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Please chime in on a proposed restructuring of the ROM hacking sections.
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Kain
Posted on 04-12-13 03:18 AM, in Text Editor for Mega Man 5... Link | Quote | ID: 153681


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Hey FULMINE50!
Editing text is quite easy using an HEX editor and using it's search function in ASCII text mode.

You can use MegaFLE X to know what the text currently is and then search in your HEX editor (for example, search for "DEFEAT MY POWERFUL DARKMAN") or even find the $location with the "Nametable Location".

Easy, as long as you stay within the same length of character used, otherwise you'd need to change pointers and such, which I'd admit would be a nice feature to add.

Kain
Posted on 04-12-13 04:28 AM, in Hyrule Magic Instrument lists ? Link | Quote | ID: 153682


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Pretty sure there's a timpani, strings and brass section in there. Maybe "trumpet" is the brass section you mentioned -- it creates an octave harmony while still using a single channel, which I find pretty dandy.

Kain
Posted on 04-12-13 05:35 AM, in Megaman X Zero Goes Maverick - Progress and help thread (rev. 5 of 04-12-13 05:52 AM) Link | Quote | ID: 153684


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Hello all,

Many years ago today, I started this MegaMan 5 hack with some help from MatrixZ (not to mention, his incredibly handy Editors).

All the difficulties I encountered (I didn't want to bug MatrixZ too much, plus he told me he'd take more distance from the whole rom hacking thing from that moment on) discouraged me a lot, so I released a demo of the 2 stages I had completed and some playthrough videos on Youtube just to see if there'd be an interest in it.



http://www.youtube.com/watch?v=F688V3lM1k8
http://www.youtube.com/watch?v=-i-jZ6khuiE
http://www.youtube.com/watch?v=XW-KQVF6iLc

There wasn't, so I didn't have much motivation to continue (too much effort for too little attention to the work in question) plus, I still didn't/don't know ASM and all that mumbo-jumbo (though I tried for a while). I thought to myself "I should just continue doing stuff in Flash instead and probably garner more interest while not being limited on what I can do".

Two years later, some people started asking me about my hack (including RirikaStarlight, who sent me an amazing in-progress hack called "Rockman Psychic Signal" in exchange for my demo (in addition to "Rockman & The Amazing Mirror"), though I give out my demo to anyone who asks me for it anyway). This culminated by a video of some guys putting my demo on a NES cart and playing/commenting on it.

So, I have decided to finish it no matter what (unless zombie apocalypse or whatever).

I don't consider myself a ROM hacker since I'm mainly using Matrixz's Editors, Tile Layer Pro and replace texts in a Hex Editor. Compare this to hackers who made hacks such as Rockman 4 Minus Infinity (HOLY JETSKIING DONKEY! ), Megaman Ultra 2, Rockman & The Amazing Mirror, or pretty much anything by Matrixz...
yeah, I can't do all that snazzy stuff.

Sure, my X-themed hack could really benefit from a real dash maneuver and wall-jump among other things, but I'll take anything I can get, and if that anything is nothing, well I'll just continue with what I have and still make something (though not nearly as awesome).

Truth be told, if I had the skills some of these hackers have (or fully teaming up with one), I would be making/designing a totally different hack...

Anyway, I finished making the tilesets for the new Spark Mandrill stage and am currently making progress in the actual level.






Now, what about those things I'd need/like help with?
I'm going to write a few in order of importance:

Necessary:
- Disable the M-Tank 1-ups trick http://protipoftheday.com/node/218.html (this will prevent bypassing certain obstacles and enemies that I want to be passed only by using certain weapons)

- To be still able to select "Stage Select" when you're Game Over after reaching the Proto Man/Dr. Wily stages (The beginning of the first Proto Man stage can't be passed without Beat, so players need a way to return to the Stage Select and get those MEGAMANV letters)

Important but not absolutely necessary:

- Switch some of the weapons behavior (I have a few MM5 Rom hacks that can be used as a starting reference)

- Limit the maximum amount of E-Tank's you can collect to 4

Would be cool:
- Make it so that when you collect a letter item, it permanently changes Mega Man's behavior (for example, pick up the "E" item and X will run faster -- I already have some of the data for this, but I don't know how to make it so that it changes only once you pick up a letter)

- Switch the layout of the health bar (I have a few free tiles ready just for that. I can make a detailed image explaining which tile of the PPU goes where for the health bar. It's almost exactly the same health bar, only repeated twice next to each other.)

- Switch Boss behavior.

I have a few more, but these are the most noteworthy at the moment.
Important thing: I don't want any Rom Size expansion or MMC5 expansion -- I want the ROM to remain at the 512KB regular MM5 cart size, however, I don't mind removing some stuff from the game entirely just to make room for cool features.

Those who help will also have their name in the opening and ending credits, and I'll ship you a copy of the game on an actual NES cart when it's all done (haven't told this to Matrixz yet ... surprise!)

Kain
Posted on 04-12-13 11:03 PM, in Megaman X Zero Goes Maverick - Progress and help thread Link | Quote | ID: 153692


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Wow, thanks guys!

