Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,513,592
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-02-24 05:26 PM
Guest: Register | Login

Main - Posts by kuja killer

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32

kuja killer
Posted on 04-25-10 08:12 AM, in Megaman Odyssey Project (rev. 5 of 04-27-10 06:50 PM) Link | Quote | ID: 130504


Level: 55

Posts: 181/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
I still have absolutely purely ZERO luck on ever finding anyone period to be able to help out truly for reals. nobody ever seems to ever wanna help out with getting started on making graphics for the graveyard level part of necro man.

So i've been sitting everyday doing nothing at all except just sleep ...staring at the wall motionless, just nothing really. i seriously wish to god that i had any graphic drawing skills or music composing or anything at all "except" for coding - the 1 and only thing im able to honestly do that im an expert at.

I decided i will share MegaFLE to the public ..this does NOT mean im quitting or giving up i just dont wanna truly seriously even though i think about it alot. Wether it'll be useful to anyone or not, i guess this is sort-of in a way that im declaring ...this game is open-source to anyone to help out.

I know there's people on this forum that are familiar with the MegaFLE level editor, so it shouldn't be hard for those people to be able to check out this custom one for this game.

This does include the current rom as it as at the momment, i dont mind sharing it because really...there's nothing even started on at all yet for necro except just 2 enemies made so far by megaman-omega which i've successfully coded in.
But this does have many bugs and issues fixed since the demo release from last month.

http://acmlm.kafuka.org/uploader/get.php?id=3112

kuja killer
Posted on 04-25-10 11:36 PM, in Megaman Odyssey Project (rev. 2 of 04-25-10 11:37 PM) Link | Quote | ID: 130544


Level: 55

Posts: 182/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
well i know thantas but i think phil X said something recently like "i'll help people once this game is done first" or something like that, so i assumed it would be in several months from now or a long time, and i dont wanna wait forever after trying for a month and a half already nonstop.

haz - maybe i'll just try asking you next then. :| soon in a PM, i've already tried probably 20 people already without any real truly real luck.

matrixz thanks yea i know, except i cant for the life of me ever ever ever find any sort of song from any games im interested in and would like 100% it drives me crazy seriously.

if anybody at all has any questions about how to use that editor (i did tried to provide a guide on how to use the windows and stuff especially the TSA table window since that's the most complicated and hardest thing to use) then go ahead.

kuja killer
Posted on 04-27-10 07:27 AM, in did someone delete one of my uploads ? (rev. 3 of 04-27-10 12:07 PM) Link | Quote | ID: 130594


Level: 55

Posts: 183/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
I haven't been able to get online all day long since i woke up this morning until just a short awhile ago tonight after almost 12 hours, and i noticed all of a sudden when i was looking at the acmlm uploader, one of my files is suddenly gone and deleted.

I'm just wondering if a moderator or admin here deleted one of my files from the "generic user bin" today for any reason ?
I was just curious. Was my level editor.

kuja killer
Posted on 04-27-10 09:56 AM, in Megaman Odyssey Project (rev. 2 of 04-27-10 09:57 AM) Link | Quote | ID: 130599


Level: 55

Posts: 184/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
well i'll try my best to explain again.
About this graveyard level, which would be the 2nd official half of the necro theme.

** would be split into like 2 main background themes. the first part of the level would be the real graveyard outside ya know ?? Like i was hoping it would look like there's some kind of big spooky haunted mansion in the background that your right in front of, very close to you if guys know what i mean. It'd occupy the top half of the screen. And be a static non-moving layer.

(so that it would seem similiar to the girl, grolla from the first rosenkreustillete game) about the background scene or something. (but haunted graveyard-ish hopefully)

And the the rest of the screen below that line would be the normal playfield. You being in the spooky haunted graveyard. I wanted to code an achievement award where you gotta push around some small tombstones spread out through this area to cover up special spots on the ground where some enemies may pop out of the ground from.

** The last screen of the graveyard, i'll probably fade out the mansion's color palletes, so that a big tombstone graphic would appear on the screen as a little mini event which like the ground would break apart or something like that ..fall down - halfway point/checkpoint

** The rest of the level i thought would be like some tomb crypt underground. no idea how it would look though

Minyel came up with an idea of some multi-paths so there could be a hidden secret. and i liked it.

kuja killer
Posted on 04-27-10 12:06 PM, in did someone delete one of my uploads ? Link | Quote | ID: 130602


Level: 55

Posts: 185/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
yea, it was:
http://acmlm.kafuka.org/uploader/get.php?id=3105

kuja killer
Posted on 04-27-10 04:24 PM, in did someone delete one of my uploads ? Link | Quote | ID: 130609


Level: 55

Posts: 186/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
no, no way i could have myself, last thing i know is i uploaded wanting to share it with the public, had like 14 or 15 downloads, intetnet was down all day long yesterday, next thing i know i finally get to come back on last night, and notice it's magically gone and deleted. :|

kuja killer
Posted on 04-28-10 10:45 PM, in Megaman Odyssey Project (rev. 8 of 04-29-10 10:13 AM) Link | Quote | ID: 130674


Level: 55

Posts: 187/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
gosh that sniper and enemy is pretty awesome really. but i aint a fan of the background graphics. Not because of the colors, just...it's so plain and nothing-ness. sorry hope that was not mean ..im sure it was probably only nothing more than just a "start" and not serious.

