | Quote | ID: 153127


Red Paragoomba
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Wow, and now Reloaded in GB...! Good Luck!

Oh, my question :

Did you use this tool to edit your game?

Edit : Since I only know there is no more editor for Mega Man GB except that one. And the programing structure was little different than I know for 6502.

Anandastoon
Posted on 01-06-13 05:25 AM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 01-06-13 05:28 AM) Link | Quote | ID: 153232


Red Paragoomba
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Hey, can someone help me with Assembly 6502?

I got a problem for optimization, like if a variable value is 0, the direction is up, else is down.

the current code I made :

LDA $0468,X
BEQ .UP
LDA #$04 //down
JMP .CONTINUE

.UP
LDA #$08 //up

.CONTINUE
STA $0420,X
whatever code running here...

Is that codes can be optimized? I'm working for custom AI for bosses now. The optimized method which I know is just array indexing and push and pull value. And I would like to ask what the Interrupting and NMI mean.

Thanks beforehand...

Anandastoon
Posted on 01-08-13 02:55 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 7 of 01-24-13 02:22 PM) Link | Quote | ID: 153242


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Sorry for double post. Honestly, I make this several months ago. But I separated the code just now.

Mega Man 5 Effect Enemy Ex

Description :

F3 : Change music based on Y position.

F4 : Gravity change based on Y position.

F5 : AutoScroll, place the Y position from 0 until 7. That for speed table each Y position. Here the list :
0 : 00,00
1 : 00,A0
2 : 00,C8
3 : 00,F0
4 : 01,4C
5 : 01,80
6 : 02,00
7 : 03,00

And Place F2 in FF at X position to stop the autoscrolling.

And I would make another one for custom enemy patch (not effect enemy) to make wind, parallax scrolling and custom X position of Mega Man teleport every beginning (after READY).

Thanks

This is just expanding from Rock5Easily patch. But there's differece in RAM zero page between MM4 and MM5.

Anandastoon
Posted on 01-24-13 02:19 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 5 of 01-24-13 02:52 PM) Link | Quote | ID: 153351


Red Paragoomba
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New demo for MM5 Indonesian Artefact, was done 65%.
I just pretty busy now, sorry for late update...
In this version I make several new gimmicks in the stages. Didn't sure if those are buggy or not. Also Space (Gyro) Man and Sultan (Crystal) Man AI was changed althrough still under construction.
Dark & Wily Stage still buggy and I didn't change the boss graphics yet.

I've turned down the Brave Man difficulty and Bassline's octave in Frozen Man.
Also I didn't complete the music yet, still have wrong bass pointer in Dark Stage 1 and many incomplete music structure.

Oh, I've a question : How to add more music/sound pointer in MM5? I saw Rockman 5 Air Sliding has more music pointer.

And I just made a code about custom enemy for MM5.
This is about enemy index '7A' :
- if the Y position is '0', Mega Man will begin teleporting to the its X position after 'READY' state (not as usual in the center of stage).
- Y position '1' is for wind. If X position is even number, the direction is right, else is left.
- Y position '2' or higher is for parallax scrolling and the mode is determined by modulation X position by 3 :
--- X position '0' : the stable/motionless parallax scrolling like MM6 sun in Tomahawk Man stage checkpoint.
--- X position '1' : Parallax like Gemini Man stage but a bit faster (like beginning of MM6 Tomahawk Man stage).
--- X position '2' : Parallax like Gemini Man stage.
--- X position '3' : Fast Parallax scrolling like Dust Man's temperature room in RM4MI.
You can limit the parallax positon by set the Y position value.

Maybe someday I would make a document about code template to ease hacking MM4 & MM5. Like how to make a platform and theirs AI'es.

Any help would be appreciated, thanks...

Download Link :
Mega Man 5 IA v0.65
Mega Man 5 Custom Enemy Ex

Anandastoon
Posted on 02-07-13 04:57 PM, in Rockman 5 Stoneman no Wana (rev. 2 of 02-07-13 04:58 PM) Link | Quote | ID: 153405


Red Paragoomba
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Hey, welcome to board 2...
I've checked your new AI and this is cool. But, It's just me or you forgot to disable right scrolling in Gyroman's stage? Maybe this is AI demo only.

