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Please chime in on a proposed restructuring of the ROM hacking sections.
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Vanya
Posted on 06-10-14 02:33 AM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 156730


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Thanks! Much appreciated.

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Vanya
Posted on 06-14-14 07:11 AM, in Mega Man Upgrade Patch (rev. 2 of 06-14-14 07:13 AM) Link | Quote | ID: 156771


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No worries. You've done an immense amount of work for MM1 hackers already. Anything else you were thinking of doing that overlaps with my own project I'll make sure to release on it's own for others to use as well.

To be honest the very first thing I'm going to do is make a palette restore patch for the purists. It's not something I care about personally since I'll likely end up changing just about every palette in the game for my own purposes, but I'm sure there are others that will find it useful or will simply want to play the base patch with the original colors.

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Vanya
Posted on 06-16-14 12:46 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 156806


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Posted by Googie
I'm deciding if I should finish this...




Code Name Viper to Rolling Thunder? Hell yeah. Go for it!

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Vanya
Posted on 06-18-14 11:51 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 156849


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Coolio. I can hammer out those stars graphics if you'd like.

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Vanya
Posted on 06-18-14 11:57 AM, in General Megaman Hacking Thread Link | Quote | ID: 156850


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If you just want to remove it you can accomplish that simply by changing the graphics to match the non blink tiles, no?

What would you do with it other than blinking?

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Vanya
Posted on 07-16-14 01:19 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 157445


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Posted by RetroRain
Just something I made for the hell of it. Took 2 weeks to make in Game Maker. It's called "Something Zelda." Not sure if I will go much further with it or not, despite the fact that I have a whole list of ideas which I can implement into it.




LOL, Nice!
I have an adventure of lolo engine that I'm working on that I've been thinking of further upgrading into a simple zelda engine once it's done.

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Vanya
Posted on 07-16-14 01:25 AM, in Help with Hijacking a Routine! Link | Quote | ID: 157446


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The MMC3 conversion is actually a very good thing. Let's you do lots of cool stuff that would otherwise be impossible.

Anyway, what exactly are you trying to do? Depending on what it is can influence how you go about things.

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Vanya
Posted on 07-16-14 01:45 AM, in Help with Hijacking a Routine! Link | Quote | ID: 157448


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In that case what I would do is start by setting up a read break point on Megaman's health. That should lead you to any routines that deal with specific health values like the damage routine or death routine.

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Vanya
Posted on 07-29-14 01:16 PM, in Mega Man Upgrade Patch Link | Quote | ID: 157564


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Posted by Chaobomr
Posted by RetroRain
I had a JSR that was jumping to $AA89. The problem was, is that the bank that was loaded there wasn't always the proper bank. So I added a check for that, and now the game runs fine!!!
It's amazing how one minor screw-up can cause such serious problems.


Such are the ways of programmers. In proper Megaman terms, Us programmers are weak to logic error based weapons.



Posted by RetroRain
I updated the notes and the change log. Enjoy!

Download the Final Version Here

EDIT - There was a minor palette error on the stage select screen. I fixed it, but Wily's face is blackened out. This can't be helped since I don't have anymore palette room, but it's not that bad. The link has been updated with this adjustment.

My Final Thoughts on the Project

All in all, I'm glad to be done with this thing. The work load was insane, just to do what I did in this final release. This was my first and possibly last attempt at doing a CHR-ROM conversion. I wanted to see if I could do it. So, this was more like an experimental hack. But, if anyone can get any good use out of it, then I'm glad.


Pure awesome! And I assure you that your work is greatly appreciated.
I'll definitely put this to good use! :cheers:

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Vanya
Posted on 07-29-14 01:23 PM, in Creating a disassembly doc for Megaman 1 Link | Quote | ID: 157565


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Looks like an interesting read.

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Vanya
Posted on 07-31-14 03:58 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157586


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Freakin' awesome, dude!!
I'm loving this to no end.
One thing, the first underground passage I entered had the enemy puff appear and then nothing appeared, but there was an enemy in that spot that moves around shooting arrows but I can't interact with it. Is this enemy supposed to be like that?
The passage in question is near the starting point and consists of 6 rooms in an upside down U shape.
I entered on the lower left and exit on the lower right.
Also, there are some times when I cut down bushes in rapid succession and one will randomly fail to switch graphics such that there is a left over bush that I can freely move over.

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Vanya
Posted on 08-01-14 10:49 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 157613


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Posted by RetroRain

I've never played any of the Lolo games, but I am interested in seeing some screenshots or videos of your engine. Is this engine being done in C++, or some other language, or are you using Game Maker as well?


Game Maker Studio. I'll post some pics when I get around to working on it a bit more.

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Vanya
Posted on 08-02-14 07:21 PM, in Mega Man Enhanced Patch Released Link | Quote | ID: 157646


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Posted by dreamerman
Thanks... =)

So, now is possible create MegaMan Powered Up/Down?


I'll be working on that again shortly, but it will be based off the Upgrade Patch, not this one.