I made an
ISP patch of the current version (I always used to just send the rom pre-patched, but I'm not sure if it's frowned upon here. Taking no chances! )

The two completed* stages are in Gravity Man and Star Man.
(* Though I'll be making some other changes in the future, mainly to make it easier -- I want the first 8 stages to range between MM2 and MM3 difficulty, then the it would progressively become more challenging in the Proto/Wily stages)

Spark will be in Crystal Man's stage (you can see a few screens of it in the patch). The reason why Spark Mandrill's stage is less visually impressive is because there will be a bunch of animations (faked through the use of animated palettes) used later in the stage, so I have to keep all 4 palettes-swaps of the stage just for that, all while making sure that the current tiles will still look good when these effects will kick in.


:O Thanks Anandastoon! That did the trick!
Do you want you to be credited as "Anandastoon" in the game?

Thanks for the kind words Zieldak, I did think to do what you suggested in italic when I was making the video, but back when I made them I was like "baaaah, I shouldn't waste more time just for the sound effects..." Perhaps when I make other videos, if I still don't have the new music implemented, then I will do what you mentioned.


I'll come back later to share some of the MM5 data I have and also with a sketch demonstrating how I'd change the Health/weapon bar.

PS: Sometimes I make some English mistakes, sorry if that happens (it's not my primary language).

Kain
Posted on 04-13-13 07:18 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. Link | Quote | ID: 153702


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Woah! Pretty cool hack!
This is like 1000x better than what I can do... The wind in Batik Man's stage, I wanted something like that in my Storm Eagle stage (but in the other direction) T_T

In Tune Woman, I actually said out-loud "he made a miniboss?! He made a fucking miniboss!! What wizardry is this!?"

I can't figure out how to pass that screen in Sultan Man with the moving platforms and it seems you have to pass under some spikes but there are more spikes right below.

Oh, can I ask the $address for the climbing speed? :o (It's actually one of the things I wanted to change in my hack, but it wasn't high in the priority) The icy floor thing is really nice too but anyway, I'm just getting ahead of myself, sorry.

A few songs sounds familiar but I can't recall what they actually are (I think they might be from non-videogames songs?) Like the song in Frozen Man and the Password screen...


Kain
Posted on 04-13-13 07:36 PM, in Megaman X Zero Goes Maverick - Progress and help thread (rev. 5 of 04-13-13 08:02 PM) Link | Quote | ID: 153704


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Thanks, though I'm so not-good-enough that I wouldn't even know what to do with that memory. But I'll get back to that later, here's the MM5 data I took note in a txt. Most of it is from MatrixZ and sometimes I can't even understand my notes today...




the byte deciding the weapon given by Gravity Man is at offset 2EF2C. If you look there, you will see ASCII text for the "weapon get" sequence.
The bytes for the other weapons should work the same way, its the 1st <and 2nd> byte after the weapon get text for it (after the period character / 2E ).
Values: Gravity=07 Wave=01 Stone=06 Gyro=02 RJet=0b
Nothing=00 Star=09 SArrow=05 Charge=08 Napalm=04 Crystal=03
(0a could possibly be Rush Coil, though you start the game with it...)

If you need water in only 1 stage:
The value at offset 37706 decides the level that can use water (Wily Stage 2). Change it to the level index of the level you want.
If you want to use water in any stage, at offset 37703, change 4 bytes to: A9 0D C9 0D.

I found out how to disable the gravity in Starman's stage.
Offset 376F8. Is the stage # where the gravity thing is done. Change it to FF so it affects no stage.

---------------------
0002ee60 to 0002ee9f = some data in there is for the faces on the stage select! (including still show the boss portrait after beating it)

0002eea0 to 0002eedf = :/

0002eee0 to 0002ef17 = when beating boss, color palettes

2ef0f to 2ef17 = when beating boss, which text to show (also affects weapon received)
values:
gravity: 00
wave: 17
stone: 2c
gyro: 42
star: 69
charge: 92
napalm: a8
crystal: be
^ Actually, value tells where to start to read the text so you can make your own lenght as long as the whole fits in the end
---------------------
Swapping Robot Master in the boss presentation/stage intro sequence:

2EDC3: Sprite ID to show for each level
From $2EDC3 to $2edca
Values: 03=Gravityman 30=Waveman 10=Stoneman 0d=Gyroman
3e=Starman 20=Chargeman 3a=Napalmman 1f=Crystalman

~~~
Apparently, it keeps track of the current frame of the sprite animation. (something like that). It compares that value to a value which is different
for each level. However, some animations never get to that value.. and that is why it continues forever.
I will lay out the bytes / values for you.
2EDCB : Gravityman stage intro : Frame count
2EDCC : Waveman stage intro : Frame count
2EDCD : Stoneman stage intro : Frame count
2EDCE : Gyroman stage intro : Frame count
2EDCF : Starman stage intro : Frame count
2EDD0 : Chargeman stage intro : Frame count
2EDD1 : Napalmman stage intro : Frame count
2EDD2 : Crystalman stage intro : Frame count

Values:
Gravityman count = 0C
Waveman count = 10
Stoneman count = 09
Gyroman count = 1D
Starman count = 1E
Chargeman count = 0C
Napalmman count = 09
Crystalman count = 15

143d0 FOR IN-GAME!! (use values of up there)
~~~

