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Trinitronity
Posted on 02-24-14 08:06 PM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 155769


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You know, what I love to see? An program, that converts music tracks made with FamiTracker into NSF files, which can be immidiately inserted into MegaMan ROMs without further editing.
I really hope I will survive the day where this finally happens...

Trinitronity
Posted on 02-25-14 08:30 PM, in Titanic NES fixed rom Released Link | Quote | ID: 155778


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Wait, do you actually mean that bootleg fighter called Titenic?

Trinitronity
Posted on 02-28-14 05:35 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155869


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Hey NARFNra,
I would like to know, how you code in custom music in MegaMan 3...
Thanks in advance!

Trinitronity
Posted on 03-01-14 02:23 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155902


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Posted by NARFNra
*snip*

Wait, MIDI files? But I use FamiTracker.
How do I do that with NSF files made with FamiTracker instead of MIDI files? Will that be easier?

Trinitronity
Posted on 03-01-14 02:26 PM, in General Megaman Hacking Thread Link | Quote | ID: 155903


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Does someone know, whenever MatrixZ (or however the creator of MegaFleX is called) is still active in the hacking scene? I liked his MegaFleX so much that I would love to see something similar to that for MegaMan 2 as well, because rock5easily's RockMan 2 editor is extremely limited...I cannot even change the sprite bakns like I can with MegaFleX, leading to many troubles when editing the third Wily Stage...

Trinitronity
Posted on 03-29-14 08:09 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 156246


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Posted by KDeee

Something I did for lulz, not sure if I'll ever end up finishing this

It's the angriest fluffball you've ever heard.
It's the angry NES Nerd.
It's the angry ROM&ASM Nerd.
It's the Super Angry Kirby Nerd.

Sorry, had to do it.
Anyway, you've got quite the interesting concept here.
It kinda reminds me of Kirby64, where the float ability was extremely limited.

Trinitronity
Posted on 04-05-14 09:23 AM, in Help with custom ASM coding in Megaman 5. Link | Quote | ID: 156278


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Posted by infidelity
Not to get ofg topic, but kuja could you elaborate on the mm3 boss asm, as to how its more simplistic than say mm4? Im curious, lol.

I second this. I really wanna start to expand the AI of the bosses in my hack already...

Trinitronity
Posted on 04-05-14 09:24 AM, in Kirbys bizarre adventure [Demo #2 out!] Link | Quote | ID: 156279


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Looks nice.
One question, though: Why is Kirby so angry? Is he angry, because he lost his ability to fly/float as much as he wants?

Trinitronity
Posted on 04-05-14 09:26 AM, in Rockman 2 Everlast and other project update. Link | Quote | ID: 156280


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Posted by 32x1000
For a while now I have been very busy working on Rockman 2

Quickman's stage: This one is complete Level design and enemy wise
Except for the quick beams PLEASE if anybody knows how to edit their placement let me know.


If I remember correctly, then the quick beam placement works the same way like the enemy placement. I could be wrong, though.

Trinitronity
Posted on 04-11-14 11:53 AM, in Kirbys bizarre adventure [Demo #2 out!] Link | Quote | ID: 156331


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That's nice to know.

Trinitronity
Posted on 04-12-14 12:40 PM, in General Megaman Hacking Thread Link | Quote | ID: 156343


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Posted by Gavzilla1000
Is there by chance a Tutorial some where about how to program Sprite AI in ASM? Can't seem to find one anywhere. :/

Would like to know, too. That would be very useful for my MM3 hack.
The chat talks, which Kuja linked, weren't much of an help sadly.
It was such a mess...

Trinitronity
Posted on 04-14-14 02:56 PM, in Robot Master Contest Link | Quote | ID: 156369


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Posted by Divemissle
Posted by 32x1000
The game will be a hack of megaman 5 most likely. The title I have not yet come up with, any suggestions?


Since both robot masters have a design based off a specific place in the world, perhaps Megaman: World Adventure?

Or even better, MegaMan: World Tour.
Also, if you want to concentrate on Tarot Cards as another theme as well, then I could suggest you MegaMan: Stardust Crusaders.

Trinitronity
Posted on 04-22-14 02:20 PM, in Kirbys bizarre adventure [Demo #2 out!] Link | Quote | ID: 156423


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No. As a JoJo fan, I can only say that this title is perfect.

Trinitronity
Posted on 04-25-14 01:50 PM, in Kirbys bizarre adventure [Demo #2 out!] Link | Quote | ID: 156437


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Looks good.
However, you really need to update your first post, since it still features Angry Kirby.

