| |||
Views: 88,533,600 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 05-04-24 06:01 PM |
|
Guest: Register | Login |
Main - Posts by Anandastoon |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 21/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Another WIP video with new Marine Man sprite... Hope you like it and I need your criticism...
Thanks... |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 22/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
WoW man, that's super awesome...! Welcome to Board 2 too...
It's has been many years that you came back again to work of this superb project. I currently work in MM5 too, and I had a bunch of MM5 data which I found it myself. --------- For M-Tank trick, go to offset 103F8 + Enemy ID, some of the values are B6. Nah, change to 00 to disable it. For limiting E- Tank, go to 3AECD and change to 84 if you want to limit only 4 E-Tanks. --------- For bosses offset, here the data in ROM: Gravity Man : E010 Charge Man : E2A0 Crystal Man : E46B Stone Man : C010 Napalm Man : 10010 Star Man : 101DE Gyro Man : C465 Wave Man : C208 --------- Others are not found yet. But if you have a little of ASM experience, I'll give you some 'templates' for MM5 AI behavior. For example : - How to make object projectiles. - How to make object platform work once Mega Man stand on it. - How to make the enemy projectiles follow Mega Man. - How to make gravity changes. - How to make random generator and subroutine, etc. --------- And then, good luck of your project! Hope I can play the demo immediately. |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 23/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Welcome back HUFF!
I think there's no X determination of 'HotDog' position. I just found the 'Y' one. 32A79 : 88 68 48 88 for the first 'HotDog'. ( at the name ) 68 for the second. 48 for the last... This is the source code at 3A180 : B9 69A2 : Load Y (array) register from RAM address $A269 ( 3A279 in ROM ). DD A004 : Then compare with the enemy's Y position. ( $4A0 in RAM ). F0 14 : If equal, skip 14 byte to the actual HotDog's AI. Good Luck... |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 24/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Oh, very thanks of your kindness... No problem to me, but I suggest you to complete your project first because I think it's still quite far to complete.
For change weapons' AI, all of the objects including almost enemies are located in Bank 1D (3A010 - 3BFFF) and Mega Man 5 has many,,, many... Unused memory. For example : 22010 - 22D0F (Bank 11) and much more from bank 0 until 1F. You can make new stuff or expand bosses AI in that locations. |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 25/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Zynk Oh, thanks for the critics. I already re-remixed almost all of them. And for facial ex And... New video... Hope you like it : |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 26/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
You can set it at 0x03CC57.
With the order : Heat: 02 03 Air: 02 03 Wood: 02 00 Bubble: 04 03 Quick: 00 03 Metal: 05 06 Flash: 02 07 Crash: 02 03 Wily 1: 02 00 Wliy 2: 02 03 Wily 3: 04 03 Wily 4: 02 03 Cheers with your project! Still awaiting your 8 RMs done... |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 27/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Errr,,, but, the demo was so old... I never update it for one month. But thanks for your comment.
For wind, this not too hard, just write some values to RAM addresses $39, $3A, and $3B And, I've made patch for this already. For miniboss, a little painful in coding too, because I just noob in 6502 experience at that time. For Sultan Man, the purple block is shootable... In my videos on my channel in Youtube, I was give a link for some musics' source code. I just uploaded a new WIP video (Wily 1) several hours ago. EDIT : Change 36183 and 3764F for climbing speed high 3617E and 3764A for the low one. Password screen's music is from well known 'J. S. Bach' composers and I remixed his song. I didn't make the bass in the previous demo, but now was available in current work. Check this link and download the 'bachos2'. That's the source file for password screen music. |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 28/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Kain I've made a plan for uploading the new demo soon, although the boss graphics are still very unfinished. Because this is the first time I change all of the bosses AI and adding some stuff. I hope there's no 'screen freezes' because of wrongly written ASM codes (especially for branching error reason). Thanks for noticing me, I just changed the link and I hope it's work. Mega Man 5 Custom Enemy Ex |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 29/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
This project is so close to be completed. I already made almost all of the bosses' graphics (except Frozen Man, also I didn't have any ideas yet to draw the body) and re-remixed some music in some stages.
I also changed Sultan Man's BGM because I can't find any MIDI files for the song so I must creating notation data from scratch (well, this is a little pain because I'm not a 'perfect pitch' person ). BTW, Which one should I write for my title? 'Artefact' or 'Artifact'? Because Google Translate gave me both answers. And in Wiktionary 'Artefact' is the alternate word for 'Artifact'. Perhaps I'll post the last demo before releasing and I hope there's no more 'fatal glitch' in current project. (Well, usually I made some screen freezes just because of branching error ) |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 30/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
If you want to send someone a PM, just click the target username profile, and scroll to the bottom.
