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Gavzilla1000
Posted on 05-22-13 10:14 PM, in General Megaman Hacking Thread Link | Quote | ID: 153975


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Graphical Help?
Ok, so I'm new to this forum, but not to Megaman hacking. The request I "bring to the table" today, is for all you graphic editors out there. I'm trying to make a Megaman 3 hack, and plan to edit the graphics with it. My artistic skill... sucks. And trying to use YY-CHR gives me a headache, so, if there's anyone that can do it, it will be greatly appreciated. I'm the only one working on this project, so any help/ advice would be appreciated... again.
PEACE!

Gavzilla1000
Posted on 05-30-13 03:03 AM, in General Megaman Hacking Thread Link | Quote | ID: 154024


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Posted by mickevincent
Posted by Gavzilla1000
Graphical Help?
Ok, so I'm new to this forum, but not to Megaman hacking. The request I "bring to the table" today, is for all you graphic editors out there. I'm trying to make a Megaman 3 hack, and plan to edit the graphics with it. My artistic skill... sucks. And trying to use YY-CHR gives me a headache, so, if there's anyone that can do it, it will be greatly appreciated. I'm the only one working on this project, so any help/ advice would be appreciated... again.
PEACE!


You could always start with taking tiles from different mm games and play around with the colors. Other than that, do you asm code yourself?


Sorry about the long re-quote from my first message. ANYASMCODING,
---

I've been trying to learn asm coding. Problem is, I'm using windows 8, so all the asm programs that come with tutorials I found don't work. Thus, leading me to ask for other people's help. (sadface for not being able to do this myself.)

Gavzilla1000
Posted on 06-01-13 12:14 AM, in General Megaman Hacking Thread Link | Quote | ID: 154030


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Here's another question, for all you crazy Megaman hackers everywhere...
Can I "add" more graphics? Using Megaman 3 for example (because that's the game I'm trying to hack) In hex, or ASM, can I add more graphics to all the Robot Master Stages? I extend he bytes from the last offset of Shadowman's Graphics, will it add more?

If you guys know, pwease tell me.

Gavzilla1000
Posted on 06-07-13 04:43 PM, in General Megaman Hacking Thread (rev. 2 of 06-07-13 04:46 PM) Link | Quote | ID: 154054


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Quite a conversation I started.

Anyway, what is a good Megaman game to start of with? 3, 4, 5, or 6? Those games in particular, because I'm used to the editor. (MegaFLE X) I started of with Megaman 3 tho, because that was the game I could easily edit the graphics. (As in they weren't all over the place.)

I think I'm getting ahead of myself. I'm to do all these advanced to expert things like ASM, custom graphics, and music.

Gavzilla1000
Posted on 06-09-13 07:49 AM, in General Megaman Hacking Thread Link | Quote | ID: 154069


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In Anandastoon's post, something in my brain clicked... and a theory that may change the way we look at Megaman games was formed...

I think Capcom is hiding a dark secret...

Look at the image that Anandastoon posted, in the image he brings up the question of a unused CHR bank, well, that just so happened to be Wily 4... THE LAST LEVEL IN THE GAME!!!

What if that CHR Bank was a level that was taken out?

What if there was a secret level, where Megaman FAILED! Think about it! In the first Megaman, there is data for a 5th(!!!) Wily Stage!

What if this is the same here! Think about it... again, What if there is a hidden Megaman game in the original series!! But! When the games came to the U.S.A... they removed the secret levels! The secret "game" would be what happened if Megaman failed!

The same thing for Metalman stage in MM2! If you scroll past the actual level, you will find data for CUTMAN's STAGE! Capcom as been distracting us for the past years of Megaman's existence! They have been hiding deep secrets, inside the game's code, that us, Megaman hackers, need to dig up! And figure the rest of the devilish secrets that Capcom has hid in the game's code!!!!!!


(if you didn't get it by now... this is a joke, I also want to thank the people that respond to my posts, and give me helpful advice.)

Gavzilla1000
Posted on 06-10-13 06:17 PM, in General Megaman Hacking Thread Link | Quote | ID: 154081


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The thing I love about MegaFLE X, is the SBD Editor. Being able to edit in custom structures like that is very handy. The one question I have about it tho, is when the error message pops up when converting into normal level data. If you make a structure that MegaFLE X doesn't like, I'll give an error saying that if you convert, I could corrupt your game. Is this something I should be worried about? Or is it something I should try to avoid? I'm also taking everyone's advice, and hacking Megaman 5, if this helps anyone with this question.