Oh, for Gyro Man maybe that's will be nicer if you set the flying animation to him when he was in air.
Can't wait for more new AI-es! Keep this up.

Anandastoon
Posted on 02-17-13 04:47 AM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 02-17-13 05:15 AM) Link | Quote | ID: 153444


Red Paragoomba
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Posted by Insectduel
If I'm not too busy, I'll try your beta hack! Anyway, you mean more adding more hex soundtracks or add soundtracks that points to rom offset, in Rockman 1, I only add more hex soundtracks depending how many space left in the rom bank.


No, this is different. Yuki Miyuki was JMP'ing the pointer and expand it to another place on RockMan 5 Air Sliding. I was did the same thing but did not success yet.

Oh for Zieldak, yes the tile was there since first demo. The wrong tile is because of there is a new tile replacing it. Thanks for noticing me, actually I was realized it before I uploaded the last demo, but I forgot to fix it.

Oh, I have uploaded my first video ever on Youtube. Haha! (Oh, that grammar )
Feel free to watch it : http://www.youtube.com/watch?v=u5rxmbiobE0

Anandastoon
Posted on 02-17-13 10:16 AM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 02-17-13 12:12 PM) Link | Quote | ID: 153446


Red Paragoomba
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Posted by kuja killer
wow that looks really cool, i like it. Music is alright too.

At first i wasn't paying attention that you picked charge man..

so when i saw the parallax scrolling going on at the start of the level, i seriously thought you coded that yourself. But then i remembered, that was in chargeman originally.

but still really cool. and that you stopped the auto-scrolling.

i like the AI changes to chargeman too, thats really interesting that he jumps now, never did before in mm5


Thanks for the good comment, Kuja. I really appreciated it.

For parallax scrolling, I coded myself based on MM3 Gemini Man's Parallax scrolling. It was just using LSR and ROR (or ASL and ROL to make it fast like RM4MI Dust Man's stage temperature room). And I made a patch of it in MM5 Custom Enemy Ex too...

The stage has 3 modes of parallax scrolling which determined by Object ID's position.

And I didn't change the boss graphic yet. I found way to add Object ID but I don't know how to add more enemy ID, maybe, I must make one object ID to generate multiple enemies.

Once more, thanks... I just remake Darkman 1's AI now...

Anandastoon
Posted on 02-17-13 04:00 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 02-17-13 04:01 PM) Link | Quote | ID: 153448


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Posted by Zynk
@Anandastoon: I can't seem to see the effects of the ceex & eeex patches. Patched it on the MMV (U) roms, but nothing has changed...

Which enemies does each patch specifically do?


After patching it to MMV (U) ROM, open RockMan 5 Editor and put the following enemy :

Effect Enemy EX :

F3 : Change music based on Y position.

F4 : Gravity change based on Y position.

F5 : AutoScroll, place the Y position from 0 until 7. That for speed table each Y position. Here the list :
0 : 00,00
1 : 00,A0
2 : 00,C8
3 : 00,F0
4 : 01,4C
5 : 01,80
6 : 02,00
7 : 03,00

And Place F2 in FF at X position to stop the autoscrolling.

Custom Enemy EX :

Put Enemy ID '7A' to the following position :

- Y position is '0', Mega Man will begin teleporting to the its X position after 'READY' state (not as usual in the center of stage).
- Y position '1' is for wind. If X position is even number, the direction is right, else is left.
- Y position '2' or higher is for parallax scrolling and the mode is determined by modulation X position by 3 :
--- X position '0' : the stable/motionless parallax scrolling like MM6 sun in Tomahawk Man stage checkpoint.
--- X position '1' : Parallax like Gemini Man stage but a bit faster (like beginning of MM6 Tomahawk Man stage).
--- X position '2' : Parallax like Gemini Man stage.
--- X position '3' : Fast Parallax scrolling like Dust Man's temperature room in RM4MI.
You can limit the parallax positon by set the Y position value.