Trinitronity
Posted on 05-16-14 02:58 PM, in Angry Birds - Moai Kun hack... Link | Quote | ID: 156548


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Wait, I have already saw videos of that hack, claiming to show a NES bootleg hack.
It is nice that Angry Moai Birds is finally officially released.

Trinitronity
Posted on 05-16-14 10:26 PM, in General Megaman Hacking Thread (rev. 3 of 05-17-14 01:07 PM) Link | Quote | ID: 156552


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Okay, I have a problem.
I tried to change the tile id references in the weapon images.
However, nothing gets changed AT ALL. Why?
EDIT: Also, if I want to change MagnetMan's behavior, I should go to his AI code, right?
If yes, then I would like to know, how I can find out, which part of his AI coding controls MagnetMan's "floating in the air while shooting Magnet Missiles".

Trinitronity
Posted on 05-17-14 03:29 PM, in General Megaman Hacking Thread Link | Quote | ID: 156556


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Posted by Insectduel
@Trinitronity You can start from knowing enemy ID's. Find out what enemy ID where Magnet Man shoots Magnet Missles and mess around with his floating controls. In Mega Man ROM-Hacking, usually the load of the code then Jump to SubRoutine where the Enemy ID ram address is stored.

Okay, I'm not sure if I understand you correctly.
Do you want to tell me that every of MagnetMan's action has its own enemy ID or what?
I'm really trying to understand the basics of ASM coding.
I know, what ORA, EOR and AND means, but...

Trinitronity
Posted on 05-18-14 07:58 AM, in General Megaman Hacking Thread (rev. 3 of 05-19-14 08:53 AM) Link | Quote | ID: 156559


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Posted by Insectduel
Nope, MagnetMan's action is determine by ID frames.
What MagnetMan shoots his projectiles are your enemy ID's.

Ah, okay. I actually don't want to do anything with his Magnet Missiles, but this:
If MagnetMan starts shooting, he also starts moving horizontally at the same time (I would make him shoot so often that he ends up at the same point, where he started the shooting, if he stops the shooting).
EDIT1: Aside from that, I also have questions regarding hacking MegaMan 2/ RockMan 2.
1. How do I change the set of block types in a level? I want to replace the swim type with a ladder type.
2. Regarding pallettes, I have found this:


The player sprite's palette is around 0003D313-0003D341.
Find the hexadecimal 0F 2C 11. <-this is Megaman's NES palette on all the NES games.


Does that means that MegaMan's pallette appears only once. And is the address for MegaMan's pallette somewhere else in Rockman 2? And what about the boss pallettes?
3. Also, how come that the address for MegaMan's pallette in MegaMan 2 is found, but not in MegaMan 3? I know it is multiple places, but there could be at least a list of every instance, that really is MegaMan's pallette and not something else (2C 11 is definitely NOT exclusive to just MegaMan's pallette).
EDIT2: And guess what. More Rockman 2 shenanigans.

I don't understand anything in the red circles. Could someone please provide a FULL english translation of rock5easily's Rockman 2 editor? Thanks in advance!

Trinitronity
Posted on 05-19-14 04:38 PM, in General Megaman Hacking Thread (rev. 3 of 05-19-14 07:59 PM) Link | Quote | ID: 156564


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That's exactly, where I have downloaded it from.
But the translation there is very VERY incomplete...
However, I also have many MANY questions regarding MegaMan 2/RockMan 2 hacking, so I might send you a large PM sometime.
EDIT: Okay, I have a grave problem now.
After moving MegaFLE X to a different location, I cannot run that program anymore, because it cannot find the COMCT232.OCX file anymore, although it is in the same directory like MegaFLE X...why does that happen to me? How can I fix that? Thanks in advance!

Trinitronity
Posted on 05-19-14 08:58 PM, in General Megaman Hacking Thread (rev. 2 of 05-20-14 10:48 AM) Link | Quote | ID: 156567


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Posted by Zieldak
You could've always used visine... IF IT HAS IT'S ENEMY PLACING FIXED AND WASN'T CORRUPTING THE ROM... :/ And doesn't even work for Win7. -.-
As for your editor... I can't say much either, just take a look at the text file. That's the only thing you can do or test the values and buttons, but with a backup rom or something.

EDIT: It's in the main folder, right?... Uumm... That program doesn't like other drives than C:... Is it there? And is the .ocx file in the folder too?

Well, Visine doesn't work for me, even with DosBOX.
And the tet tile to Rock5easily's editor couldn't be more unhelpful.
Also, yes, the OCX file is in the main folder of MegaFLE X and the main folder is in the C: drive...
EDIT: Okay, MegaFLE X works now, but I still have problems with rock5easily's Rockman 2 editor (and rock5easily editors in general).
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Main - Posts by Trinitronity

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