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Main - Posts by Anandastoon |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 41/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by kuja killer Emmm,, No, the AI was coded fine. The second case will be happened if the first case is wrong, and this about priority. I pretty sure it's just about emulator which has a problem like was someone ever said about MM3 pause menu glitch in Gemini Man stage (well, that stage has parallax BG too). |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 42/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by MegaGEN50Posted by amarcum81 Why you didn't start it? |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 43/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Thanks Zieldak.
1. Mmm,, maybe the Puzzle Man's problem looks like what NARFNra mention in ROMHacking section at Frozen Man's Parallax Scrolling. I have given a note in the description at RHDN. 2. Honestly, I've found this bug some months ago and I think that was just some random glitch which happen in some AI Hacking cases. But I was wrong, the upscrollingis an integrated version from Gyro Man's second lift. The limiter has been omitted in the buggy version but now I added it back. Very thanks for these feedbacks, and Yup! I was re-submitting the new version at RHDN just now with some fixing of graphic errors too... ~and still waiting some bug reports too... |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 44/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Kain Oh, glad if this just actually caused by emulator. Thanks Kain! I hope there's no more programming errors which caused by bad code written accidentally. Zieldak wrote in final release thread that Jnes can't handled Puzzle Man AI. But in VirtuaNES some of them works fine. |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 45/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by mickevincent Mega Man 5 has many useful features for ASM hacking like Animated Background, Switching Background, etc that you need only change the value in RAM $EA and $EB. Also Mega Man 5 has 'instant' CHR bank switching for enemy sprites. I'm wondering if I can do that in Mega Man 3 or 4, and I saw Kuja Killer and Infidelity made a such thing in their MM3 and MM4 project. (Odyssey and Ultra 2) |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 46/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Yep, Kain is right... But, I understand that Mega Man 5 is very laggy in some cases. I pretty sure it's from Checking Wall Routines, but I didn't check the programming yet.
And another question... In MM4, there are 'semi double' CHR Level bank which I guess one of them are unused. Most of them are coming from Wily Stages... Are them really unused so I can delete them? Like this picture in the right column while the left one is used for the actual Level CHR : Thanks beforehand... |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 47/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
I had same problem while exporting midi sometimes ago by using SPC2MIDI. Actually it's fine while I opened it in some MIDI editors but not in Fruity Loop.
It was combined into one channel that made me confused. I hope after seeing this tut, I will be able to importing the MIDI files into FL. Thanks a bunch for your time to make this tutorial... I really appreciated it... |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 48/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Rocketech ProductionsPosted by kuja killer Matrixz already made a powerful document about changing music in Mega Man 3-6 format... Check this thread It can converts any songs outside NES Mega Man 3-6 format (especially MIDI) from anything music editor/maker softwares into its format whcih can be done by hex editing. |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 49/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Gavzilla1000 Those are 3 types of Destroy-able block in Stone Man, which you can set it in ROM PRG Hex editor : $3B0F1 + Level ID Level ID for Stone Man is 2, so you can change value in $3B0F3 to 02. It simplier because it uses Wily 1 compressor block properties. There some ASM array values deal if you want to do that with original destroy-able stone value (01). For teleportation, I guess it uses Y register values from a RAM address which I forgot. It's really hard to set except if you have some experiences in ASM. So sorry then... |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 50/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by RetroRain I will try to make suggestion for you, hope this will help you... The Object ID of Totempole enemy is 4E which have initial ASM in $A46D at Bank $3B, so it will be $7647D. Did you 'NOP' the code from that address? I didn't really sure because it seems to have a delay before facing Mega Man. For jumping enemy, it seems you didn't assign the Y register value of horizontal check collision properly like at $F3ED routine. Matrixz had an excellent document about hacking guide for MM4 including the collision check. I didn't know if you have one already... Hope the little explanation from me will help you... Yeah, also MM4 has four sprite bank instead of three like MM5. And I believe the ROM offset from $7E004 there are values for changing sprite bank each Object ID. |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 51/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Finally I got my time for reply this post... Hehe...
Posted by Gavzilla1000 No, no... It's quite a good question. And every one has their opinion for making a good level design. There's no failed word in case of learning. And maybe a little tips from me can refresh your ideas... 1. Try to make them possible. This mean, no matter you make them hard or something while there's no such perfect timing action or item requiring to pass it. Unless for some area like a secret one maybe... Also no save-state abusing I think... 2. Use non-hurting-eyes palletes. Like using too bright color for wall, etc. 3. Start from making a horizontal lines, like in the beginning of Napalm, Gyro, Crystal, Charge, Star, or Stone Man stage, then you can start to raise them and adding some pits. You can also use vertical scrolling like in Dark 2 beginning. 4. You can make floating platform (not object platform) like what most Gyro man stage did and combine them by ladder. 5. Think about gimmick you will use, then make concept of it... You can also see other great hacks for reference... There's no matter of time how long you can finish one stage... And, that's some... I hope some of them will help you a bit... Good luck then... ~ |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 52/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
I ask to Matrixz, or whoever made a great MM4 hack about sprite coordinate.