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Vanya
Posted on 08-03-14 10:52 AM, in General Megaman Hacking Thread (rev. 2 of 08-03-14 10:53 AM) Link | Quote | ID: 157656


Red Koopa
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Posted by caesur4
Posted by caesur4
Posted by Korxroa
I figured out, kind of, how to "enable" the buster shot for charge kick in MM5. x037580 has all of the different pointers(?) for the weapons. If I set the low/high pointers for charge kick (x037589/x037599) to the same ones as the mega buster (x037581/x037591) I can get MM to shoot while he's got charge kick equipped. But the bullet travels through enemies, and I don't know how to fix that.

So I've hit a roadblock. Long story short, there's no on/off switch for properly enabling the Megabuster while equipped with Charge Kick.


Off the top of my head I'm thinking that since the Megabuster and Charge Kick are treated a separate weapons what you'd need to do is alter the Charge Kick code to jump over to the Megabuster code before it reaches it's RTS.
However, this is dependent on if the two routines use any specific values to work or not. If they don't require any registers to be set before jumping to them then it should work.
Also taking into account any need for free space, you may need to relocate the Charge Kick code as well.

So my logic is this:

Find the jump to the Charge Kick code.
Copy the original charge Kick routine to a new location.
Add in a jump to the Megabuster code at the start of the old Charge Kick routine.
Add a second jump to the new Charge Kick routine.
NOP the rest of the old Charge Kick routine and take note of this remaining space for future use.

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Vanya
Posted on 08-04-14 12:53 PM, in General Megaman Hacking Thread Link | Quote | ID: 157666


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Posted by caesur4

In any event, I think Charge Kick might be overpowered if I give it that ability. I was thinking about being able to activate it by pushing "B" though...


I dunno, dude. Charge Kick is a pretty underwhelming weapon. I don't think allowing the use of the Megabuster would make much of a difference, that is unless in this circumstance the Megabuster part would be counted as Charge Kick damage. That's something I hadn't considered before.

Having it go off with "B" is a great idea regardless. One of the biggest annoyances with that ability is that you can't use your normal slide without wasting weapon energy.

Here's a radical idea, change it so it doesn't use the slide animation at all. Have it use the throw animation or if possible add in the "Break Dash" animation from Megaman V (GB). Then make it so it can be used in mid air and you'll have a vastly superior version of Charge Kick that doubles as a limited air dash ability; "Charge Tackle".

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Vanya
Posted on 08-05-14 04:06 PM, in Mega Man Upgrade Patch Link | Quote | ID: 157683


Red Koopa
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As a hacker/programmer are were ever really finished with anything?

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Vanya
Posted on 08-05-14 05:51 PM, in General Megaman Hacking Thread Link | Quote | ID: 157684


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Posted by caesur4
Posted by Vanya
Posted by caesur4

In any event, I think Charge Kick might be overpowered if I give it that ability. I was thinking about being able to activate it by pushing "B" though...

Having it go off with "B" is a great idea regardless. One of the biggest annoyances with that ability is that you can't use your normal slide without wasting weapon energy.

Here's a radical idea, change it so it doesn't use the slide animation at all. Have it use the throw animation or if possible add in the "Break Dash" animation from Megaman V (GB). Then make it so it can be used in mid air and you'll have a vastly superior version of Charge Kick that doubles as a limited air dash ability; "Charge Tackle".

I hadn't actually thought to make MM do a regular slide with A+down until you just mentioned that. Thanks! I'm going to make that work. And I've actually got a Break Dash-kinda thing going now (complete with airslide). There are one or two more things I want to modify with Charge Kick before I'm done... I'm thinking MMX dash-jump, and maybe some kind of reflect bullets thing.

My scope might be a bit grander than my abilities though...

Anyway, thanks again for the ideas! I think once I get a bit more to show I'll start a thread with my progress.

Oh, and without looking too hard, when shooting the megabuster, equipped with charge kick, the damage dealt is based off of charge kick's vulnerability "set", but that could probably be easily rerouted.


You're welcome.!
I'm always happy to give out inspiration.

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Vanya
Posted on 08-06-14 05:09 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-06-14 05:22 PM) Link | Quote | ID: 157704


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Posted by d-ace

You have a better idea how to make revisiting the same 9 Dungeons interesting?



The simplest solution that comes to mind is to restrict the Light World to 5 dungeons, and 4 in the Dark World.
Possibly doing something like having only 3 dungeons available initially in the Dark World that have to be completed before entrance into the last dungeon is allowed.
And make it so that the 3 Dark World dungeons can be done in any order.

Second thing that comes to mind is making it so that in the dark world the data for the dungeon is read backwards so that all the dungeons are effectively flipped from left to right.

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Vanya
Posted on 08-07-14 03:30 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-07-14 03:41 PM) Link | Quote | ID: 157718


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Posted by infidelity
Without spoiling/revealing anything, the game was entirely constructed around the concept of 2 worlds with 9 dungeons in each world. I lack free space for custom dungeons within the dark world. Vast amounts of asm revolve around the foundation I laied out years ago. The game would essentially have to be scrapped of I were to change how things progress.

This is how the game is.


I have to play farther into the game to see what you mean, but what I was thinking is that it wouldn't take any resources to simply block off the entrances to certain dungeons in one world and not in the other. No?

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Vanya
Posted on 08-08-14 01:28 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157720


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Glad I could help in some small way.
I don't remember if you replied to this before, but the constant need to use the Lantern is kind of annoying. Although it does keep you on your toes.
Might be more tolerable if using it was a toggle instead of a momentary switch.

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Main - Posts by Vanya

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