2EC5A: sprite palettes
(just search for desired palette to swap, starting from right after this address)

===========================\
SWAPPING ROBOT MASTERS:

If its still of interest, i found the data deciding the robot master for each stage. Its at 143E8. The values aren't linear (00, 01, ..), but
they each represent a different robot master. (Or other enemy, if you like).
Apparently, its not all needed to properly change a stage's master.
From $143E8 to $143ef
Values: 81=Gravityman 86=Waveman 69=Stoneman 6e=Gyroman
8d=Starman 6b=Chargeman 89=Napalmman 83=Crystalman


143DC : Sprite ID of boss, for each stage (Copied to Memory $560) It actually has an effect that is only seen 1 frame after the boss has finished charging HP.
Then it immediatedly changes to another sprite.
From $143DC to $143e3
Values: 01=Gravityman 2a=Waveman 08=Stoneman 12=Gyroman
3c=Starman 19=Chargeman 32=Napalmman 24=Crystalman


143F4 : Hit detection property towards sprites (width / height / decides if sprite has substance / decides if sprite can be shot by weapons, copied to Memory $410)
From $143F4 to
Values:
cb cb c9 c8 c8 d7 cb cc


BOSS CHANGE stuff done in megaflex:
$bc7: Gravityman (65)
$2bdd: Waveman (67)
$4beb: Stoneman (62)
$6bc8: Gyroman (64)
$8bcc: Starman (69)
$abc5: Chargeman (63)
$cbc9: Napalmman (68)
$ebc8: Crystalman (66)
$37e01: IS SOMETIMES CHANGED FROM 07 to 08 BY MEGAFLEX... Matrixz says might be a bug


Full examples:
Gyroman to Starman
($143eb: 6e > 8d) + ($143df: 12 > 3c) + ($143d3: 1d > 1e) + ($2edc6: 0d > 3e) + ($2EDCE: 1d > 1e) + ($6bc8: 64 > 69)
Starman to Gyroman
($143ec: 8d > 6e) + ($143e0: 3c > 12) + ($143d4: 1e > 1d) + ($2edc7: 3e > 0d) + ($2EDCF: 1e > 1d) + ($8bcc: 69 > 64)

===========================/

Color palette -
Megaman: 0F 0F 2C 11

Megaman's face: 0F 0F 20 37
$254e: weapon menu
$1848b: intro story
$2ec36: MM's face before outfit palette changes at weapon receive screen
$2ef0b: MM's face after outfit palette changes at weapon receive screen
$3d4c6: In-game!

$2ec56: Bosses' face palette (at least for the intro jingle)

Shooting speed:
-Normal buster: 375ad (default: 04)
-Charged lv 1: 375ae (05)
-Charged lv 2: 375af (05)
-Gyro: 375c0 (03)
-Crystal: 375c1 (04)

375f2: Change distance between Wave weapon's waves (00 03 06)

====Weapon behaviors====
375ba: Change Gyro weapon behavior (74)
375bb: Change Crystal weapon behavior (73)

change behavior to 06 or 07 = projectile becomes a gravity shifter for MM! :D
34 = drop big bomb that's damaging to MM AND enemies
70 = ubber regular attack
71 = stays in place (gravity's?)
72 = Napalm's behavior
73 = Crystal
74 = Gyro
75 = Slides on floor, stay puts at walls (Wave?)
76 = Picks up speed and sticks to walls (super arrow?)
77 = Star man
78 = Shoots straight up then sucks cocks (have to enter/exit menu to shoot again)
79 = Beat!
7a = stays in place (gravity's?)
7b = goes up then falls down in a leaf motion
7e = falls down in a bubble man's way (projectile goes through floor though)
80+82 = jack shit but might be gravity
8c = stays in place but has a nice explosion effect when poping it out
9c = casts a mecha-walker that dies immediately, kinda trading weap energy for a chance of power-ups
a1 = projectiles stays under MM's feet
a3 = BS but, projectile that brings MM to 1 hp left (from boss in proto's last stages)
a9 = kills all enemies on-screen
ac+ad = clears the stage!
af = odd warp

========================

Sliding- 3610E

$80FD A9 LDA #$02
$80FF 8D STA $03C0 = 01

Running- 364E5, 36326, 3D3C3

$8315 A9 LDA #$01
$8317 8D STA $03C0 = 02

Recoil- 3647B

$846A A9 LDA #$00
$846C 8D STA $03C0 = 00

Jumping- 360BE


00C8 in ram. i'm using value #$54
slows down some music
speeds up gyro man's

---------------------

(pause menu)
$2633 is the Y location of the face sprite
$2634 is what tile to use for the face sprite
$2635 is what palette to use, and other attributes
$2636 is the X location of the face sprite

And from $2637 and up there are 4 bytes used for every sprite
that makes up MM, they work the same way; the first of the 4 bytes
is the Y location, the last of the 4 bytes being the X location.

