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Main - Posts by Trinitronity |
Trinitronity |
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Porcupo Level: 38 Posts: 1/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
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 |
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Porcupo Level: 38 Posts: 2/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by za909I 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 |
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Porcupo Level: 38 Posts: 3/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by kuja killer 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 |
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Porcupo Level: 38 Posts: 4/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by kuja killer 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 |
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Porcupo Level: 38 Posts: 5/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by kuja killerThanks, that surely will be useful. *saves as text document* |
Trinitronity |
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Porcupo Level: 38 Posts: 6/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
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 |
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Porcupo Level: 38 Posts: 7/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
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 |
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Porcupo Level: 38 Posts: 8/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by za909I don't quite understand: How does horizontal movement counts as graphical stuff? |
Trinitronity |
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Porcupo Level: 38 Posts: 9/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
But...I didn't wanted to expand the AI a lot. I just wanted to add one new thing to an old attack... |
Trinitronity |
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Porcupo Level: 38 Posts: 10/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
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 |
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Porcupo Level: 38 Posts: 11/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
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 |
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Porcupo Level: 38 Posts: 12/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by kuja killerThanks, that fixed the problem. Posted by kuja killerOkay, 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 killerWell, 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 killerIt'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 |
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Porcupo Level: 38 Posts: 13/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by Chaobomr 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 |
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Porcupo Level: 38 Posts: 14/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by kuja killerThanks, that all worked. Posted by kuja killerOkay, 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 killerOkay, will look into it. Posted by kuja killerI'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 |
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Porcupo Level: 38 Posts: 15/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by Gavzilla1000 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 |
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Porcupo Level: 38 Posts: 16/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by Gavzilla1000 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 |
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Porcupo Level: 38 Posts: 17/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
Posted by Gavzilla1000Posted by TrinitronityThat 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.Posted by Gavzilla1000 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 |
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Porcupo Level: 38 Posts: 18/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
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 |
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Porcupo Level: 38 Posts: 19/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
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 |
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Porcupo Level: 38 Posts: 20/311 EXP: 351157 Next: 19290 Since: 02-04-13 Last post: 1939 days Last view: 581 days |
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. |
Main - Posts by Trinitronity |
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