| |||
Views: 88,559,308 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 05-08-24 05:42 AM |
|
Guest: Register | Login |
Main - Posts by Trinitronity |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 81/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by caesur4 Thanks. Now only one question is left...does he speak english? If not, is someone else, who can speak japanese, willing to send an e-mail to him with my question regarding his permission in japanese and then send me his answer in english? Thanks in advance! EDIT: Also, I'm still trying to change MagnetMan's AI a little. Kujakiller's document claim that his AI starts at the hex address C25E. However, I cannot find that address with the debugger of FCEUX, the only way to see 6502 in combination with hex. Also, I'm sure that ASM hacking would be a lot easier, if there would exist a way to visualize the code a lot better, so I know, what do what. That's also the reason why I could learn Game Maker so damn fast, because of basic variables, where you would immidiately know, what does what. I'm currently trying to figure out, what part of the MagnetMan AI code handles the X velocity of the part, where MagnetMan is floating in the air and shoots his Magnet Missiles. At least I know now for the most part, which hex value does what 6502 command. |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 82/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Ah, okay. Thanks.
It's also nice to see how the translation of your editor is evolving. BTW, I have sent a personal message to you. |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 83/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
That looks damn handy.
I will try it out, if I should start to hack RockMan 5. |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 84/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by kuja killer Well, I do hope he means that, because I would like to do some repointing in my hack as well, so I can have a few more levels without using new level IDs...kinda like how the levels in MegaMan 2 were handled... |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 85/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by kuja killer Hmm...sounds very detailed for the start. However, I would like my BreakMan stage to be an actual (albeit short) stage, complete with gates, which, however, would be located with...hmm...I think locating the new BreakMan stage with the new Wily 1 should be a good idea... I also would like to add an intro stage (which only consists of 6 screen/one empty room + boss room and no checkpoints), which would be located with ShadowMan's new stage (since both the intro stage and ShadowMan's stage now play in a burning forest). |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 86/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Yeah, Wily Stages 2,3 and 5 use the same SBD bank.
My plan was to make the BreakMan stage and Wily 1 use the same SBD bank as well. And I also wanted to make the intro stage and ShadowMan's stage use the same SBD bank as well. And yeah, I thought that coding intro stages works similarly to how the BreakMan boss fight is coded... |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 87/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by caesur4 I actually would like to have such thing for MegaMan 3 as well, since I'm gonna replace the robot masters in my MM3 hack. However, hearing of such program in general is interesting. Where can I find the MM4 version? |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 88/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by caesur4Posted by TrinitronityPosted by caesur4 Okay, his sprite assembler looks like a real mess. That way, I will never be able to edit Robot Master sprites with easy. I also cannot change the default pallette of the player with that program, and I really need to do it, and I really do NOT want to search for all hex entries with the values equal to the color values... |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 89/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Actually, I don't wanna use the CSA anymore, since I heard that it can corrupt the ROM graphically.
I have checked, and thankfully, nothing happened so far, but I don't want to take any risks anymore. So...any alternatives? |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 90/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by KCEXE Okay, now that sounds interesting. Downloaded it. Hopefully, someone will make such a thing for other MegaMan games as well...I have composed some songs, but they are very often longer than the original... |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 91/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by za909 Sorry, but could you please link me to these documented places? I really need it for my hack. Thanks in advance! |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 92/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by rock5easily Thanks. About the pallettes during the cutscenes, do I have to find 0F-0F-2C-11 in the address range of said cutscene or are they located somewhere else completely? |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 93/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
There is also another weird thing I have found about MegaFleX when editing MegaMan 3.
I could edit the logo in the title screen, but I'm not able to find the graphics for the MegaMan sprite found in Weapon Get Screen...and I really want to edit that sprite as well, complete with the sprite using the new default colors. |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 94/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Sorry, if I sound impatient, but:
Posted by Trinitronity I really finally want to finish the title screen, so please help me there. |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 95/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by rock5easily Yep, these cutscenes. And thanks for the info, I have no saved it. Now I only need to find a way to change the pallettes of the weapon get sprite of MegaMan and then change the sprites of it, and then, I have finally enough to create a WIP thread of that game and reveal the identity of it. One thing, though: The weapon get sprites are being reused for the title screen as well, so I would like to know, if it also reuses the same address for the default pallette like in the weapon get screen. |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 96/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by rock5easily Thanks. I guess, I have to search for the values of the sprite pallettes in the same order in the title screen of MegaMan 3 as well, right? If yes, then I might have found them at $31C23-31C32. Is that the right location of the sprite pallettes for the title screen? |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 97/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Thanks. Gonna write it all down accordingly. |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 98/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Hello again, it's me.