When I flip the new sprite which I make in MM4 by using direction method, Well like :
Then if the sprite flipped horizontally, the coordinate position messed up suddenly. I think MM4 has a different coordinate for every flipped sprite by adding 1 value to the default coordinate position. i.e : Tile usage ID 70 used coordinate ID E0, but when the tile flipped, it seems to be E1. If entire sprites especially boss sprites use 'double' coordinate ID, it must be a bit complicated to do so in every sprite IDs. Even MM5 didn't use this method and more comfortable for sprite hacking. My question, Is this possible to 'copy' the MM5 sprite method to MM4 by looking up the RAM address $528? Or CSA can duplicate and flip this automacally? Very thanks beforehand... |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 53/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Insectduel I remember that it doesn't have much space, maybe for about 80 bytes or more. It was just creating X or Y register to check RAM addresses for weapons. And you should make a JMP from filling weapon capsule routine or moving its code to that free memory. I still have the code from Indonesian Artifact but I forgot in which bank I left it. (because I filled the empty memory for each bank for making new object or ASM, even I ever used the rest of some level data to handle some bosses' ASM ) |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 54/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Gavzilla1000 You can make it two ways : 1. Just put 00, 00, 00 at the last animation frame in MegaFLE X. or, 2. You can recycle the Wave Man's pallete animations that played after defeat the midboss one. |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 55/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Zynk 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. |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 56/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by 32x1000 I wrote this several years ago if you would like to check that out. The graphics look really nice you can see NARFNra post about that, I would like to play it whenever I have time. Also for title screen, I don't know if that is a mistake or not, seems your username have more zero than you had one in the forum. |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 57/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
I really surprised when I knew the hack is really out of expectation from what it said on the title. Because what I want when I saw a MM2 hack is the renewal challenges especially the Quickman Lasers. Well, I'm really disappointed, sorry. But when I saw the "first hack", I just guessed you're completely new for Mega Man hacking like me at first (maybe until now), then it okay, because it's mean, you can do -much- better than this.
Zink already summed what I thought up and Synthetekh already gave an excellent advice for ya. It's good to allow people to give their opinions about your hack in progress before you really published it to famous romhacking sites like RHDN. If you just wanna edit level and palette only I recommend you to play this and this. Hacking is not just "hack". You should make some parts or even entirely different from original like Synthetekh said. Not only just omitting some part of a platform then call it a hack. |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 58/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Model FZx If you fix the bugs in your hack and polish it, it would be great. I really appreciated it. DurfarC is right. Most people is somewhat terrible at the first try like me on my first MM5 hack. But then polished it, then tried to make something new, and realized there's something bad in it, then polished it, then tried to make something new, and realized there's something bad in it, then polished it, etc. until you realize that your hack is getting better and better. Take some advices for ya and ignore who just only bashing at ya. I'll glad to try if there's some updates from your hack. I'm sorry if I ever told about your hack with the words that you didn't like or something. I realized it somewhat rude... sorry then... Because I ever get a lot of demotivational comments even maybe until now but I still making Mega Man hacks. Keep the work! P.S. : Since I'm a fan of Quickman's Laser, I hope there're some Lasers challenge in your hack. If you wanna edit the lasers, I wrote this several years ago and even still creating a program so that people can edit the lasers easily. (The download link for the program still under construction). |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 59/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Model FZx Why? Posted by Model FZxNo probs, I already provided the raw hex addresses beside the program link. Posted by Model FZx What level editor you were using? Rock5Easily's Rock Man 2 Editor -can- change that if you were using Windows. Not sure about Visine which only run in DOS mode (or using Dosbox if you're using Windows). But Visine can change some AI-es and enemy load graphics. |
Anandastoon |
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Red Paragoomba Level: 19 Posts: 60/62 EXP: 31529 Next: 4248 Since: 12-02-12 From: Jakarta, Indonesia Last post: 3376 days Last view: 1954 days |
Posted by Model FZx No matter if just only 6 screens... If you ever played Rockman 2 Peercast, Bubble Man is the good example that the lasers is just 4 screens (obviously 5, but I didn't count the rest). But that was still interesting. If you were using DOS, I understand the hassle for using Visine as level editor, make sure you back your project up beforehand, because I heard in most cases there're bugs when editing enemies. But if you wanna make good level edit I suggest to make entire screen blank first then you can start creating your own layout, in order to give a new taste of current scene. I believe most hackers which created a good hack was using the same technique. So, basically not using the original layout then you just changed apart (like just cutting the platform out like your 6 screens' Quickman Laser dropping section, sure that can produce some bugs or even rage quit ). Good luck! |
Main - Posts by Anandastoon |
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