/===================================\
(in-game)
247E0: Y/X data for MM standing still

straight jumping: from 2489E to 248B3
jumping shooting: from 248B4 to ++is around 248c6
sliding is around 24935
bullet's X and Y is also around 24935 (for graphics only! use $3EB72 for actual collision)
"Ready" text is around 24956
climbing is around 248e0 to 24910 (two different sets for each sides! include ladder shoot and edge of ladder)

WHAT GRAPHIC TILE is around (even might start at) 25a75
OK, how it goes is: one byte for Gfx tile (^) and the next one is it's palette AND direction! And so on!
palette + direction values (it can also changes bg priority by adding 20!):
00 01 = no flip
40 41 = h flip
80 81 = v flip
c0 c1 = h+v flip

Actual frame used for a sprite:
is around 27afa (might be the start of it too) byte just before is "frame delay"

\===================================/

I found the bullet start locations.

$3EB72: Bullet X start location (aiming to left)
$3EB73: Bullet X start location (aiming to right)

These values are relative to MM's X position.

Here's the color addresses for MM's palette after a shot.
$36F57: Color 0
$36F5F: Color 1
$36F67: Color 2

---------------------

24010: Low byte offset table A for Tile/Palette data
24110: Low byte offset table B for Tile/Palette data
24210: High byte offset table A for Tile/Palette data
24310: High byte offset table B for Tile/Palette data
24410: Low byte offset table for Y/X data
24510: High byte offset table for Y/X data

Tile/Palette data:
byte 2: Y/X-data offset index pointer

247E0: Y/X data for MM standing still
25A74: Megaman standing still
2 & 2 bytes with Tile# / Palette#

At offset 247E5. it seem to work a bit odd. the Y location is 247E4 also

---------------------
Title screen's arrow/cursor color:
0F 11 21 16
$2eba2

$2ECA6 - Initial Y coordinate of cursor
$2ECA9 - Initial X coordinate of cursor

but the Y position of the cursor (in memory) is used to decide whetever to go to the Boss Select or Password so there's another offset

$2E0EB - Y position of cursor if to go to Boss Select Screen
Just make sure this adress is exactly the same value as the one at $2ECA6 or it will go to the Password screen in either cases
it uses the same Y coordinate, but XOR's it with $10 (if that's greek to you, it adds/subtracts $10 depending where the cursor is currently)

---------------------

CUTTERBLADE DATA:

$Address(es) | MM5 Value(s) | Cutterblade | What it does
------------------------------------------------------------------------------------------------
2564 + 2565 | 20, 1a | 2c, 11 | Changes MM's Gyro outfit color (to normal MM)
3729f to 372a1 | 20, 3d, 95 | ea, ea, ea | Infinite Gyro weapon energy (warning: pointers)
375c0 | 03 | 07 | Gyro attack's speed (...)
375c3 | 41 | 21 | ?
38213 to 38215 | 20, fe, f2 | ea, ea, ea | All weapons passes through enemies (pointers)
3b461 to 3b463 | 9d, 20, 04 | 4c, 5e, b4 | Disables Gyro's control w up and down buttons?
3b46e to 3b470++| bd, 98, 04 | 20, 11, f8 | I guess all that stuff controls the new movement?
Addys continues a bit more (all I get are crashes...)

3f423 to 3f426 | 85, 25, 85, af| 20, 00, f8, ea| Fuck if I know

-----------------------------
Mega chunk starting at 3f810:
*MM5 Values:
00 00 00 00 00 00 00 00 00 00 00 00 00 40 00 00
00 00 00 00 00 00 00 01 00 00 00 00 00 20 00 00
00 00 00 00 00 00 00 00 00 00 00 20 00 00 00 00
00 00 00 40 00 00 02 22 00 00 00 00 00 00 00 10
00 00 00 00 00 10 00 00 00 00 20 40 80 00 00 00
00 00 00 00 00 00 00 00 00 02 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 08 00 49 00 80 00 00 82 04 10 00
00 00 00 00 00 00 00 00 00 00 80 00 00 00 80 00
00 00 00 00 00 00 00 40 00 00 00 00 00 10 00 00
00 00 00 00
*Cutterblade Values:
a9 02 85 32 85 50 a9 9f 85 b2 a9 00 85 25 85 af
60 bd 28 05 09 e8 9d 28 05 20 23 f8 20 5b f8 bd
98 04 60 bd b0 04 c9 02 f0 04 fe b0 04 60 bd c8
04 d0 1f de c0 03 bd c0 03 c9 ff d0 18 a9 00 9d
c0 03 bd 20 04 49 03 9d 20 04 a9 01 9d c8 04 4c
55 f8 fe c0 03 a9 00 9d b0 04 60 bd 78 03 38 ed
78 03 c9 10 90 0c c9 f0 b0 08 a9 02 9d f0 03 4c
a3 f8 bd 20 04 c9 01 d0 15 ad 30 03 38 fd 30 03
c9 08 b0 1f 8a a8 20 f3 f2 a9 3c 4c 5d ec bd 30
03 38 ed 30 03 c9 08 b0 0a 8a a8 20 f3 f2 a9 3c
4c 5d ec 60







Edit: also, here's my VERSION_LOG.txt that I update as I make changes (or keep notes of what I'd want to change). There might be some useful info (but probably not)




enemy palettes always uses: black (dark) - pale - medium
for bg, use: black (or whatever shared 1st bg color) - pale - medium - darker
-------------------------------

