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Main - Posts by Trinitronity |
Trinitronity |
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Porcupo Level: 38 Posts: 261/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Well, I'm sorry, but the program doesn't work. Even when I deleted the old version and then downloaded the new one. |
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Porcupo Level: 38 Posts: 262/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by kuja killer Well, I just wanted to replace the songs in my MM3 hack with NSF files I have, and that's it... :-\ But anyway, here are the bytes: 00004: 20 7FFAA: 16 8000E: 43 2C11E: 20 2CA30: 3F All bytes match, so...why do I still get that problem? |
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Porcupo Level: 38 Posts: 263/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by kuja killer Actually, I'm trying to put in NSF from FamiTracker into MM3. Also, I'm trying to open the game itself instead of the NSF tracks, so that's not relevant to my problem right now anyway... :-\ |
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Porcupo Level: 38 Posts: 264/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Ah, okay. Will remember that.
However, how do I fix that problem with not being able to open my MM3 Improvement hack? That's what's more important for me right now. |
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Porcupo Level: 38 Posts: 265/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Also, when I load the ROM, it does not detect any single song at all. Seriously, I don't know why this is happening... Okay, now that I have Capcom Music Editor working (I think), anyone has a list as to which number is which instrument in MegaMan 3? And I really hope MegaMan 3 actually has that electric noise instrument that MegaMan 2 used for QuickMan's theme. It just sounds so appropriate for electro-themed stages. |
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Porcupo Level: 38 Posts: 266/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Well, in that case, there's only one thing I can do:
<====TO BE CONTINUED==== *cue Roundabout by Yes* |
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Porcupo Level: 38 Posts: 267/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by JRIVA With 2, I really hope you actually mean TSA for slippery ground, because that's exactly what I need as well. ...that, and adding new music, but I think I would only need to add one or two... |
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Porcupo Level: 38 Posts: 268/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by RetroRain B-b-but I liked the colored outlines and stopwatch... |
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Porcupo Level: 38 Posts: 269/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
I think what's more important right now is that the Music Editor needs more instruments from the original MMC3 MegaMan games available, because only 2 instruments? Really? |
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Porcupo Level: 38 Posts: 270/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Oh, whoops.
Although some documentation would be nice anyway. I mean, 40 does not sound like much, and if I knew how to check what instrument is what, I would have done that myself, but alas, I don't know how to check that, and I probably wouldn't be very accurate anyway... :-\ |
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Porcupo Level: 38 Posts: 271/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
I'm sad that there exist a disassembly for MegaMan 1, but to this day still no disassembly for any other MegaMan games.
Don't you guys realize how many more ambitious hacks we would get if games like MM2, MM3 and MM4 would get disassemblies? Our hacking scene would finally be on par with the Sonic hacking scene. We would finally get more hacks with changed music, new objects and the like. Changing music in a MegaMan game would FINALLY become a MegaMan hacking standard! Seriously, just imagine all the posibilities. I'm still surprised why everyone would rather painly hex edit the ASM changes, if ASM changes can be done so much easier through disassemblies. Especially split disassemblies. Just imagine: *every object has it's own sprite file, which later on gets assembled when you build the ROM *porting enemies from other MegaMan games...on the fly! *every music and sound has its own file, so music hacking can be as easy as in Sonic 1, which is literally just "convert a MIDI into the game's music format through a simple executable" *just imagine what complex objects could be implemented when you ASM hack through a disassembly instead of painful hex editing. Seriously, it just pains me that MegaMan hacking is so far behind, it's not even funny. And the worst: If I was to make the best disassembly ever of the MegaMan game that gets hacked most popularily, it still wont get used, because not even the hackers themselves want to move forward, and that's just sad. |
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Porcupo Level: 38 Posts: 272/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Burn Rooster? Isn't that the MegaMan X8 robot master that has the ability to turn super saiyan? |
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Porcupo Level: 38 Posts: 273/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Shouldn't be, since Regen is the emulator that recreates the actual hardware the closest.
So if Regen gives out no issues, then you probably wont get issues on real hardware either. |
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Porcupo Level: 38 Posts: 274/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Actually, if Roll becomes playable, I think the best course of action would be to make her attack with her broom.
And when MegaMan gets the sliding, Roll gets a walljump. ...is it just me, or am I just describing Zero's gameplay from the PSX MegaMan X games?! |
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Porcupo Level: 38 Posts: 275/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by dreamerman Better idea: 8 robot masters, then Fakeman, then all the Wily Stages. Also, it's Dr. Wily and not Dr. Willy. |
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Porcupo Level: 38 Posts: 276/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by Arva Would be nice to have an MM1/MM2 editor in the style of MegaFLE X. Just to streamline MM1/MM2 hacking at least a little. Oh, and please make sure said editor is compatible with the MegaMan 1 disassembly and maybe a hypothetical MegaMan 2 disassembly...if someone will FINALLY make one so we can finally go with le times. |
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Porcupo Level: 38 Posts: 277/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Hey guys, it's me again.
So I have found a tool named Gameboy Colorizer 2.4, and I was excited: Man, I can finally make my own GBC versions of GB games. Welp, no dice, because I just can't seem to find a game that is compatible with the Gameboy Colorizer 2.4, and that sucks. So yeah, I would be glad if someone could tell me just which games are compatible with the Gameboy Colorizer, because all I got was that most games are not compatible, and that's not descriptive enough, methinks. |
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Porcupo Level: 38 Posts: 278/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
But before we do that, we would still need to add Hummer Team's Super Mario World.
I mean, if someone is going to tell me how to convert a NES game from one mapper to another, then I could give this a shot. After all, I do have the extremely rare final version of Hummer Team's Super Mario World. |
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Porcupo Level: 38 Posts: 279/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
You know that feel when you never knew you would want a hack to happen until someone mentions it as an idea? Well, that's one case.
I too want to see a MegaMan 2 Improvement. In fact, I was actually thinking about doing a MegaMan 2 Improvement myself, although my idea was to simply hack MegaMan 4 into an improved MegaMan 2 instead of improving the actual MegaMan 2. |
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Porcupo Level: 38 Posts: 280/311 EXP: 351635 Next: 18812 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by kuja killer Actually, MegaMan 6 uses the same engine as MegaMan 3, 4 and 5. |
Main - Posts by Trinitronity |
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