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Please chime in on a proposed restructuring of the ROM hacking sections.
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Trinitronity
Posted on 11-16-15 01:22 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161928


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Thanks, just sended a PM to him.
But...are you sure that he is open to requests? I mean, he has lots of work to do, from what I have heard.

Trinitronity
Posted on 11-16-15 01:56 PM, in Mr. Gimmick 2 for NES REleased!!! Link | Quote | ID: 161929


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No! You are selling a game based on a franchise you don't even own! And I will NOT tolerate that!

Trinitronity
Posted on 11-16-15 02:23 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161931


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Sadly, I'm worried that I'm asking for a lot.
I'm asking for a POKéMON to be sprited.
But said POKéMON should not only have the same animations like MagnetMan, but the sprite tiles of the POKéMON needs to fit in the spots of MagnetMan's sprite tiles in yy-chr perfectly.

Trinitronity
Posted on 11-16-15 03:25 PM, in Mr. Gimmick 2 for NES REleased!!! Link | Quote | ID: 161936


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Hmm...I guess you got a point there...

...wait, who in this forum is an admin, though?

Trinitronity
Posted on 11-16-15 06:16 PM, in Mr. Gimmick 2 for NES REleased!!! Link | Quote | ID: 161938


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Thanks, I now have sent both of them following message:


Hello *insert name here*,
so I have seen this thread: http://acmlm.kafuka.org/board/thread.php?id=8339
pacnsacdave, the creator of this thread and the game in this thread is demanding money for a level and graphics hack of a game that doesn't even belong to him and sells it as his own game (even though it's not).
While ROM hacking in general is pretty questionable in terms of legalness, that's something I have to admit, what pacnsacdave does is right down pirating! And I think he should be permabanned for this!
-TrinitroMan


Let's see how that goes.

Trinitronity
Posted on 11-16-15 08:18 PM, in Mr. Gimmick 2 for NES REleased!!! Link | Quote | ID: 161941


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Posted by mASKED x
Posted by Trinitronity
Thanks, I now have sent both of them following message:


Hello *insert name here*,
so I have seen this thread: http://acmlm.kafuka.org/board/thread.php?id=8339
pacnsacdave, the creator of this thread and the game in this thread is demanding money for a level and graphics hack of a game that doesn't even belong to him and sells it as his own game (even though it's not).
While ROM hacking in general is pretty questionable in terms of legalness, that's something I have to admit, what pacnsacdave does is right down pirating! And I think he should be permabanned for this!
-TrinitroMan


Let's see how that goes.

You, sir, are a whining ass bitch! That man has done nothing wrong.

...are you fucking dense?!
He's demanding money for something that DOES NOT BELONG TO HIM!
That pretty much makes him a thief!

Trinitronity
Posted on 11-17-15 08:51 AM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161955


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Posted by Mike-Tech
Posted by Trinitronity
Sadly, I'm worried that I'm asking for a lot.
I'm asking for a POKéMON to be sprited.
But said POKéMON should not only have the same animations like MagnetMan, but the sprite tiles of the POKéMON needs to fit in the spots of MagnetMan's sprite tiles in yy-chr perfectly.

If your wanting something like this to be a robot masters, I don't think it'll work out. :/
https://38.media.tumblr.com/4eef911f99dfedd473e4cd58ae9eaf6e/tumblr_muhaitHDQe1qdtcfzo1_400.gif

You can ask this good friend of mine here too, I think he does artistic work last I checked his posts.

http://forum.metroidconstruction.com/index.php?action=profile;u=4

Don't worry, I already know that the original sprites wont work, hence why I'm asking for custom sprites.
But they need to fit in MagnetMan't spots perfectly, with no holes or cut off pixels.
Also, just checked this guy's posts.
Appearantly, those are his own tiles used in his Metroid hack, and they actually look quite nice.
Sadly, I'm not signed up at this forum, so maybe if he's interested in helping me, he could join this forum, maybe?

