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Please chime in on a proposed restructuring of the ROM hacking sections.
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Trinitronity
Posted on 07-07-14 07:09 PM, in General Megaman Hacking Thread Link | Quote | ID: 157329


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For anyone, who has missed or just hasn't noticed, my MM3 hack:
http://acmlm.kafuka.org/board/thread.php?id=7984

Trinitronity
Posted on 07-10-14 08:52 AM, in General Megaman Hacking Thread Link | Quote | ID: 157394


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Well, the problem is, though, that InsectDuel wants to use the Mobile Roll sprites and nothing else, kinda like a prove of concept.

Trinitronity
Posted on 08-13-14 05:14 PM, in Problems with ROM hacking utilities (rev. 2 of 08-13-14 06:06 PM) Link | Quote | ID: 157782


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Sorry, if this is the wrong place to ask, but I cannot find any other place, where this could fit.
How come that there exist only very few editors for Hudson games on the NES? Hudson did many nice and popular NES games, so I'm surprised that the only editor for an Hudson game is for Adventure Island 3...
Am I missing something?

Okay, I'm trying to use the NES Screen Tool in order to edit the title screen of a game.
However, I have no idea, how to open NES files with NES Screen Tool in order to edit said title screen...

Trinitronity
Posted on 08-13-14 05:54 PM, in Problems with ROM hacking utilities Link | Quote | ID: 157784


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Hmm...
...I would have done it myself, if I could.
Sadly, I have no idea, how emulators are made.
What I wanted is basically a title screen and text editor.
Appearantly, this things became obsolete, though of the NES Screen Tool and the newest FCEUX.
Too bad I have no idea how to use them, though, since I really wanna change the title screen and cutscene text in a certain Hudson game...
So...uhm...I guess I will just change the title now.
But anyway, I would like to know, how to open NES files with the NES Screen Tool, so I can edit the Title Screen (just editing the CHR page wont suffice because some tiles are being used multiple times, probably in order to save space).

Trinitronity
Posted on 08-14-14 04:42 PM, in Problems with ROM hacking utilities Link | Quote | ID: 157786


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Okay, I have read through the topic, but nobody asked, how that program can be used to change the title screen of an already existing game for a ROM hack...
And the problem with the game, that I want to hack is that the title screen itself is static, but also have objects in it, that move around, and both the screen and the objects share the same CHR page...

Trinitronity
Posted on 08-15-14 05:36 PM, in Problems with ROM hacking utilities Link | Quote | ID: 157798


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Hmm...it shows me the tile ID for the background part of the title screen, but it doesn't show, how it is constilated in hex, or does it? It gives me a PPU address. Not sure how that helps, but that term PPU surely sounds familiar to me.
And sadly, the game I'm trying to hack isn't even documented.
I'm not even sure, how many people know about that game, although it is made by Hudson Soft...

Trinitronity
Posted on 08-24-14 05:01 PM, in Where can I find MM10 stage graphics? Link | Quote | ID: 157884


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Indeed.
Who knows, maybe some day, we can do MegaMan 9 hacks as well.
That would be totes fun.

Trinitronity
Posted on 10-01-15 09:10 AM, in General Megaman Hacking Thread Link | Quote | ID: 161283


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Guess who's back, back again!
Anyway, I'm currently having two new problems with, yup, MegaMan 3 hacking, and both are about Wily Stage 3 and both are appearantly common problems, but not common enough to have a common solution...

First off, the moving platforms. I know the objects that make them move, but the moving algorith is sadly used in the wrong rooms. They should be used on screens 14 and 15, but are instead used on the screens C and 11 (the first screen in Wily 3 for me is screen B). So...where in the Hex Editor should I look to fix that problem.

Second off, it's the classic problem of the boss, Dark Megamen, not reappearing after disappearing.
I have no idea why that happens because I placed the boss with the exact same coordinates like in the original MegaMan 3, so technically, there should not be any problems...

So yeah, please help me there. Thanks in advance!

Trinitronity
Posted on 10-01-15 11:47 AM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161284


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Big Update after a long long time!

I have discovered that there exists a new version of KujaKiller's MM3 Improvement patch.
At first I was super glad, but then I was worried about what it could possibly do to my game.
So before I did anything stupid, I first patched it on an unmodified MegaMan 3, and well, how to put it:
MegaMan's sprites are glitched up ingame. And that happens on an unmodified MegaMan 3, so I really don't want to imagine what could possibly happen if I patch it on my Togetic ROM, which already has a modified version of the MM3 Improvement ver 1.3 patched on top of it (and works fine with that one).
But I still wont give up.

I also found out that Zieldak posted some notes about what he has discovered regarding the Yoku Blocks. If I manage to figure it out completely, I can finally do a big overhaul to the MagnetMan stage.

This is also the part where I will finally can reveal the identity of the first PokéMaster, who is the MagnetMan replacement.
It's Mismagius, the Ghost-type POKéMON. What I would like is someone to sprite that POKéMON, but not just sprite it, but sprite it like that so it would fit MagnetMan's spots perfectly.
I mean, I would have tried it myself if I could, but I'm sadly not much of a spriter (the shape of Togetic's head is off-model, for starters, and still has room for improvement.