[Icon] [Effect]
-------------------------------
Boot Run faster
Boot Jump Higher
Boot Dash faster/further
Cannon Shoot 5 bullets/screen
Cannon Charge faster
Armor Max Subtanks raised to 6
Armor No recoil when hit
Armor Longer invulnerability when hit

8th: either "No recoil", "Climb faster" "Longer invulnerability when hit", "Start with 4 lives"
(Changed "Helmet" category to "Body Armor")

Boot: improves mobility
Cannon: improves offense
Armor: improves defense

-------------------------------

Things to eventually ask:
Disable enemy 28 (Scooter Sniper behind) to not shoot bullets
Still able to select "stage select" when game over from Proto Man stages
make enemy 18 get ready to shoot faster (too long = boring)
X climbing speed

-------------------------------
-------------------------------
MMX_ZGM_v1-7A.nes

+ Spark Mandrill tiles are in!
+ Changed the light bulb graphic in Boomer
+ Removed the "TEMPORARY: all weapons projectiles passing through enemies" ($38213: ea ea ea > 20 fe f2)
+ Fixed a one pixel mistake on the shooting-while-climbing face (missing white pixel for the eye)
+ Fixed closing hatch of boss doors (both Boomer and Gravity)
+ Moved the roller enemy (beginning of gravity) to the other tileset
+ Removed M-Tank-to-1ups trick (offset $103F8 + Enemy ID: change all the B6 to 00 to disable those particular enemies)
+ Limit E-tank's max to 4 ($3AECD: 89 > 84) (second digit is the max amount)

-------------------------------
MMX_ZGM_v1-6C.nes

+ Boomer Kuwanger stage complete!
+ some bug fixes, including making some longer scroll screen lenght, so to not use scroll map 18 at the boss room (causes some bugs)

-------------------------------
MMX_ZGM_v1-6B.nes

+ temporary changing the aria coil/jet, icon in pause menu (tired to see that inverted-palette thing)
+ added a new path in Gravity (shortcut to boss room when getting to the upgrade capsule)
+ "X bat" (61 - Slow-Flying Searcher) enemy is in
+ Boomer Kuwanger motherfucker! Tiles done

+ put boomer (star) in star (get weap: stone + jet)
boss: Starman's stage = (Boomer K.) Starman [done]
weap: Starman's stage = (Boomer K.) Stoneman + Rush jet [done]

+ put sting (napalm) in stone (get weap: bomb + arrow)
boss: Stoneman's stage = (Sting C.) Napalmman [done]
weap: Stoneman's stage = (Sting C.) Napalmman + arrow [done]

put magma (wave) in gyro (get weap: charge)
boss: Gyroman's stage = (Magma D.) Waveman [done]
weap: Gyroman's stage = (Magma D.) Chargeman [done]

+ Moved Boomer Kuwanger's stuff (tiles/tsa/structures) from Gyro to Star

-------------------------------
MMX_ZGM_v1-6A.nes

+ Changed title screen's arrow again (MMX5 menu style arrow now...)
$2ECA9: 4a > 4f
Palette: ($2eba2: 0f 15 25 35 > 0f 19 10 00)
+ Changed MM tile arrangement for better usage later
+ Arranged hurt animation (both X and Bosses - different anim for both)
+ Arranged more stuff
+ KABOOM!! explosions are in (both X dying and enemies blowing up - dif anim for both)
+ Shotgun Ice weapon is in
+ Silk Shot weapon is in (maybe need to shorten delay before explosion. or not)
+ Title screen's palettes:
0F 32 22 12 (blue title)
0F 38 27 17 (gold X)
0F 2C 1C 0C (X)
0F 16 06 07 (Zero)
+ Title screen's fourth palette, when going from story sequence ($18473: 0F 17 27 06 > 0F 16 06 07)
+ Title screen probably done (of course, now the other screens are a mess,
mostly password screen, but that's only temporary)

-------------------------------
MMX_ZGM_v1-5.nes
+ Fix the bullet start location (bullet closer to X)
$3EB72: f1 > f6
$3EB73: 10 > b
+ Changed first screen's text - this should be the official text except for
the version line that will be changed for the game's URL in the last version
+ Changed the title screen - almost half way done (now have the "Mega Man X" part)
+ Part of Gyro/Boomer's tiles are in
+ Enemy 00 (Ballhead Guy) moved behind bg elements: for use only behind fence segments
+ Animations speed arranged: X phase in + sliding smoke
+ X phasing in and out animation is in!
+ X dash's smoke-thing in
+ "Pillar of Fire" (B - Water Mine) obstacle is in (demo'ed in Stone Man stage - still needs proper palette)
+ X rotating animation is in!

-------------------------------
MMX_ZT_v1-4.nes

+ Make animations work everywhere in Gravity Man's stage ($3DF18: bd 53 df > A9 00 EA)
+ Gravity Beetle's stage complete!!

