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Trinitronity
Posted on 02-04-13 04:20 PM, in General Megaman Hacking Thread Link | Quote | ID: 153384


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Hello. I'm currently doing a Megaman 3 hack, and I already changed some sprites, patched the hack with Kujakiller's improvement patch and edited thanks to Stufid the Shadow Blade replacement (which will be a fire weapon).
However, I have some questions now:
1. Where can I find the offset for ShadowBlade's pallette?
2. Where can I find the offsets of the other weapons?
3. When I die in half way of the stage of the MagnetMan replacement (which is a graveyard), no objects respawn. Why does that happens?
That all for now, and I really hope, that I didn't asked that in the wrong topic.

Trinitronity
Posted on 02-04-13 07:04 PM, in General Megaman Hacking Thread Link | Quote | ID: 153388


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Posted by za909
You can edit all the weapon palettes in the latest MegaFLE X version, it's in the same menu where you edit the stage background palettes.
The Magnet Man glitch is because of a badly placed midpoint. You need to set te midpoints again once you're done with placing all the sprites you want to let the game which sprite to start from if you die. If you set it incorrectly, enemies may disappear forever if you die (or come back if you press left.)
I know, how to change MegaMan's pallete, but I don't know, how to change the pallete of the weapon itself. And the pallete at the weapon get needs to be changed, too.
And about the badly placed midpoint, I didn't even moved it to a different place...

Trinitronity
Posted on 02-05-13 05:47 PM, in General Megaman Hacking Thread Link | Quote | ID: 153391


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Posted by kuja killer
http://postimage.org/image/wzcfhgszv/

See here ---- weapon palletes can be changed easy by using the Palette editor .. click the "weapon menu" tab to make the stuff appear for it as i did here.

Again, you only change MegaMan's pallete with that, and I can do that already.
I want, that the Shadow Blade replacement uses the weapon pallete instead of the face pallete.
How do I do THAT?

Trinitronity
Posted on 02-06-13 07:19 AM, in General Megaman Hacking Thread Link | Quote | ID: 153395


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Posted by kuja killer
Ohhhh that, sorry now i see what your saying.
well, the actual sprite tile data itself needs to be edited.

Here:

copy-paste this at 36B44:

032C7C007D007DC07CC0032C7E007F007FC07EC0

It worked, thanks.
I just need some explanation now,so I can do that myself next time.
However, I think that the 01 to 00 and C1 to C0 determines the weapon pallete somehow, am I right?

Trinitronity
Posted on 02-06-13 06:09 PM, in General Megaman Hacking Thread Link | Quote | ID: 153400


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Posted by kuja killer
your welcome

And yes, that's the only part about i changed.
Every sprite, or object, or enemy is made up of tile data. This was the Tile Number, and pallete color.

The 1st byte means = the sprite is made of 4 tiles (because 00 counts as 1).
The 2nd byte means it uses pointer 2C for it's X/Y positions of each tile. i'm not going to cover there here right now.

the rest is each tile's data + pallete.
x0 - megaman's body pallete
x1 - megaman's face pallete
x2 - enemy pallete 1
x3 - enemy pallete 2

the X determins if the tile should be flipped horizontally, or vertically.
examples:
01 = normal tile using megaman face pallete.
82 = tile flipped vertically (or whatever) using enemy palette 1
C0 = tile flipped both vertically and horizontally with megaman's body pallete.

etc.
Thanks, that surely will be useful. *saves as text document*

Trinitronity
Posted on 02-11-13 03:38 PM, in General Megaman Hacking Thread (rev. 2 of 02-16-13 08:04 PM) Link | Quote | ID: 153421


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OK, I just got my hands on Kuja's fancy Boss AI documents and I already started to edit MagnetMan.
However, I have one question that the documents don't answer: How can I make MagnetMan move to the other side of the room WHILE shooting magnets ala Necroman from MegaMan Oddysey?
Thanks in advance!
EDIT: By the time being, I could change NeedleMan's AI somewhat. He's now grounded while shooting needles, but he also shoots up to 6 needles now. I also updated the Boss Database by confirming some addresses like C0C9 (number of needles that NeedleMan shoots per round). I still need to find out, how I can make MagnetMan move horizontally while shooting the Magnet Missile, though.

