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Anandastoon
Posted on 05-12-13 04:33 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. Link | Quote | ID: 153881


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Posted by kuja killer
i doubt it's anything you did wrong, or.. you did actually find something wrong in your code ??

I also never saw any problems whatsoever. I was playing on the nintendo wii's fceux version.

I'll probably bet, whatever emulator he was using. not nestopia/fceux/nintendulator.


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
Posted on 05-15-13 06:27 PM, in General Megaman Hacking Thread (rev. 2 of 05-15-13 06:31 PM) Link | Quote | ID: 153902


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Posted by MegaGEN50
Posted by amarcum81
Have you posted over at RHDN? Are you working on a hack of MM2 or just wanting to get started on one?


I can't find any ROM hacking threads for Mega Man 2, sadly.


Why you didn't start it?

Anandastoon
Posted on 05-18-13 08:23 AM, in Mega Man 5 : Indonesian Artifact Final Update v0.91 Link | Quote | ID: 153928


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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
Posted on 05-18-13 08:29 AM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. (rev. 2 of 05-18-13 08:31 AM) Link | Quote | ID: 153929


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Posted by Kain
I didn't have the Frozen Man parallax bug either.
I posted more thoughts on your hack in your main/final release thread.


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
Posted on 06-03-13 05:29 PM, in General Megaman Hacking Thread (rev. 2 of 06-03-13 05:29 PM) Link | Quote | ID: 154037


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Posted by mickevincent


You mean for exmple 512 tiles instead of 256? Iam not sure, but i doubt that is possible. However like Kuja Killer said, i guess its possible to update the tile screen when you come to a certain place at the stage. Like Mega Man 5 does.


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
Posted on 06-09-13 05:12 AM, in General Megaman Hacking Thread (rev. 5 of 06-09-13 05:23 AM) Link | Quote | ID: 154068


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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
Posted on 06-17-13 04:47 PM, in SPC2MIDI fix and tutorial by MikeTech Link | Quote | ID: 154124


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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
Posted on 06-19-13 12:21 PM, in General Megaman Hacking Thread (rev. 2 of 06-19-13 12:37 PM) Link | Quote | ID: 154151


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Posted by Rocketech Productions
Posted by kuja killer
no..
fami tracker has it's own music sound format.
They cant be copied into megaman 3-6 format.

When kevin and mexicansunflower did necro..
well kevin did it in some different program like fruity loops or something weird like that.

But there's nobody i know of personally that knows anything about FL... so then mexican had to convert it himself to fami tracker...

then Matrixz had to convert the fami tracker to megaman 3-6 format.

Because he was the only person i knew that knows how to write stuff "from" fami... "to" mm3-6 format.


And I don't assume Matrixz could tell us how to do that, could he?


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
Posted on 07-08-13 01:59 PM, in General Megaman Hacking Thread Link | Quote | ID: 154258


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Posted by Gavzilla1000
I would like to thank MegaGEN50 and Kain (especially Kain's links lol) for there suggestions, and I will try to interpret your Idea MegaGEN50, but just not in Stone Man's stage. I came up with an idea for his stage, so maybe one of the Wily Stages could be that? Anyway, I have a question on how to use the "special" block type in Megaman IV (5). When I change a block type to "special" and put in the level, when I shoot at it to destroy it, I does the exploding animation, but the block doesn't disappear, and it's still solid! If anyone can help me with this issue, I would love to hear it? Or read it!


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
Posted on 07-16-13 05:08 PM, in General Megaman Hacking Thread (rev. 4 of 07-16-13 05:11 PM) Link | Quote | ID: 154321


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Posted by RetroRain
Why is creating sprites from scratch and new ASM for them in Megaman 4 such a pain in the ass?


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
Posted on 07-23-13 06:36 PM, in General Megaman Hacking Thread (rev. 2 of 07-23-13 06:39 PM) Link | Quote | ID: 154391


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Finally I got my time for reply this post... Hehe...

Posted by Gavzilla1000
Hello! I just want to thank everyone who responds to my questions that I posted in this read! Especially people like Kain, MegaGEN, and Insectduel (through YouTube messages), and kuji killer! And I apologize if my questions are annoying and repetitive, and stupid.