-------------------------------
MMX_ZT_v1-3.nes

+ "READY" done

*** This version should be entirely dedicated to changing MM to X! All sprites should be switched!
(note that this doesn't include story/cutscene big graphics though)
Most changes are made with Tile Layer Pro and the Capcom Sprite Assembler, however, some extra
bytes will have to be manually changed. The info is in DatamanHex.

SUPE NOTE: The unique frame (F) has to be used for the shooting recoil frame, since
the breathing/blinking animation (use E) all uses the same X/Y! (D & E must have same X/Y)

RANDOM NOTE: might have to try to make it so that the password screen can't be accessed from the
title screen (fucks things up in term of what weapon you get from which boss)
WAIT could perhaps change it so that you get the right weapon using the password?

-------------------------------
MMX_ZT_v1-2.nes

*** This version is dedicated to changing the bosses that appears in each stages and the weapon received.
I have programmed a flash utility with all the info/data needed. Use it to know what to change. I called it DatamanHex.

Boss change:

Stoneman's stage = (Magma D.) Waveman [done]
Gravityman's stage = (Gravity B.) Gravityman [lol]
Crystalman's stage = (Spark M.) Stoneman [done]
Chargeman's stage = (Storm E.) Gyroman [done]
Napalmman's stage = (Bubble C.) Crystalman [done]
Waveman's stage = (Chill P.) Chargeman [done]
Starman's stage = (Sting C.) Napalmman [done]
Gyroman's stage = (Boomer K.) Starman [done]


+ Weapon received changed

Stoneman's stage = (Magma D.) Chargeman [done]
Gravityman's stage = (Gravity B.) Gravityman [lol]
Crystalman's stage = (Spark M.) Waveman [done]
Chargeman's stage = (Storm E.) Gyroman [done]
Napalmman's stage = (Bubble C.) Starman [done]
Waveman's stage = (Chill P.) Crystalman [done]
Starman's stage = (Sting C.) Napalmman + arrow [done]
Gyroman's stage = (Boomer K.) Stoneman + Rush jet [done]

-------------------------------
MMX_ZT_v1-1.nes

+ Weapon menu almost complete (icons, layout, palette swaps, etc)
+ Gyro weapon speed slowed down ($375c0: 03 > 01)
+ TEMPORARY: all weapons projectiles passing through enemies ($38213: 20 fe f2 > ea ea ea)
+ Changed intro screen for the heck of it. Will always include current rom's version number till final.
+ Changed palettes for the following screens' texts=
Copyright screen ($2f272: 0f 20 0f 0f > 0f 08 38 27)
Intro story screens ($185ac: 0f 30 30 30 > 0f 02 30 3c)
Title screen ($2eb8a: 0f 21 20 11 > 0f 02 30 3c)
+ Changed title screen around a little, including arrow position
$2ECA9: 28 > 4a
$2ECA6: a7 > c0
$2E0EB: a7 > c0
Also arrow gfx and palette ($2eba2: 0F 11 21 16 > 0f 15 25 35)
+ Changed MM's face palette (0F 0F 20 37 > 0F 0F 20 36)
$254e: weapon menu
$1848b: intro story
$2ec36: MM's face before outfit palette changes at weapon receive screen
$2ef0b: MM's face after outfit palette changes at weapon receive screen
$3d4c6: In-game!
+ Disable ubber gravity in Starman's stage ($376F8: 04 > ff)
+ In weapon menu's tiles, switched around the "B,E,A,T" letters for "C,L,E,F" (needs some ordering after)
+ Weap screen, switched around also to include only the needed letters, since the other tiles can then be used for graphics: ABCEFGHIJKLMNOPRSTUX.
+ Changed MM's various weapon palette (Changes are made using megaflex0600_rt, so no addresses now)
MM: DON'T TOUCH THAT FUCKER (the colors are perfect for X too)
Gravity: F 34 14
Star/Bubble: F 38 18
Charge/Burner: F 28 15 (F 28 16 would've been good too)
Napalm/Silk: F 27 7
Arrow/Sting: F 2A A
Crystal/Ice: 2 30 2C
Gyro/Storm: F 33 13
Stone/Boomer: F 32 0
Wave/Spark: F 30 26
Beat/Clef: (could be changed to a darker blue/violet than MM... there's got to be other bytes because just changing it in mflex doesn't change all)
(the Rush/Aria will wait for now, till Aria's sprite is in the game)
+ Went ahead to already change "weapon get" for RUSH JET to ARIA JET and SUPER ARROW to STING ARROW just because...
+ Modified Starman's stage so that it's beatable without the super gravity
+ Modified all 8 bosses stages so to have a shortcut to the end of the stage, at the left of level start (going down)

-------------------------------
MMX_ZT_v1-0.nes

*** First version, start from Megaman 5 US rom

Water property usable in all levels ($37703: a5, 26 > a9, 0d)
GFX changes:
+ Most "standard" fonts changed (no color palette changed yet)
+ "Ready" and in-game life bars changed
+ All power-ups changed: E-tank, M-tank, L-tank, small+large energy+weapon capsules, 1-ups
+ Some weapon menu icons changed



Kain
Posted on 04-14-13 08:15 PM, in Hyrule Magic Instrument lists ? Link | Quote | ID: 153710


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Yeah, I wouldn't know about implementing/using Hyrule Magic, I barely looked at it.