Trinitronity
Posted on 02-13-13 09:08 PM, in Hack Ideas Thread (rev. 2 of 02-13-13 10:11 PM) Link | Quote | ID: 153423


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Since ths is the thread, where everyone posts hack ideas, here is mine:
After seeing the translation of the Japanese MegaMan 7, I decided to do something similar with other games. Of course, I would only translate japanese games, if they would have at least half major regional differences (like Rockman 7). The first game that came in mind, was the japan-only PS2-beat'em up game "Guilty Gear X Plus - By your side" (yep, I'm a Guilty Gear fan), which contains two bonus characters and a gallery mode, which are absent in the international versions. If I only could find a way to change text in this game...that would be AWESOME!
EDIT: DAMN, this game plays slow on my PS2 emu...even with Speedhacks.

Trinitronity
Posted on 02-18-13 04:26 PM, in General Megaman Hacking Thread Link | Quote | ID: 153451


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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?

Trinitronity
Posted on 02-18-13 08:00 PM, in General Megaman Hacking Thread Link | Quote | ID: 153453


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But...I didn't wanted to expand the AI a lot. I just wanted to add one new thing to an old attack...

Trinitronity
Posted on 02-20-13 06:28 PM, in General Megaman Hacking Thread Link | Quote | ID: 153462


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Okay, I got 2 new questions:
1. How do I make JSP files? Is there a program or a tutorial for it?
2. How do I insert things like JSP and NSF into the ROM?

Trinitronity
Posted on 07-26-13 12:38 PM, in General Megaman Hacking Thread (rev. 3 of 07-26-13 06:11 PM) Link | Quote | ID: 154467


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Hello again,
I just wanted to let you know that I'm not dead and that I'm still working on my MegaMan 3 hack (it has a name, but I keep it as a secret until I have finally sprited the MegaMan replacement and applied the sprites to the ROM). I'm currently still working on the Graveyard Stage (as you may remember, it's the home of the MagnetMan replacement). The stage and the boss iare almost finished.
The only thing left about the stage now is a glitch were no objects appear anymore, when you die and come back at the mid-way checkpoint (though that does not happen if you die and come back at the pre-boss checkpoint) and, of course, the new music I have, but which I still couldn't implement.
The boss, on the other hand, is missing to things, one of them essential, and the other one isn't that important, so I just name the important thing now: I want that my MagnetMan replacement moves horizontally, while shooting its weapon, the Nightmare Orb.
I would be glad, if someone could help me there...

EDIT: Almost forgot to ask, but there are also two additional problems regarding the player.
1. Where do I find the address, which handles whenever the player can shoot while climbing or stops in place?
2. Where do I find the address, which handles how fast a bar fills up when picking up an item?

Thanks in advance!

Trinitronity
Posted on 07-30-13 09:56 AM, in General Megaman Hacking Thread (rev. 2 of 07-30-13 12:42 PM) Link | Quote | ID: 154490


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Posted by kuja killer

---------------------------------------------------------------
** Glitch about enemies not appearing when restarting halfway through level.
Easy - in the MegaFLE editor -- the "screen editor" window. Make sure you click the button called "Set Midpoint"

Remember -- when your doing your enemey placement, if you ever have more or less enemies than the last time you clicked that button, you'll have to click it again so it updates properly if you added or deleted any enemies since the last time.

Thanks, that fixed the problem.
Posted by kuja killer

---------------------------------------------------------------
** How fast lifebar fills up:
$3D98C for boss lifebar
$3BEA3 for megaman and weapon lifebar

Default speed is "03" which means 1 pixel every 4 frames.
01 would make it twice as fast, 00 would make it almost instant, but the music will sound muted for a momment.

Okay, looked into that in the original file, and there was 03 at this address and some other values. Looked into my hack patched with your improvment, not only this adresss had EA as a value, but basically $3BEA0-ยง3BEA7. Have all those addresses have something to do with MegaMan's lifebar and only MegaMan's lifebar?
Side note: I also found a 00 value at $3BEA9 and tried this out. Appearantly, it handles, for how long MegaMan stays in his knockback state, because when I changed 00 to 03 in this value, MegaMan was in this state a lot longer then before. I sadly couldn't test out, if he ever recovers, because he also fell into a pit. At least, I have learned something new today (though I obviously changed it back to 00 after that).
Posted by kuja killer

----------------------------------------------------------------
** About shooting when stop or ladder

All the programming for megaman is complex and hardcoded. So i cant really help you there because, i dont know what you would want to change "specifically"
But i can help maybe, if there's something specific you had in mind.