You'll see this : View threads | Show posts | List posts | Send Private Message And, click the last one... That's it... If I not bothered you, can you 'move' the notation data to certain musical software like Fruity loop or whatever? I'm pretty sure that will be much easier for reading them, even if they have a bunch of chord notations... |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 31/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
YuP! Zynk is Right... Maybe I can help you for the programming to implement the ASM for this one... ~
(If I can... And I hope I can... Since I just learned 6502 now ) |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 32/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Whhoopppss... I mean :
"If I not bothered you, can you 'move' the notation data to certain musical software like Fruity Loop or whatever?" Sorry for that typo... Yeah, I usually converting music to the hex value via FL Studio by reading notation blocks each of them... If you wonder the instrument table for MM5, I'll tell you some : Common instruments index : 00, 01, 02, 05, 07 : Regular. 03 : Like Piano / Guitar, because this one have low sustain. 10 : Vibrato. 12 : Large Vibrato like Bright Man's middle song or Dust Man's intro. 14 : Percussion. 15 : Melodic Tom for Bass. 16 : Like Flute, Clarinet, Harmonica, Violin or any windy instruments. 19 : Star Man's Percussion (weird one, because 7th byte instrument setting is 80). 24 to 3F : I guess that's for SFx. For X dash only for Charge Kick, yep, that easy for conditional branching but maybe it will be pain for 'air dash' programming. |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 33/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Oh, thanks Kain for the answer...! Someone from Youtube also made suggestion that the name would be better with 'Artifact'. I'll change it soon... Once more, thanks... And for your Forte... Oh, I very appreciated your kindness, but I was done writing it.
And,,, this is maybe the last demo I give. Because this is very, very close to be completed. Perhaps I'll submit it to RHDN early in May. Some music was completed except Dark Stage 1 and Get Weapon. But I hope that's not really matter. Boss graphics is semi complete (Space Man is still monotone) and there's still some graphical and programming error. This is the v0.8 : Mega Man Indonesian Artifact v0.8 Thanks... |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 34/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Dear Friends...
Finally, My Mega Man 5 hack which that is fifth hack of Indonesian series meets the final form. Thanks to Kain who suggest me to make the title better (Artifact, instead of Artefact), Matrixz's MegaFLEX, FCEUX, and Rock5Easily's Rockman 5 Editor, Parameter Editor and Sprite Viewer. ------ These are some screenshots : Features : 1. New storyline. 2. You can use turbo button in this MM5 against the enemies. 3. After revisited stages, password screen will appear and the weapons will be full again. 4. New musics. 5. Some stuff addition. 6. Not stopped charging while take damage. 7. You can switch weapon menu by pressing select button. 7. etc... Why version 0.86? This is the first time I change the whole bosses' AI, maybe there're still buggy or need an addition or improvement. Maybe I plan to submit this to RHDN this week. Thanks! Download Link : Mega Man 5 Indonesian Artifact Final Update v0.91 ( 18 May 2013 ) |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 35/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Friends, finally this project meets the final form.
Mega Man Indonesian Artifact Final Very thanks for following my project... |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 36/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
And this project was arrived in RHDN ! YaY!
Thanks for all who following this project! Mega Man 5 : Indonesian Artifact in RomHacking Dot Net |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 37/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by MikeTechno Thanks for the feedback, I really appreciated it... What? Nightmares? Oh my... :3 Posted by MikeTechno I never expected this will be similar to. Posted by MikeTechno No, No, I never play MM9 or 10, Dolphin emulator is so slow in my comp. I just watch some playthrough and TAS on MM10. But, the rest thanks ~ Posted by MikeTechno Thanks, but sorry, I don't really get it at the rest. Posted by MikeTechno Really?! it would be awesome... :LoL: Or maybe that would be happened because the source of the song is from outside gaming section and I not good at remixing music... Posted by MikeTechno Posted by MikeTechno Hmm,,, see my description below. Posted by MikeTechno Dude, thanks for rating this. Sorry if I can't give more effort in this project because I did this alone and I don't have much time for it like putting graphics, creating bosses' graphics and assembling it with hex editor, putting and remixing music, designing level, programming, etc... (in short, All of this projects components) and balancing my schedule with college and my job also my further target. Okay, I don't want to blatantly tell this all to you that "oh, I'm tired on this blah blah blah" because I want to give person who play my hack the result, not my process while doing this hack. Moreover, I'm a bit perfectionist. So, it would be appreciated if you can give me any suggestion to this project for better result. Sorry if I made any mistakes on this post. And... Very thanks for your critics! And I'm so glad ~ |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 38/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by NARFNra No probs, really? I've checked the scrolling before, at, and after checkpoint also pit test, And it's fine. Any screenshot? Thanks for your feedback beforehand, but I've submitted the new version in cause of fixing two fatal glitch in Dark 1 stage (thx Insectduel) and Wily 4 boss. I'm afraid it was only yours. Sorry... |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 39/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Insectduel Fixed, and there's also other fatal glitch which was happened in Wily 4 boss! And I have submitted it back to RHDN, still not approved yet... Thanks a lot Insectduel! @Kuja : Very,,, Very Thanks for the feedback! I'm so motivated now! |
Anandastoon |
| ||
Red Paragoomba Level: 19 Posts: 40/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
What the...
Frozen Man's Stage had 3 parallax method. First the parallax splitted mountain and sky in the beginning. Second the parallax which captured by you like Tomahawk or Gemini Man. And the last is static Parallax for the aurora. And the handling enemy for those AI is just one Object ID determining by Y position. The glitch possibility caused by 2 cases : 1. Your emulator. (This can be solved by changing emulator) 2. You made an action or certain movement which unusual (for beta-testing or accidentally) in my current project. The new AI and programming using many unused memory in ROM and RAM (Zero page) even level data, I afraid this case had relation to that and ruin everything, In short, this case caused by my fault. (Well, this is more dangerous one) I tested in FCEUX and VirtuaNES but that was fine. |
Main - Posts by Anandastoon |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 129, rows: 161/161, time: 0.222 seconds. |