Oh, I found another patch! If you don't want to disable charging while take damage, simply put EAEA to address 3830F. This is works for Rockman 5 and Mega Man V.

Thanks...

Anandastoon
Posted on 02-18-13 05:28 PM, in General Megaman Hacking Thread (rev. 4 of 02-18-13 05:33 PM) Link | Quote | ID: 153452


Red Paragoomba
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Posted by Trinitronity
Posted by za909
Oh, for graphical stuff like this, you should dig up Matrixz's Capcom Sprite editor, and get the update MM3 config file from the uploader.
I don't quite understand: How does horizontal movement counts as graphical stuff?


Perhaps za909 was talking about changing sprite like your posts before such as changing weapon pallete.

Although I've ever hacked MM3, but at that time I didn't understand 6502 opcodes yet. In MM5, there are RAM addresses ($0588 and $05A0) which will make the AI hacking easier. Didn't sure for MM3.

I pretty sure Kuja made or expanded AI for NecroMan with more of 6502 opcodes. I recommend you to understand basic 6502 like loading and storing first.

Sorry for grammar...

Anandastoon
Posted on 02-20-13 10:54 AM, in General Megaman Hacking Thread (rev. 2 of 02-20-13 10:58 AM) Link | Quote | ID: 153460


Red Paragoomba
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Understood, but at least you must analyze the following case :
1. Setting the high and low byte of horizontal speed.
2. Attaching the JSR for horizontal motion.
That how the object move horizontally.

I didn't know the MM3 RAM MAP much, ask Kuja for spesific RAM MAP because he ever made an excellent MM3 hack (if he didn't change the structure of MM3 RAM MAP in Odyssey )

If there is necessary to expand the AI, you just make a JMP or JSR to different location and write a little new code in it.

Hope I didn't explain it wrong...

Anandastoon
Posted on 02-21-13 10:53 AM, in General Megaman Hacking Thread (rev. 3 of 02-21-13 10:57 AM) Link | Quote | ID: 153465


Red Paragoomba
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No, JMP and JSR is not files, they're just one of 6502 instructions.

This is the format for JSR : 20 XX YY //while $YYXX is for spesific RAM Address...

In Mega Man 5, I added a horizontal motion like this :

A9 80 9D A8 03 // I set 80 for the low byte and store in RAM $03A8
A9 01 9D C0 03 // I set 01 for the high byte and store in RAM $03C0
A9 01 9D 20 04 // I set 01 for the direction (01 is right) and store in RAM $0420
20 65 EA //I call the horizontal moving function.

And the object moves horizontally with speed value = 01,80 .

For Mega Man 3, horizontal motion speed low is in $0400 and horizontal motion speed high is in $0420.
But sorry, I don't know Horizontal Motion JSR in Mega Man 3.

And for NSF, unfortunately I didn't know what software to insert it to the game yet, except what I did with FCEUX's Hex Editor and this document from Matrixz.

Capcom "6C80" Sound Engine/Music Format Documentation by Matrixz.

Thanks...

Anandastoon
Posted on 03-02-13 07:55 AM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 03-02-13 08:01 AM) Link | Quote | ID: 153496


Red Paragoomba
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New demo video for Dark Man 3. I need your criticism...


Anandastoon
Posted on 03-12-13 04:27 AM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 3 of 03-12-13 03:52 PM) Link | Quote | ID: 153540


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Posted by Zynk
So you got your music from popular songs from Indonesia? Could you post the sources of the music used? I think they sound beautiful!


Very thanks for the nice comment Zynk, but I wouldn't post the rest of musics' source until I release it (still a secret )or maybe when I post another video on Youtube but only for that stage. Sorry for this...

And I just found something in the music engine for Mega Man 5:

30A50 : Music pointers amount. I read there was a CMP instruction to the address and then subtracted it to calculate amount of the pointer.

30A51 (8A E3) : Pointer for instruments. You can move them to somewhere to expand the pointer data. I didn't know if this is buggy or not, because I just did it and success in some ways.

Thanks.

Oh, I really didn't know to expand the amount of enemy IDs yet. But I just imported 3 new enemies from other MM NES games in 'one' Object ID... They're determined by X position.
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