Gavzilla1000
Posted on 06-17-13 09:37 PM, in General Megaman Hacking Thread Link | Quote | ID: 154129


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Hello!... again...
I need help with the special blocks in Megaman 5. Like the rocks you can destroy in Stone Man stage, and the last stage in Protoman's castle.
When I place the block with the level editor, and go in game and shoot it, the "blowup" animation happens, but the block still stays there! If anyone can help me, please do so!

Peace!

Gavzilla1000
Posted on 06-28-13 05:59 PM, in General Megaman Hacking Thread Link | Quote | ID: 154201


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Any suggestions for a theme I can use for Stone Man's stage? I am fairly decent now at custom graphics, so, you can suggest stuff that involves that.

As a joke, I'm going to change his name to Stoner Man. Why? Because Its my hack and I thought it would be funny.

This is the first level I'm trying to tackle, so, and help would be nice!

Gavzilla1000 - signing out~!

Gavzilla1000
Posted on 07-05-13 02:12 AM, in General Megaman Hacking Thread Link | Quote | ID: 154226


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I would like to thank MegaGEN50 and Kain (especially Kain's links lol) for there suggestions, and I will try to interpret your Idea MegaGEN50, but just not in Stone Man's stage. I came up with an idea for his stage, so maybe one of the Wily Stages could be that? Anyway, I have a question on how to use the "special" block type in Megaman IV (5). When I change a block type to "special" and put in the level, when I shoot at it to destroy it, I does the exploding animation, but the block doesn't disappear, and it's still solid! If anyone can help me with this issue, I would love to hear it? Or read it!

Gavzilla1000
Posted on 07-06-13 10:29 PM, in General Megaman Hacking Thread Link | Quote | ID: 154247


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Question! Can I change where the teleporters take you in Megaman 5? When I put down a teleporter, It takes me to the top of the fourth screen of the level (counting 0). If anyone can help me, or answer this question, that would be great!

PS: I'm using MegaFLE X as the level editor!

Gavzilla1000
Posted on 07-09-13 04:09 AM, in General Megaman Hacking Thread Link | Quote | ID: 154266


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Posted by Anandastoon
Posted by Gavzilla1000
I would like to thank MegaGEN50 and Kain (especially Kain's links lol) for there suggestions, and I will try to interpret your Idea MegaGEN50, but just not in Stone Man's stage. I came up with an idea for his stage, so maybe one of the Wily Stages could be that? Anyway, I have a question on how to use the "special" block type in Megaman IV (5). When I change a block type to "special" and put in the level, when I shoot at it to destroy it, I does the exploding animation, but the block doesn't disappear, and it's still solid! If anyone can help me with this issue, I would love to hear it? Or read it!


Those are 3 types of Destroy-able block in Stone Man, which you can set it in ROM PRG Hex editor :
$3B0F1 + Level ID

Level ID for Stone Man is 2, so you can change value in $3B0F3 to 02. It simplier because it uses Wily 1 compressor block properties. There some ASM array values deal if you want to do that with original destroy-able stone value (01).

For teleportation, I guess it uses Y register values from a RAM address which I forgot. It's really hard to set except if you have some experiences in ASM.

So sorry then...


Well, your information was very useful, (don't get me wrong) but, there's a lack of information. So what you are saying is that I need to change the type of block it is in the hex editor? I'm used to using a hex editor, but I'm just confused on what I need to do.

Another question for you guys is, what the offset for the Stage Select screen is. I checked Data Crystal's "wiki", but there's no use there. According to MegaFLE X, it's located in Bank F, but all I want to do is change the names of the Robot Masters, and I can't find any text on the side!

Gavzilla1000
Posted on 07-15-13 06:19 AM, in General Megaman Hacking Thread Link | Quote | ID: 154308


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Posted by MegaGEN50
This may be off-topic, but there is a Mega Man Fan Game called Megaman Unlimited.
Facebook link: https://www.facebook.com/pages/MegaMan-Unlimited/114325318655039
Maybe you could pull ideas?



Thanks MegaGEN! I'll check it out!

