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Trinitronity
Posted on 08-18-13 12:26 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154585


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Okay, first question: How do I turn the WBFS file of the NTSC Super Mario Galaxy 2 into a ARC file or a RARC file or any other file which Anarchy can read?

Trinitronity
Posted on 08-19-13 04:56 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154594


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But how, if I can't even open SMG2 with Anarchy in the Galaxy?
And I can't post it into the Hack Ideas Thread as well, because that would be a necro bump otherwise...

Trinitronity
Posted on 08-19-13 06:33 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154596


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Posted by Polari
So let me get this straight... You started a project that is going to have those SMG1 unused enemies in SMG2, have the Red Star and Ice Mario, imports of Bob-Omb Battlefield and other retro stages, and new galaxies, yet you haven't even opened the editor yet?

Also, Dolphin can extract the iso, and Whitehole edits both SMG1 and SMG2.

Google is your friend

Odd, all the websites said that Whitehole is SMG1 exclusive. Will download Whitehole then.
Also, while I will add retro stages, I will definitely NOT add Bomb-Omb Battlefield.
Not that I don't like this stage, I actually do like this stage a lot. It's just that there are so many fan-created version of this course, that I lost motivation to do that particular course. However, I did had planned to do a fusion of Cool Cool Mountain and Snowman's Land (called "Snowman's Mountain Galaxy").
Also, while I will say that I will import the unused SMG1 stuff to SMG2, then it really isn't so spectacular like you think. I just add these unused stuff, which is coded already (like the Koopa Kameks and the Land Mines, and every unused SMG1 leftover from SMG2).

Trinitronity
Posted on 08-19-13 06:38 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154598


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Well, I could always try.
However, Whitehole doesn't read WBFS files as well. What should I do?

Trinitronity
Posted on 08-19-13 06:44 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154600


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How do I do that?

Trinitronity
Posted on 08-19-13 11:05 PM, in Super Mario Galaxy 2 EX (rev. 2 of 08-20-13 11:55 AM) Link | Quote | ID: 154604


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Okay, I will as soon as I have found out, how to extract WBFS files into a format, which WhiteHole can read.
Can some help me there, please?
EDIT: Okay, I could convert the WBFS file into an ISO file. However, I now have problem extracting the files from the ISO, but I don't know, how I should do that...

Trinitronity
Posted on 08-20-13 03:30 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154606


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Posted by Polari
Open Dolphin. Right click SMG2, then press Properties. From that, go to filesystem. Right click 'Disk' then select 'Extract All Files'

Thanks, it worked:

Now I have a new question: How do I zoom in and out?
Thanks in advance!

Trinitronity
Posted on 08-20-13 06:49 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154611


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Checked, and no, it doesn't...

Trinitronity
Posted on 08-20-13 07:12 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154614


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Posted by Chaobomr
I was afraid of that. There might be something in the help file that'll lead y'all on the right path, if there IS a help file. Even fumbling around with the keys might help.
Looked there, and there is nothing even remotely written about a zoom...
Posted by Polari
Try scrolling with the mouse.
LOL, and here is one of the disadventages of having a notebook...

Trinitronity
Posted on 08-20-13 07:54 PM, in Super Mario Galaxy 2 EX Link | Quote | ID: 154616


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Ah, found it, thanks.
Also, new question: Since I don't seem to be able to find an SMG1 ISO anywhere, does someone know, whenever I can download just the unused stuff from this game somewhere or if I am forced to find the SMG1 ISO?

Trinitronity
Posted on 09-05-13 08:46 AM, in General Megaman Hacking Thread Link | Quote | ID: 154728


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Well, I have that "Capcom format" document, but I get the feeling that it is missing some informations.
Informations like how do I port NSF files into the MM3 ROM. I would really like to replace MagnetMan's Theme with that custom graveyardish track I have.

Trinitronity
Posted on 09-07-13 09:17 PM, in General Megaman Hacking Thread Link | Quote | ID: 154739


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Ah, okay. I guess I only need to find out, how I can make the pointers decide, when the music data stops, since the new track is possibly longer then MagnetMan's original track...