So yeah, this game is far from dead!

Trinitronity
Posted on 10-01-15 05:59 PM, in A couple of Friday The 13th hacks... Link | Quote | ID: 161291


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Haha, the Grand Dad the 13th one is funny, but only because I actually understand that inside joke!

Trinitronity
Posted on 10-01-15 09:42 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161295


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Yes, I patched the MegaMan 3 version (not the japanese RockMan 3 version) on an unmodified version of MegaMan 3 (not the japanese RockMan 3), and while the intro, title screen, stage select and Robot Master introduction look and work fine, as soon as actual gameplay starts, I get this:




Anyone with a MegaMan's teleport sprites is affected as well by not having using said teleport sprites but otherwise working fine (at least that's true for ProtoMan).

Trinitronity
Posted on 10-01-15 10:26 PM, in Adventures in the Magic Kingdom - Sora Edition for NES!!! Link | Quote | ID: 161296


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I'm sorry, but this does not look like Sora from Kingdom Hearts at all.
I do hope the main protagonist has a sword, though, because your mod makes the main protagonist look like Roy from Fire Emblem, and I am a big fan of our boy.

Trinitronity
Posted on 10-02-15 08:02 AM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161301


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Well, damn. I forgot how to read PMs on this forum.
But anyway, if that would be the case, then it would be pretty bad, because I already used that version for my ROM hack, and I really REALLY do not want to start over...

Trinitronity
Posted on 10-02-15 05:13 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161304


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Well, I couldn't find any other glitches. Then again, it's hard to even play, let alone find glitches, if you cannot see yourself.
And thanks for the link, although it would be nice if it would have been more visible in this forum.

Trinitronity
Posted on 10-02-15 06:02 PM, in General Megaman Hacking Thread Link | Quote | ID: 161307


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Thanks, the moving platforms are now working correctly.
However the problem with the Dark Megamen not reappearing still persists...

Trinitronity
Posted on 10-02-15 06:15 PM, in Togetic (MegaMan 3 hack) (rev. 2 of 10-02-15 06:20 PM) Link | Quote | ID: 161308


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Posted by Zieldak
Compare 34010-34FFF in an Improvement 2.1 rom to your Togetic 2.1. If they are not the same, that's the problem, copy it from Improvement 2.1 into your game. Did you edit sprites with CSA in 1.3 or something?

Actually, I haven't patched Togetic to 2.1 yet, only to 1.3...
Also, I edited the sprites the old-fashioned way with YY-CHR, because I have problems with CSA period (plus it mentions that it could very possibly corrupt my ROM).

Also, regarding your Yoku Blocks comment in your PM: I will let you know whenever I have come up with a proper level layout, because the current level layout is just an edited and expanded version of MagnetMan's stage.
I will change it, of course, and when you do send me the code, please also tell me the detail with how you made all that, so I can learn it and then do it myself in the future. Thanks in advance!

Also, if there is someone who can sprite and is willing to sprite, please let me know, be it through this topic or through PMs.

Oh, and tommorow starts my vacation, so I wont be able to work for around 2 weeks.
I also wont be able to answer to anyone, but I make sure to answer after my vacation is over.

Trinitronity
Posted on 10-02-15 06:36 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161311


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No no no no no, Togetic 1.3 works fine.
The one that glitches is Vanilla MegaMan 3 patched with MegaMan 3 Improvement 2.1

Trinitronity
Posted on 10-02-15 06:44 PM, in General Megaman Hacking Thread Link | Quote | ID: 161312


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Yep. I did just that.

Trinitronity
Posted on 10-02-15 06:58 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161314


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Yup, the original MegaMan 3 glitched out when I used the MegaMan 3 version of MM3 Improvement 2.1..

Kuja Killer said that the CRC might be wrong, but I checked, and it's actually 452D8089, which is indeed the correct CRC.

Trinitronity
Posted on 10-02-15 07:08 PM, in Togetic (MegaMan 3 hack) (rev. 2 of 10-02-15 07:21 PM) Link | Quote | ID: 161316


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Posted by Zieldak
Posted by Trinitronity
Yup, the original MegaMan 3 glitched out when I used the MegaMan 3 version of MM3 Improvement 2.1..

Kuja Killer said that the CRC might be wrong, but I checked, and it's actually 452D8089, which is indeed the correct CRC.


Try redownloading the file again, and use a different patcher. I don't know what is the cause of this... I have tried to reproduce this many times... Even with the JP version and mixing many kinds of roms and ips files... But nothing like this happened.

Actually, I didn't even made any permanent patching. Nestopia has a function with which I can temporarily patch a ROM with an IPS patch.
Wait a second, what if this is the problem? Gotta test it!

EDIT: Yep, Nestopia's temporary patching was the problem. When I permanently patched a copy of the unmodified MM3 with LunarIPS, the ROM now works like a charm.
So after the vacation, I will start with the upgrade!

Fun fact: Even though there are now problem opening the upgraded MM3 with an upgraded MegaFleX, most of the intro graphics in the editor will be glitched up (but show up fine when actually playing the game). Also, not only is the Text Editor completely unchanged (meaning that you still cannot edit text), it doesn't even feature the newly added intro text.
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Main - Posts by Trinitronity

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