But I'm sad to type, after all this time, I still haven't completed ONE stage in my hack...

Is it normal to take this long to complete one stage? And how can I make each stage be "professionally" done?

Sorry if this message come of as me being some type of insecure person.


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
Posted on 07-24-13 06:33 PM, in General Megaman Hacking Thread (rev. 3 of 07-24-13 06:36 PM) Link | Quote | ID: 154397


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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 :

BD 2004 49 03 9D 2004 ; Making opposite direction horizontally.
4C 13F4 ; Calling Horizontal movement function.


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
Posted on 08-24-13 02:53 PM, in General Megaman Hacking Thread Link | Quote | ID: 154648


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Posted by Insectduel
I'm just curious! How the energy balancer is being created and how much bytes to create it? I would love to attempt it to Rockman / Mega Man 1. Except my project has tiny freespace left on bank 7 which is the main data.


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
Posted on 01-08-14 11:59 AM, in General Megaman Hacking Thread (rev. 3 of 01-08-14 12:01 PM) Link | Quote | ID: 155401


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Posted by Gavzilla1000
Hello everybody! How are you guys doing? Good? Good.

Anyway, I have a question for all of you professional hackers out there.

So, I am hacking Megaman 5, and I wanted to know if I could stop a pallet in the middle of its animation.
What I mean is, lets say the animation has 2 frames. (Which means it would show 3 pallets) And the Animation goes like this;

FF, 20, 21, 12

FF, 20, 33, 24

FF, 20, 36, 26

Can I make the pallet so that it stops after showing pallet FF, 20, 36, 26? And can I do that using MegaFLE X?

Anyway, If I can't do it that's fine. I'll just have to think of something new for that particular level.


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
Posted on 01-14-14 03:24 PM, in General Megaman Hacking Thread (rev. 3 of 01-14-14 03:33 PM) Link | Quote | ID: 155447


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Posted by Zynk
About Mega Man 2, does anyone know where Atomic Fire palette is located?

I've changed the palettes for it. But whenever I shoot, Megaman's Atomic Fire palette reverts back to its original colors. Specifically, its Mega Man's helmet color.

I know its located around offset 0003D310, but I still get the problem.



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
Posted on 03-30-14 05:58 AM, in Rockman 2 Everlast and other project update. (rev. 2 of 03-30-14 05:59 AM) Link | Quote | ID: 156251


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Posted by 32x1000

Except for the quick beams PLEASE if anybody knows how to edit their placement let me know.

Please I WANT YOUR CRITICISM! It would be much appreciated Thanks



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
Posted on 08-31-14 07:07 PM, in Mega Man 2 - The Forgotten Bot <first hack!> - Released! (rev. 2 of 08-31-14 07:09 PM) Link | Quote | ID: 158038


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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
Posted on 09-02-14 12:45 PM, in Mega Man 2 - The Forgotten Bot <first hack!> - Released! (rev. 2 of 09-02-14 12:51 PM) Link | Quote | ID: 158078


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Posted by Model FZx
Ugh, just realized if ya take the wrong path in Flash Man, you can get trapped andhave to reload your state... or reset the game... or ragequit...


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
Posted on 09-02-14 06:11 PM, in Mega Man 2 - The Forgotten Bot <first hack!> - Released! (rev. 2 of 09-02-14 06:13 PM) Link | Quote | ID: 158084


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Posted by Model FZx
You will be dissappointed =D

Why?

Posted by Model FZx
And um, that program isn't for dos. Guess Ill have to hack it via hex editor...
No probs, I already provided the raw hex addresses beside the program link.

Posted by Model FZx
I've been thinking of attempting to do MMX levels in MM2 recently...but I can't change the way the levels scroll =(

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
Posted on 09-03-14 12:58 AM, in Mega Man 2 - The Forgotten Bot <first hack!> - Released! (rev. 3 of 09-03-14 01:01 AM) Link | Quote | ID: 158092


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Posted by Model FZx
No cuz quickmans level is just 6 screens of vertical dropping =p and Iam using visine. My "windows" crashed so now I'm back to the phone. XP is better ;D

Please mention all the bugs on here please.


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!
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