Trinitronity
Posted on 01-25-14 04:00 PM, in General Megaman Hacking Thread (rev. 3 of 01-25-14 04:49 PM) Link | Quote | ID: 155524


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Hello again, I'm back.
I decided to go back to hacking MegaMan 3...again. However, I also got questions again:
1. Like before, I would like to know the exact hex positions of MegaMan's colors. Manually searching for them by searching for the color values is tedious and can lead to errors very fast. I also would like to know the exact hex positions of MegaMan's color in the Weapon Get Screen.
2. I would also like to know, how to change text in MegaMan 3. I thought the Hex-Editor would already show, what values make which letters appear at which point on the irght side, but I guess I was wrong (the misc data document isn't really helping either)...
3. How can I make it like that so MagnetMan and SparkMan switch positions in the Stage Select screen? I already made it like that, so SparkMan's Doc Robot Stage loads up the Magnet Man Stage graphics instead.
4. I also would still like to have a NSF music portation tutorial, like for dummies, because I have composed some tracks, but I'm clueless about how to actually add it. I'm mainly concerned about music, which replace an old track, but is longer then the old track. The tutorial by za909 might work, but I still need to study it a bit more.
5. I would also finally like to finish MagnetMan by making him move horzontally in the air while shooting the projectiles like NecroMan in MegaMan Oddysey does. I cannot believe that such a small thing needs code expansion or something, but then again, I'm not an ASM expert, so maybe I don't know something...
Does someone know, how I can convert FamiTracker files into NSF files? That also could be helpful...
Thanks in advance!

In other news, I also decided to do what DHI didn't and actually COMPLETE RockMan Unprecendented. However, the current MM2 editor I have (the japanese one) doesn't let me screw around with enemy graphic tables like MegaFleX does (causing game restarts in random places when re-designing the third Wily Stage), so I would like to know, if there exist a better MM2 editor out there or if there exist a way to deal with the enemy graphic tables in MM2, which does NOT include searching for hex values. Again, thanks in advance!

Trinitronity
Posted on 01-25-14 09:38 PM, in General Megaman Hacking Thread Link | Quote | ID: 155527


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Posted by Chaobomr

1. There's no one location for Megaman's colors. They all seem to depend on the level. I know that manually searching for his colors is tedious, but I think he's the only one with that specific palette.
2. "Just using the hex editor" doesn't work, as I found out the hard way. You need to load a .TBL file containing the palette addresses for each letter in the hex editor. There are tutorials that show you how to do it yourself.
4. Something along the lines of placing them in the right addresses so your music won't overwrite what you don't want overwritten. You also have to program in some JMP codes and such so it'll play correctly
5. There should be a "save to NSF" option in the File menu.

1. Oh boy, I guess I will just have to deal with it then...oh well.
2. TBL files? palette addresses for each letter? I'm starting to get confused. Is changing text in MegaMan 3 really that complicated?
4. Well, I heard that if you replace a music track with a longer music track, that you would then have to change the starting point references of other tracks manually, and I really don't want to screw that up. Also, how do I program JMP codes? I really hope, that it will be already enough for me, if I would knew the basics of JMP coding...
5. Okay, I found it, but now, FamiTracker is asking me, whenever the NSF should NTCS, PAL, or Dual...what option should I choose?
Posted by kuja killer

1:
http://pastebin.com/BmkY5XS0

the weapons for pause menu can be edited in megafle, but this guide above will show where the Get Weapon's are.

2:
http://www.romhacking.net/utilities/280/
try this

3:
yes, it's possible, the above guide has alot about the stage select pictures and doc robot stuff, just note: i made that guide back in 2007, which was right when i was a beginner in romhacking. so experiment a little

1. Thanks.
2. Already tried, but I cannot replace text with londer text. That gets problematic, since the name of the Top Spin replacement, for example, is longer then the name Top Spin
3. I haven't found, what I need there yet, but does it also say, how I can make it like that, so clicking the mugshot, where SparkMan originally was, makes SparkMan appear in the Boss Introduction screen and makes SparkMan's stage load instead of MagnetMan?

