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Trinitronity
Posted on 06-19-14 08:16 PM, in General Megaman Hacking Thread (rev. 3 of 06-20-14 01:18 PM) Link | Quote | ID: 156865


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Posted by caesur4

Posted by Trinitronity
Posted by Trinitronity

Ah, crap, Twitter...

I would actually prefer to just have his e-mail address, so I can ask him in through e-mail...


Still have a problem with that.

...why do I not get any help at all?


I googled "twitter dhiark" I didn't need to sign up to see his twitter page. he has a link to his personal website on his twitter page. He has his email account on his webpage.

Here's the webpage http://dhi.s54.xrea.com/

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
Posted on 06-20-14 02:31 PM, in General Megaman Hacking Thread Link | Quote | ID: 156894


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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
Posted on 06-20-14 10:31 PM, in General Megaman Hacking Thread Link | Quote | ID: 156899


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That looks damn handy.
I will try it out, if I should start to hack RockMan 5.

Trinitronity
Posted on 06-21-14 07:16 PM, in General Megaman Hacking Thread Link | Quote | ID: 156916


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Posted by kuja killer
or do you mean the one about after the main 8 stages and 4 doc robot levels being finished ??

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
Posted on 06-22-14 07:08 AM, in General Megaman Hacking Thread Link | Quote | ID: 156926


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Posted by kuja killer
31AF7 - Screen ID number minus 1
31B0C - Scroll Map ID number
31B10 - Level ID number
31B34 + 31B38 - CHR page (graphics for the level)
31B7E - Screen ID number

31BBA - Song ( the boss song starts an extra time here for some reason, the Rockman 3 Burst Chaser hack set this to F0, which mutes the volume, its actually very clever, so the song doesnt play 2 times. you can do that too )
So if you want to do the same like 3BC, change this to F0

31E3A-31E59 - BG and Sprite Palletes
-----------------------------------------------------------

theres a whole bunch more settings in this area like where to set megaman's telport down position, where to set protoman, his speeds, and so on. I was just giving the most "important" stuff here for the momment.

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
Posted on 06-22-14 08:31 AM, in General Megaman Hacking Thread Link | Quote | ID: 156929


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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
Posted on 06-26-14 01:40 PM, in General Megaman Hacking Thread Link | Quote | ID: 156969


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Posted by caesur4
different question:
Matrixz's Capcom Sprite Assembler can add tiles/animations or remove them, but only for MM4. Does anyone know how I could do that (whether manually or via program) for MM5?

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
Posted on 06-27-14 11:02 AM, in General Megaman Hacking Thread Link | Quote | ID: 156991


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Posted by caesur4
Posted by Trinitronity
Posted by caesur4
different question:
Matrixz's Capcom Sprite Assembler can add tiles/animations or remove them, but only for MM4. Does anyone know how I could do that (whether manually or via program) for MM5?

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?

There's one version, and it shows/edits the sprites (and animations) for several different capcom games.

Here's where I found it.
http://www.romhacking.net/utilities/983/

Matrixz has this file to go along with it if you want to make the assembler more complete.
http://acmlm.kafuka.org/uploader/get.php?id=4103

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
Posted on 06-27-14 10:01 PM, in General Megaman Hacking Thread Link | Quote | ID: 157001


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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
Posted on 06-28-14 09:45 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 157017


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Posted by KCEXE
It's all thanks to rock5easily's Rockman 2 NSF Editor which made it possible to extract and rearrange the order of all songs/sfx in a Mega Man 2 NSF. Also, I thank Bisqwit for his Mega Man Sound Disassembly, because it was really useful for porting over the MM1 songs.

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
Posted on 06-28-14 09:52 AM, in General Megaman Hacking Thread Link | Quote | ID: 157018


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Posted by za909

The thing is I need to change the basic palettes for Megaman. There are a couple documented places for his basic colors (0F 0F 2C 11) but that still doesn't help when it comes to cutscenes. He appears with this palette no matter what I do. I've searched for these values with a hex editor and there are several results for this palette. I just don't know if it's safe to edit them all.

Sorry, but could you please link me to these documented places? I really need it for my hack.
Thanks in advance!

Trinitronity
Posted on 06-29-14 12:31 PM, in General Megaman Hacking Thread Link | Quote | ID: 157040


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Posted by rock5easily
@Trinitronity
Megaman's Palettes Address in the ROM is below:

1.Basic megaman's Palettes(0F 0F 2C 11): 3C8A8-3C8AB
2.The palettes after closing Weapons menu: 4650-467F (weapon / 4bytes)


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
Posted on 06-30-14 02:52 PM, in General Megaman Hacking Thread Link | Quote | ID: 157069


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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
Posted on 07-03-14 12:29 PM, in General Megaman Hacking Thread Link | Quote | ID: 157144


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Sorry, if I sound impatient, but:
Posted by Trinitronity
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.

I really finally want to finish the title screen, so please help me there.

Trinitronity
Posted on 07-05-14 11:02 AM, in General Megaman Hacking Thread (rev. 2 of 07-05-14 01:07 PM) Link | Quote | ID: 157200


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Posted by rock5easily

Posted by Trinitronity
Posted by rock5easily
@Trinitronity
Megaman's Palettes Address in the ROM is below:

1.Basic megaman's Palettes(0F 0F 2C 11): 3C8A8-3C8AB
2.The palettes after closing Weapons menu: 4650-467F (weapon / 4bytes)


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?

The cutscenes is here?
Well, the palettes is in $16665-16684.

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
Posted on 07-05-14 04:52 PM, in General Megaman Hacking Thread Link | Quote | ID: 157206


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Posted by rock5easily

And Megaman3(not Rockman3) is below:
Basic palette in Weapon get screen(BG&sprite): $31D26-31D45
Each weapon palette in Weapon get screen(sprite):$31BC7-31C06 (weapon / 8bytes)


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
Posted on 07-06-14 08:07 AM, in General Megaman Hacking Thread Link | Quote | ID: 157270


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Thanks. Gonna write it all down accordingly.

Trinitronity
Posted on 07-06-14 10:33 AM, in Togetic (MegaMan 3 hack) (rev. 3 of 04-13-18 06:53 PM) Link | Quote | ID: 157271


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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
Posted on 07-06-14 10:56 AM, in In soviet Russia, Super Mario 64 translates you! Link | Quote | ID: 157272


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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
Posted on 07-07-14 07:36 AM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 157322


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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.
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