Also, my previous post, I was just going off memory, but now I just looked at it and I was wrong:
The octave-harmonized brass instrument sounds more like a french horn than a "brass section" (used for example as the lead on the Title screen song, three channels harmonized, I think there's a sus in there, like a 7th or something), and there's also a non-octave-harmonized brass which sounds like a trumpet like you mentioned (example: Dark world theme rhythm, two channels harmonized in 3rd).

Kain
Posted on 04-14-13 08:21 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. Link | Quote | ID: 153711


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Thanks!

Yeah I only saw this hack after you bumped it with your update.
Thanks for Sultan, I even tried to shoot the spikes but I didn't think to shoot the purple blocks.

(Btw, the link "Mega Man 5 Custom Enemy Ex" in your first post doesn't work anymore.)

Kain
Posted on 04-17-13 08:07 PM, in Megaman Odyssey Project Link | Quote | ID: 153726


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Posted by kuja killer
kuja killer here
I dont have a creative mind, so i cant really think of good clever ideas and design, and all that.

I know there are some romhackers around here who are super good at it...

I'm only able to do programming and that's it..


Oh boy, it's like I'm the complete opposite (love the creative and artistic sides, hate programming/implementing) so I'd be so all over this if I wasn't occupied with my current projects.

Maybe some day, after I'm not a noob and I've proven my worth and finished my current hack, we could team up...
or anyway, I'd love to team up with some people, and I'd do all the original graphics and music and design (or share the duties if others are interested in taking part, pitch in ideas and such)... I already have ideas that would give a fresh spin on the Mega Man gameplay/plaftorming...

Kain
Posted on 04-18-13 11:25 PM, in Megaman Odyssey Project Link | Quote | ID: 153734


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Wait, so "Vanya, the Koala Knight" is one person?

I thought that it was like "Hey Vanya, this other guy called the Koala Knight has offered us his services to us" and therefore only the first sentence was directed at me... At any rate, like I mentioned, I'm a tad too occupied with everything I have on my plate at this particular moment... :/

Kain
Posted on 04-26-13 04:28 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. Link | Quote | ID: 153768


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Wow, you work fast!

I would definitely go for "Artifact", it is waaay more widely used.

As for Sultan's BGM, what were you looking for?
Since you're helping me out with my hack, I'd love to return the favor.

Plus, music is my forte ( haha, Forte...), I could make and give notations AND a midi of what you'd want. I can make it for 4 monophonic channels so it's already 8bit style.


Kain
Posted on 04-28-13 04:34 AM, in Megaman X Zero Goes Maverick - Progress and help thread (rev. 2 of 04-28-13 04:36 AM) Link | Quote | ID: 153774


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za909, I know music, but not music hacking!
All I have is this capmusfrm.txt (Capcom "6C80" Sound Engine/Music Format Documentation) written by Matrixz, which I haven't even dived (dove?) in yet.

But if you're already good with this, then yeah, that would be a load off for me!
Can you read music notations and/or guitar/bass tabs?
I'd likely make/give you all you'd need to just "translate" it into the chunk of hex to replace to in the Rom. (I would like to do the arrangement though, I don't like how some people leave out an harmony or counter-point and such).


Btw, I've searched the forum... so apparently there's no PM system here?

Kain
Posted on 04-28-13 07:07 AM, in Megaman X Zero Goes Maverick - Progress and help thread Link | Quote | ID: 153778


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Woah, actually, one thing I would have liked is that the Charge Kick ability can be done in mid-air (it's going to be like Flame Stag's Speed Burner. I'll make a X-on-fire-dashing graphic.)
Would that be hard to pull off? Like, no air-sliding normally, but air-sliding with the Charge Kick?


Posted by Anandastoon
If I not bothered you, can you 'move' the notation data in musical software like Fruity loop or whatever? I'm pretty sure that will be much easier for reading them, even if they have a bunch of chord notations...

I'm not sure if I understand correctly, but yeah I can work in Fruityloops if one prefers to look at blocks instead of notations.
Heck, I've also worked in Famitracker, so if all games were using the same music engine, I could just work in Fami, export then copy-paste the hex, but that wouldn't work.

Thanks for the PM tips!

Kain
Posted on 04-28-13 08:46 PM, in Megaman X Zero Goes Maverick - Progress and help thread Link | Quote | ID: 153783


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Posted by za909
Would you like to have 8-bit ports of the SNES stage themes, or something custom? If ot's the former, I can do that on my own,

It is the former, but like I already mentioned, I'm quite adamant on doing the arrangements myself.
I'll probably regret it when I'll be fiddling in the Rom with the music data, (if I can't find someone for this) but I'll have to politely decline your offer. I really appreciate it though.
It's just that... all you've seen in my hack so far, the graphics and level designs, they're not what I have decades of theorical knowledge and practice. I'd just like to cover the only subject that I'm already trained at for my hack.



Anandastoon, I have worked in FL many times yeah (I still have the old "FruityLoops 3"). If that would work and make it super easy for you, then I can actually make and send .flp files for songs.



Also, is it just me or is the board slow all a sudden (intermitent problem loading complete pages)?