Trinitronity
Posted on 11-20-15 01:20 PM, in General Megaman Hacking Thread Link | Quote | ID: 161976


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I'm still having problems with the teleporters, but right now, I also have another problem with MM3:
Sometimes, when I place enemies on MegaFLE X, they wont appear until I reach a certain point, where they suddenly appear out of air.
It happens with every enemy and even power ups, and I have no idea why.

Trinitronity
Posted on 11-20-15 09:38 PM, in General Megaman Hacking Thread Link | Quote | ID: 161982


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Okay, I did both, and the problem still persists...

Trinitronity
Posted on 11-21-15 12:55 PM, in General Megaman Hacking Thread (rev. 2 of 11-21-15 12:56 PM) Link | Quote | ID: 161988


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Damn...any clue about the teleporter problem, though?

Also, I feel tempted to just release an unabridged alpha prototype version of my game, just so it can gain more attention.

Trinitronity
Posted on 11-21-15 09:27 PM, in General Megaman Hacking Thread Link | Quote | ID: 161990


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Sadly, there is no datatable for the teleporters.
At least, not that I know of.
And it looks like Kujakiller has no idea either...

Also, regarding the Offset value for Sprite: Screen, I get B11 as the Offset value.
Now the question: With which values do I sort the numbers out?

Trinitronity
Posted on 11-21-15 11:27 PM, in General Megaman Hacking Thread Link | Quote | ID: 161992


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Actually, moving around the faulty objects and then back to their original position already fixed the problem with the object appearance. At least that fixed it for TopMan's level, but I assume that this could work for other levels as well, if they should happen to get those problems, too.

Welp, now only the teleporter problem is left, and then I can more actively go ask around for spriters (I'm currently still waiting for a response from ThanatosZero).

Trinitronity
Posted on 11-22-15 12:02 PM, in General Megaman Hacking Thread Link | Quote | ID: 161997


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Posted by Zieldak
Posted by Trinitronity
Actually, moving around the faulty objects and then back to their original position already fixed the problem with the object appearance. At least that fixed it for TopMan's level, but I assume that this could work for other levels as well, if they should happen to get those problems, too.
Yes, you can do this on all levels. Actually, you don't have to move all the enemies, just the ones that do not spawn correctly.

Posted by Trinitronity
Welp, now only the teleporter problem is left.
Well, by the way, which teleporters are you actually talking about? The first one, the boss teleporters or the end stage one?

I'm talking about both the first one and the end stage one. The boss teleporters work fine, thankfully.
Otherwise, I would have punched myself in the face.

Trinitronity
Posted on 11-22-15 02:52 PM, in General Megaman Hacking Thread Link | Quote | ID: 161999


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Posted by za909
I believe the AI of the teleporters expects the teleporter to be a [certain number]-th enemy in the stage for it to work properly. Same thing with the Hologram Megaman generator boss. So unless we look into the code to find where it does this sort of check, you will have to make sure that you use the same number of enemies throughout the level before and after the teleporters.

Sadly, I actually want to change the enemy/item layout to fit both the new stage layout (which keeps all the previous scrolldata, BTW) and the enemy/item layout standards of Boss Refight stages in later MegaMan games.
I also want to change Wily Stage 3 a lot, but I'm not even sure if I should keep the Holograms there or if I can instead use a Doc Robot that I haven't used yet (with the holograms intact, I would only use 6 of the 8 Doc Robots at max).
But yeah, it's way too early to worry about Wily Stage 3 right now, since its Wily Stage 4 that is giving me problems at the moment.

Trinitronity
Posted on 11-22-15 09:22 PM, in General Megaman Hacking Thread Link | Quote | ID: 162002


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Fair enough.
Anyway, I got TopMan's stage finished in terms of level layout and the only thing missing are sprites for the midboss and the TopMan replacement.

However, I do get a new problem with NeedleMan's stage.
After I tried to extend it by three screens and updating the scroll data, door data and enemy data for the stage to still be correct, the scroll data glitches up.
If I enter the room with the spikes, the player does a transition to the next screen on the right, ending up inside a wall, even though the Screen Editor in MegaFLE X is still properly set as "Downright x $3" in that room.