Well, yes. The only thing I wanted to do was reverting your changes regarding MegaMan's mobility on ladders. Your imrpovement patch made it like that, so MegaMan does not stop moving on ladders while shooting. I basically want to change it back to MegaMan not moving on ladders while shooting, because not only is this more classic, but it also looks weird, if MegaMan is able to move on ladders while shooting (if he does that, it looks like he's sliding the ladder instead of climbing it).
Posted by kuja killer

----------------------------------------------------------------
Ummm, about the magnetman stuff. Well. That requires experience with programming in NES's ASM. I'm NOT trying to be mean or say you should learn, i dont wanna give off the wrong impression. just it's .. well.. i dont know how to really say it. But i cant really help there either.
It's okay. I actually would like to learn ASM myself, but many documents aren't very detailed or userfriendly (though your documents are pretty much the most userfriendly MegaMan hacking documents I ever saw, and I would immidiately recommend it to everyone who wants to hack MM3).
---------------------------------------------------------------
EDIT: I also discovered a new glitch when I changed MegaMan's default pallette. At the begginning of the stage, MegaMan appears in his old colors. However, if I pause and unpause, MegaMan gets the new colors I wanted. How can I make it like that so MegaMan has the correct pallette from the start?
Also, there is something, which already bothered me for quite some time: If I add new room and/or merge some rooms together, the boss gates tend to glitch up. I could avoid that problem in MagnetMan's stage by just not using doors and making the entrance pseudo-"RockMan World"-styled (you enter the boss room and the preboss room from below, resulting in a hole in the ceiling), making the graveyard/crypt/whatever more interesting, but I want most of the other stages to have the usual door entrance. Whenever the door should glitch up, how should I use the door editor of MegaFLE X properly?

Trinitronity
Posted on 07-30-13 05:05 PM, in General Megaman Hacking Thread Link | Quote | ID: 154492


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Posted by Chaobomr
I would suggest looking for the original palette with a hex editor. Take Megaman's palette from an untouched MM3 ROM and search for it in your hack. It might help

EDIT: It might be related to Megaman's spawn, if I remember.

Okay, tried your first theory, but there are so many places with 2C11 in it (more then 10 places), so I'm pretty much lost there... :-\
However, I would like to know more about your second theory.

Trinitronity
Posted on 07-30-13 09:25 PM, in General Megaman Hacking Thread (rev. 3 of 07-31-13 01:42 PM) Link | Quote | ID: 154499


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Posted by kuja killer
Oh right.
Yea i originally NOP'd out all that bit about lifebar fillup for megaman.
I dont know if people would like it, or hate it. Most romhacks always speedup the lifebar. Some romhacks like 4 minus infinity do it "instant"

I did it "instant" for the improvement patch.
If you want to restore it back to normal, paste this at this address:

$3BE8B:
B9A20018690199A200A91C209AF8C60FF00B206EFDA5952903D0F7F0DA

then you can edit 3BEA3 to whatever speed you want as i described before.

Also, do not edit 3BEA9 you mentioned. That was a register used to "freeze" all sprites on the screen. It is only used by the item pickups. Where it freezes the game for a momment while the bar fills up.
---------------------------------------------
Ladder restore:
$3D51B:
A532D0B8A516290CD00CA5142980D0034CE6CD4CB1D548AD600329F009088D6003682904F037

Thanks, that all worked.
Posted by kuja killer

Yes there are tons of places where megaman's pallete would all have to be changed to same color/numbers. Chaobomr is correct about that too.

Okay, will look into it. I just hope that all the addresses I found only belong to MegaMan's default pallette, so I wont get unwanted results when changing them. I very probably have to do every single of them one by one and check every time, if everything is still fine...
Posted by kuja killer

Editing the boss doors is kind of hard to do honestly. I've never even tried the door editor out myself in MegaFLE before. but it's possible to make it right though. It's just a very weird method... that door editor should be able to do it though.

Okay, will look into it.
Posted by kuja killer

I'm very glad you've brought up these points. Cause a couple of the things i did for this, i would NOT want to do for my game, megaman odyssey.

The shoot while climbing ladder, and the instant lifebar fill.
I only did it for the patch cause.. maybe some people might like it. I dont know.