Anyway, here's my NEXT question, (Oh boy , can't this guy leave give us a break! ~ you guys*) Can I make the screen scroll left? And, let me guess, it involves ASM coding...? If there's a patch out there, or anything, please tell me! Because that will open up TONS of ideas.

Gavzilla1000
Posted on 07-19-13 11:42 PM, in General Megaman Hacking Thread Link | Quote | ID: 154357


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Hello! I just want to thank everyone who responds to my questions that I posted in this read! Especially people like Kain, MegaGEN, and Insectduel (through YouTube messages), and kuji killer! And I apologize if my questions are annoying and repetitive, and stupid.

But I'm sad to type, after all this time, I still haven't completed ONE stage in my hack...

Is it normal to take this long to complete one stage? And how can I make each stage be "professionally" done?

Sorry if this message come of as me being some type of insecure person.

Gavzilla1000
Posted on 07-26-13 08:54 PM, in General Megaman Hacking Thread (rev. 2 of 07-30-13 10:24 PM) Link | Quote | ID: 154471


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Gavzilla1000
Posted on 07-31-13 10:49 PM, in General Megaman Hacking Thread Link | Quote | ID: 154509


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EDIT: Okay, started to hack ShadowMan's stage, and now I somehow screwed up the midway point, since now, MegaMan teleports inside the ceiling...how do I prevent that?
Aside from that, the door editor works wonders, if you know how to use it.


Now, I'm not a pro at hacking Megaman 3 (most of my experience is with Megaman 5 so this may not help you), but from my experience, just make a little hole in the roof were Megaman will teleport down through at mid point, that may work.

But now for my own question, were can I edit WaveMan's pipes. What I mean by that, is the pipes that suck you in on the 4th screen of WaveMan's stage. (counting 0) I would like to now how to edit that, so I can do a lot of funky stuff with it.

Gavzilla1000
Posted on 07-31-13 11:50 PM, in General Megaman Hacking Thread Link | Quote | ID: 154511


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But what if I don't want to make a hole in the ceiling, because it could then look bad that way?

Try making a block that looks like the ceiling, but just don't make it solid, and then place it over the hole in the ceiling.

Gavzilla1000
Posted on 08-01-13 12:46 AM, in General Megaman Hacking Thread Link | Quote | ID: 154513


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Posted by Trinitronity
Posted by Gavzilla1000
But what if I don't want to make a hole in the ceiling, because it could then look bad that way?

Try making a block that looks like the ceiling, but just don't make it solid, and then place it over the hole in the ceiling.
That was originally my idea as well, but there's still Rush Coil, with that you could reveal the fake ceiling. And it looks weird, if MegaMan then doesn't hit the ceiling, if he should.
Eitherway, I'm going to vacation tomorrow, so I wont be able to respond for about 2 weeks.

How low is the ceiling exactly? If it's about 2 tiles low, you should be fine.

Gavzilla1000
Posted on 08-04-13 01:14 AM, in General Megaman Hacking Thread Link | Quote | ID: 154527


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Ok, this is a question about NES Music pointers.
So, lets take Megaman 5, the game I'm currently hacking, and use this as the example.

Lets say that Stoneman's stage music pointer is 3. That pointer is "pointing" to the address... lets say 2CCAD. (This is the address for the intro music of Megaman 3 ;D)

Can I change where the pointer "points" to the address? So I can change it from 2CCAD, to 80001. The ROM ends at 80000. So, can I add as much bytes as I need, paste the song there, and change the pointer to "point" to 80001?

I'm sorry if this is really confusing, but this could make things A LOT easier for music hacking.

Gavzilla1000
Posted on 08-04-13 09:20 PM, in General Megaman Hacking Thread Link | Quote | ID: 154532


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Posted by kuja killer
No, you can't.
Like you said, ROM ends at 80,000 hex for megaman 5
which means, 512 KB

first 40,000 bytes is programming space,
last 40,000 bytes is graphics space

You'd need to expand the ROM to 1 MB, in order to have more programming space.


Well, then where does the music space go? Using simple human logic, I can guess that's it's in programming space, but I don't know. I don't know a lot about the NES programming.

And another question. Where I can I find all the boss AI? I'm guessing that it is in the Sprite Banks, but I can't be sure.

Gavzilla1000
Posted on 08-20-13 08:27 PM, in General Megaman Hacking Thread (rev. 2 of 08-22-13 05:36 PM) Link | Quote | ID: 154617


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