Why is this happening to me?

Trinitronity
Posted on 11-23-15 04:38 PM, in General Megaman Hacking Thread Link | Quote | ID: 162005


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Posted by za909
Wily 3 also has another stage-specific bit of code, namely that the boss, whatever you decide to use, will have no invincibility period. It applies to any boss battle in Wily 3 and it's not a part of the Hologram Megaman AI.

Well, that's nice and all, and I will thank you for that, but you ignored my question:
Posted by Trinitronity
However, I do get a new problem with NeedleMan's stage.
After I tried to extend it by three screens and updating the scroll data, door data and enemy data for the stage to still be correct, the scroll data glitches up.
If I enter the room with the spikes, the player does a transition to the next screen on the right, ending up inside a wall, even though the Screen Editor in MegaFLE X is still properly set as "Downright x $3" in that room.

Why is this happening to me?

Seriously, I have absolutely no idea why this is happening.
BTW, I extended the stage by adding a 3-screen room inbetween the spike room (which has still the first checkpoint) and the vertical stretch.

Trinitronity
Posted on 11-23-15 06:45 PM, in General Megaman Hacking Thread Link | Quote | ID: 162007


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Posted by Zieldak
Posted by Trinitronity
[...] you ignored my question:
Posted by Trinitronity
After I tried to extend it by three screens and updating the scroll data, door data and enemy data for the stage to still be correct, the scroll data glitches up.
If I enter the room with the spikes, the player does a transition to the next screen on the right, ending up inside a wall, even though the Screen Editor in MegaFLE X is still properly set as "Downright x $3" in that room.

Can you add more details please? It's hard to answer this question without enough data. Maybe, you also should include one or two heavily edited screenshots, to prevent spoiling. A video would be even better, but duh.
But I think I know what your problem is actually... Is the wall there, 1 TSA wide? Like in... Uh... one of Mega Man Memento's stage? Also, Sloth's Overdrive (Shadow Man's stage I think).
And does this always happen, or only after dying once? If that's the case, Re-Set the Mid checkpoint. Aaaand, also the boss one.

Well, that definitely happens when I first enter the room (as in not dying).
Anyway, the problems happens at screen A, and between the screens C and D, I included the new screens 13, 14 and 15.
I also have re-set the Mid checkpoint and boss checkpoint, and the problem still persists...

Trinitronity
Posted on 11-23-15 08:03 PM, in General Megaman Hacking Thread Link | Quote | ID: 162010


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That would be this:
UpRight x $7
DownRight x $3 <- problem room
Right x $3 <- new room

Trinitronity
Posted on 11-24-15 12:06 PM, in General Megaman Hacking Thread Link | Quote | ID: 162017


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Oh wow, that really fixed the problem.
Man, it sure is weird that it only does that kind of scrolling when you're at a certain point of the screen, but scrolls normally when not.
But thanks for giving the fix. Now NeedleMan's stage is also finished for the most part, although I'm now trying to make it graphically look less like NeedleMan's stage while still keeping my main idea (abadoned city with a lot of plants and growth).
Actually, using the original stages as a base and go crazy from there on seems like a good idea so far, although that definitely doesn't really work in MagnetMan's case, since it's still too much like MagnetMan's stage...

Trinitronity
Posted on 11-26-15 02:10 PM, in General Megaman Hacking Thread (rev. 2 of 11-26-15 02:11 PM) Link | Quote | ID: 162049


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Not enterily sure if that could work out without the level layout screwing up a lot...

Anyway, with that out of my way, I would like to do a minor edit to a weapon.
So, Hard Knuckle has a special way of being fired off, but I want to revert it to the generic way of firing off. I tried to tinker with the values, but sadly, I cannot make it like that so there is little delay between the button press and the shot and on the same time make the shooting animation show up longer and decreases the amount of time where MegaMan's arm disappears to 0. In other words, how can I make the Hard Knuckle replacement (which is now planned to be a bouncing rock) being fired off like a regular shot instead of how the Hard Knuckle is usually shot?
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