Thank you for bringing those up. Anyone else that uses the patch, and wants something restored back to normal, i will be more than happy to do so.
I'm glad that I could help somehow.
-------------------------------------------------------------------
EDIT: Okay, started to hack ShadowMan's stage, and now I somehow screwed up the midway point, since now, MegaMan teleports inside the ceiling...how do I prevent that?
Aside from that, the door editor works wonders, if you know how to use it.

Trinitronity
Posted on 07-31-13 11:46 PM, in General Megaman Hacking Thread Link | Quote | ID: 154510


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Posted by Gavzilla1000
EDIT: Okay, started to hack ShadowMan's stage, and now I somehow screwed up the midway point, since now, MegaMan teleports inside the ceiling...how do I prevent that?
Aside from that, the door editor works wonders, if you know how to use it.


Now, I'm not a pro at hacking Megaman 3 (most of my experience is with Megaman 5 so this may not help you), but from my experience, just make a little hole in the roof were Megaman will teleport down through at mid point, that may work.

Yeah...added a hole to the ceiling, and now the teleport works like it should.
But what if I don't want to make a hole in the ceiling, because it could then look bad that way?

Trinitronity
Posted on 08-01-13 12:00 AM, in General Megaman Hacking Thread Link | Quote | ID: 154512


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Posted by Gavzilla1000
But what if I don't want to make a hole in the ceiling, because it could then look bad that way?

Try making a block that looks like the ceiling, but just don't make it solid, and then place it over the hole in the ceiling.
That was originally my idea as well, but there's still Rush Coil, with that you could reveal the fake ceiling. And it looks weird, if MegaMan then doesn't hit the ceiling, if he should.
Eitherway, I'm going to vacation tomorrow, so I wont be able to respond for about 2 weeks.

Trinitronity
Posted on 08-01-13 09:45 AM, in General Megaman Hacking Thread Link | Quote | ID: 154515


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Posted by Gavzilla1000
Posted by Trinitronity
Posted by Gavzilla1000
But what if I don't want to make a hole in the ceiling, because it could then look bad that way?

Try making a block that looks like the ceiling, but just don't make it solid, and then place it over the hole in the ceiling.
That was originally my idea as well, but there's still Rush Coil, with that you could reveal the fake ceiling. And it looks weird, if MegaMan then doesn't hit the ceiling, if he should.
Eitherway, I'm going to vacation tomorrow, so I wont be able to respond for about 2 weeks.

How low is the ceiling exactly? If it's about 2 tiles low, you should be fine.

In some of the stages I haven't edited, the ceiling was extremely low not a fake ceiling, and yet, the teleportation worked just fine. I don't quite get that, honestly...

Trinitronity
Posted on 08-16-13 01:08 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154571


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Hello again,
after reading the article of Super Mario Galaxy 2 in The Cutting Room Floor, I came to the idea of making a hack of Super Mario Galaxy 2, which does the following:
-it adds back Ice Mario and Flying Mario
-it adds back all the unused SMG leftover enemies and objects
->the only exceptions being Cataquacks, since they crash SMG2 even if you add back their models
-it adds some of the unused SMG galaxies and zones
->including the infamous Starman Fort and Home Planet
-it adds some new galaxies as well
->mostly recreations of already exisiting courses from other Mario games
->also adds a few Banjo-Kazooie courses, which can be SMG2-fied with just little effort
With all that said, I want to do this hack, but I have questions:
What SMG/SMG2 editor would you suggest me (I have a noteboock with Windows 7)?
How do I play Wii hacks without the use of Homebrew Channel?
How do I port models from SMG into SMG2 (in order to make most of the unused SMG leftover work like described at TCRF)?
How do I make new galaxies, if I already have the models needed for a galaxy's zone?
How do I add new music tracks?
I would be very glad, if someone could help me there. Thanks in advance!

Trinitronity
Posted on 08-16-13 01:14 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154573


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Oh right, almost forgot about that one.
However, as far as I remember, it doesn't do these things what I planned to do.
So...how should the hack be called then?

Trinitronity
Posted on 08-16-13 01:29 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154575


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Actually, no.
-I didn't saw Flying Mario or Ice Mario anywhere
-I didn't saw any of the unused SMG leftovers (Ice Swoopers, Tweesters, Galactic Tornadoes, Torpedo Teds, Blue Star Chips, etc.)
-no recreations of the unused galaxies/zones of SMG
It does have a remake of Bomb-Omb Battlefield and new music tracks, though.
Also, I will very probably go with Anarchy in the Galaxy, since I'm going to hack SMG2 and not SMG1.
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