Kain
Posted on 05-13-13 06:34 PM, in Mega Man 5 : Indonesian Artifact Final Update v0.91 Link | Quote | ID: 153889


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Congrats Anandastoon, this truly is a quality hack!

I got up to the 2nd Proto Man stage last night. I got lucky in my order of defeating most Robot Masters because I had the proper weapon a lot of times.
For instance, I started with Frozen Man to check out if I get the parallax bug NARFNra mentioned (nope, it works fine) and then I went for Puzzle Man, and I had the proper weapon already!

The freeze dash is also very useful to pass the laser beams sections (forgot which stage).

I would have suggested some more "engrish" corrections, such as:
"After Wily repairing an Indonesian artifact" -> "After Wily repaired an Indonesian artifact"

Some of the music choices sounds odd. Not that there's any scale mistakes or anything, just that the songs themselves doesn't have the proper MM drive, either sounding too happy or not dynamic enough.
But other songs are really great too!

Some of the level designs are awesome (there are a few similar ideas to what I planned in my hack as well).

I'm still jealous of your hacking skills!

Kain
Posted on 05-13-13 06:36 PM, in Mega Man 5 : Indonesian Artefact Final + Misc Patch. Link | Quote | ID: 153890


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I didn't have the Frozen Man parallax bug either.
I posted more thoughts on your hack in your main/final release thread.

Kain
Posted on 05-13-13 06:39 PM, in Misc. releases related to Capcom NES sound engine. Link | Quote | ID: 153891


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capmusfrm 2004: 5.55 KB
capmusfrm 2010: 17.3 KB
capmusfrm 2013: 30.5 KB


Also: almost 10 years in the making! :O

Kain
Posted on 05-13-13 08:05 PM, in Megaman X Zero Goes Maverick - Progress and help thread (rev. 4 of 05-13-13 08:39 PM) Link | Quote | ID: 153892


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Posted by Insectduel
I was hoping if someone may use an idea like that. Kelvin's custom maverick bosses in Mega Man 5 if you rather use them or you rather create your own sprite unless you have the artistic skills to do so.

MegaLion 2
Don't mind this falsified 8-Bit music. GXSCC is the shit!

Anyway, I know some of the basic ASM stuff like limit the E-Tanks to 4 or anything I can manage them if you want!


Thanks, Anandastoon already told me how to limit the E-Tanks to 4.
We'll see though, maybe I'll need more help depending on if Anan can provide more help or not, thanks!

For graphics, I think I'll manage. I don't know if anyone noticed, but I don't just straight-port the graphics from 16bit, I actually redraw them so they use less tiles and keeps the rooms spacious within the smaller NES screen:





Speaking of which, I'm almost done with Spark Mandrill stage.
I once again used the maximum amount of unique screens, scroll maps and multi-paths. This takes a lot of planning when the stage is intricate.




This is just a tiny part of the stage, note that it goes left, right and up from there.






Before I finish implementing some of the enemies in the stage, I need to work on their graphics, hopefully one of them will go from using only one bank instead of 2 (thus allowing other enemies on-screen at the same time).

Speaking of which:
Does anyone have a custom txt to load all the Mega Man 5 sprites in Capcom Sprite Assembler?

The way I've been doing it is very pain-stalking:
First, I checked in-game what EVERY sprite was manually, one by one! I took screenshots and did these images to help me out as reference when I'm looking for a particular sprite and animation frame:

Page 1, Bank 1
Page 1, Bank 2
Page 1, Bank 3
Page 2, Bank 1
Page 2, Bank 2
(Note that the values refers to "Animation Frames" and not "Sprite" (since "Sprite" is the collection of frames used for that particular animation). So sprite 2 in CAS is Mega Man shooting, but 02 in my reference images is Mega Man closing his eyes: if you look at "Animation Frames" for sprite 2, you'll see it uses a bunch of "D" frames, looking at 0D in my reference images does show the frame of Mega Man shooting.

Likely that some of the "garbled stuff" is actually graphics used outside of during gameplay and wouldn't load properly due to my method of finding out what the sprites were)


Then, I would work graphics in Tile Layer Pro, noting each tiles location, then in CSA, I would assemble the tiles BLINDLY, test it, then figure out positioning.

If I continue with this method, expect the game this next decade!

Kain
Posted on 05-15-13 04:59 AM, in Megaman X Zero Goes Maverick - Progress and help thread Link | Quote | ID: 153898


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I think I saw something about a custom txt somewhere in one of the 22 pages of the General Megaman Hacking Thread, but I'm not even sure for which MM title it was...
I'll search there first to find the post again.
If I can't find it, I might ask you for your MM3 file, perhaps I'll figure out the thought process to make such a custom file and do it myself for MM5.


Also: where does one look for Private Messages on this board? I know how to send one thanks to Anan, but is there an Inbox/Outbox page?

Kain
Posted on 05-15-13 01:44 PM, in Megaman X Zero Goes Maverick - Progress and help thread Link | Quote | ID: 153900


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Posted by amarcum81
When you log in, go back to the "Main" page, you should see the "Private Messages" link near the top of the page. That should take you to your inbox :-)

Thanks!
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