Trinitronity
Posted on 01-25-14 10:11 PM, in General Megaman Hacking Thread Link | Quote | ID: 155529


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Posted by Chaobomr
Posted by Trinitronity
2. TBL files? palette addresses for each letter? I'm starting to get confused. Is changing text in MegaMan 3 really that complicated?
No, it really isn't that complicated. SMB3 is actually more difficult. I'm sending you a link for the Megaman 3 text table. Just copy all of that - except maybe the "invisible" and just use a lowercase r for "r.", paste it in a simple text editor and save it as .TBL file, and you have a .TBL file right there. A little word of warning, though. Do not make your text longer than what has been allotted for that text, unless you have a good grasp of pointers or something.
Posted by Trinitronity
5. Okay, I found it, but now, FamiTracker is asking me, whenever the NSF should NTCS, PAL, or Dual...what option should I choose?
NTCS, if it's a USA/Japan version, PAL if European. I don't know what Dual will do, though.

2. Okay, now this is, where the problem lies: the new text is longer then the old text. I'm also not sure, if I have a good grasp at pointers. I do have the pointers for most things, I just don't even dare to touch them, in the fear that I could screw up something, and oh boy, I can screw up things very easily.
5. Well, it is a MegaMan 3 ROM with Kuja Killer's improvement patch, so I guess it is NTSC?

Trinitronity
Posted on 01-25-14 10:32 PM, in General Megaman Hacking Thread (rev. 4 of 01-26-14 06:27 PM) Link | Quote | ID: 155531


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Thanks for the informations.
EDIT1: Okay, I got a new problem now. I have saved one music track as an NSF and tried to play it on the NEStopia, but now, it is very glitchly...what could have possibly gone wrong?
P.S.: I have not added that music track in my MM3 ROM yet.
EDIT2: Wait, now even the ones I have downloaded have that problem. Looks like it is NEStopia's fault then...oh well...
EDIT3: Does someone know of a good JMP coding tutorial? It doesn't have to be something complicated, I just would like to know, how to create JMP coding and insert them in a ROM.

Trinitronity
Posted on 01-31-14 11:13 PM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 155578


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Posted by DurfarC

[URL=http://s439.photobucket.com/user/DurfarC/media/MEGAMAN4-1.png.html]

Oh my god, did I just saw Suzy from MegaMan 1? Nice work so far, DurfarC.
By the way, what in your eyes is the most basic thing someone could do with 6502 ASM, with which that person could then learn 6502 ASM step by step? I'm considering learning 6502 ASM for hacking MM2, MM3, MM4 and MM5.

Trinitronity
Posted on 02-04-14 07:17 PM, in General Megaman Hacking Thread Link | Quote | ID: 155615


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Posted by kuja killer
oh its totally fine, not nosy at all.
End of 2006 is when i completely abandonded the whole idea cause i felt like my hack was sucky, cause i didnt know how to put in megaman 4 enemies that the gameboy did, that is when i finally started learning NES's ASM. I found an extremely super long IRC log where the famous DarhkDaiz of "Mario Adventure" was teaching some people ASM doing simple little things with Mario 1, Zelda 1, and Megaman 3.

After that, between end of 2006 to present, is when i started Megaman odyssey, i just picked up the asm stuff very very fast and was able to do more and more stuff everyday, it's hard to explain.

That sounds interesting. Could you please link me to that log? I would love to do some ASM hacking for my MM3 hack as well.

Trinitronity
Posted on 02-05-14 09:18 PM, in General Megaman Hacking Thread Link | Quote | ID: 155622


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Nah, in my eyes, Bandicam is better then Hypercam2.

Trinitronity
Posted on 02-06-14 07:05 PM, in General Megaman Hacking Thread Link | Quote | ID: 155637


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Thanks, now I just need to find the parts that could help me.
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