Thanks to rock5easily for helping me out with pallettes and addresses, I now have enough to show you screenshots of my MegaMan 3 hack, and thus, revealing its identity: I got that idea from an bootleg Gameboy Color game called POKéMON Adventures, where Sonic is replaced with Pikachu, so I decided to replace MegaMan with someone. And MegaMan can only be replaced with POKéMON, that are well known for Metronome, the closest thing to MegaMan's robot master weapons, that POKéMON has. (Okay, I do have to agree that my attempt at this sprite ended up a bit worse than planned, and the second screenshot is blurred for some reasons). The story was supossed to play some time after POKéMON Adventures, where Pikachu The Mouse had to deal with robotized POKéMON (kinda like the Badniks in most Sonic games). But guess what, Pikachu went missing, and it's up to Togetic, who after an incident got a more useful Hyper Beam and a buffed up Metronome, to find Pikachu again. This time, though, he has to deal with a new type of enemy: The PokéMasters. Gameplay: After the incident, Togetic's Swift and Metronome work differently. Swift now work like the MegaBuster in MegaMan 5 (needs to be implemented), as in Togetic can shoot small pellets or charge it for a burst. The downside: Togetic cannot use the Hyper Beam anymore for shooting a big laser. The Metronome now does almost nothing at the start, but if Togetic defeats a PokéMaster, then he can access to a new attack thanks to the new Metronome. At the moment, I'm doing many things at once: Level designing and also some ASM (thanks goes to Kujakiller and rock5easily). I also composed some original tracks, although I now have to start composing at some point again, if I got any new ideas. In the meanwhile, have a title screen and the first screen of the level, which has got the PokéMaster, that replaces Magnet Man, but I will update the thread, if I have anything new to show. Invite link to my fan projects Discord server (includes this hack): https://sonicretro.org/dc.php?id=n1uvir7wnf |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 99/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Then why do you post something that useless in this thread? That's not even the first time in this forum, where you have posted something, that is irrelevant.
And necrobumping is not allowed as well. And because of you, I broke the rules as well, because I really had to tell you the rules. |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 100/311 EXP: 351632 Next: 18815 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Thanks.
By the way, this game is also the reason, why I originally wanted to use CSA, but then decided against the idea. I want to replace the Robot Masters with POKéMON. Also, it will feature enemies, that weren't in the original MM3, but that's mainly because some things from MM3 wont get any use at all, like, for example, the Snakeys and Big Snakeys from SnakeMan's stage. Also, those frog robot will be replaced with robots, which basically act like the Robbits from MegaMan 2 (except the design is different and the carrots are replaced with fireballs), meaning that I only have to expand the AI of the already existing frog robot by making it shoot and also give it a different hitbox. Maybe if I could add some kind of JMP or JSR... But first, I want to finally finish the coding of the MagnetMan replacement. Only one single thing is left: making MagnetMan move horizontally in the air during the shooting phase (I would make the boss shoot enough of these projectiles, so the boss does a full lap and comes back to the old place when the shooting phase is finished). And as long as I don't know, how to hack the Yoku Blocks in the stage, I cannot really do a lot with the level design. GeminiMan's replacement has a similar situation. The clone phase will be removed altogether, the Gemini Laser gets replaced, and two new simple attacks get added (I hope they are simple, one of these two new attacks could be even reused from the AirMan Doc Robot). HardMan's replacement, on the other hand, just needs a different projectile (a projectile, that bounces) The replacements of some other Robot Masters need even less changes. Out of the PokèMasters, SnakeMan's replacement would need the most coding, since I would have to port the code from a different MegaMan game into this game. |
Main - Posts by Trinitronity |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 129, rows: 161/161, time: 3.782 seconds. |