Well just so you guys know ..about graphics. any invidiaul 8x8 tile can have it's own pallete ..instead of the NES's usual limit about being applied to only 16x16 tiles. And i can have MORE than 256 tiles for a level ..pratically unlimited if i wanted. Cause duplex man uses over 700 tiles total ..so levels can be highly detailed. Not that a level needs THAT much ..but just basically the average amount so far between the boltman valley, tower, duplex spacestation, is about 500 - 650 tiles per every level id.

there was already a type of sniper joe made for this by mm-omega that i already coded in ..but i wasn't sure if i should have just flat out shown it to public.. i perfer the 2 on the far right.

------
and what ? make another hack ?? no way i aint restarting all over from pure nothing ... absoultely 100% no. (about your PM)

kuja killer
Posted on 05-01-10 12:38 AM, in Megaman Odyssey Project (rev. 2 of 05-01-10 12:44 AM) Link | Quote | ID: 130770


Level: 55

Posts: 188/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
there is no tiles at all. zero. well in terms of level graphics
but if you meant sprites like about the 2 or 3 things completed so far well i dont know if i have his permission to even show.

Also honestly i gotta say what you did seems way way too huge honestly. the grim reapear thing i mean. There's no way something that big can ever be used as a normal enemy coupled with others. I seriously doubt even more than 2 frames could fit in 1 64-tile sprite page honestly with your size... no offense

mm-omega said it was seriously nearly as big as spike man. so ...yea. he thought it would probably just rather be used (if it were implemented for reals) as a guard in the 2nd half of the graveyard level somewhere in the underground crypt ...like guarding one of the multi paths to a secret item, if so i think that would be a nice idea.

like - there'd be a pile of bones on the ground or something, and they'd form into that thing. but i really dont think that sycthe is even neccessary probably cause it would take too much space.

Just remember this is not like fan games where people can put in sprites on like PNG images or soemthing and be done with it instantly, it takes a long time to do it for rom hacks with tile layer pro and yy-chr ...every little single tile-by-tile.

kuja killer
Posted on 05-01-10 12:43 PM, in To all Megaman 1 hackers (Video + Patch) (rev. 2 of 05-01-10 01:17 PM) Link | Quote | ID: 130787


Level: 55

Posts: 189/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
probably because the spike code doesn't ever check for megaman's invisiblity time register.
(which is what the rest of the NES game's do)
-------------------
edit:
easy no problem. did it in less than 10 minutes.

copy-paste this into the hex editor. Will allow ya to not instantly die even if your hit by an enemy. but apparently these spikes do not act as wall/ground. I aint going to bother looking into it.

1D7EE = 4C E0 FC
1D82B = 4C F0 FC
----------------
1FCF0 = 48 A5 55 F0 04 68 4C C2 D7 68 4C 19 C2
1FD00 = A4 55 F0 03 4C 01 D8 4C 19 C2

kuja killer
Posted on 05-02-10 04:52 PM, in Megaman Odyssey Project (rev. 5 of 05-03-10 12:13 AM) Link | Quote | ID: 130818


Level: 55

Posts: 190/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
Posted by Jeffrey
Hmm...Why not Use some of the Graphics from GnG...they fit the Mood,and Good luck kuja,I Hope this will finish by 2011

at this rate ...i seriously highly doubt this game will even be done by 2015 or before i die probably.

kuja killer
Posted on 05-05-10 09:39 AM, in Google ruins Youtube once again! Link | Quote | ID: 130905


Level: 55

Posts: 191/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
is there anyway to stop that stupid shit from happening where if i move my mouse ANYWHERE on my whole monitor screen, that stupid fucking little animation of the pause/play, volume, and time bar thing expand outward and shit....it even happens if i press the up or down volume arrows on my keyboard, that stupid fucking bar expands outward, then back in ...

it seriously annoys the shit out of me, or is it impossible to do anything about it ?

kuja killer
Posted on 05-08-10 09:09 PM, in Rockman 4 MI question? Link | Quote | ID: 131016


Level: 55

Posts: 192/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
Real sorry to say but the author, puresabe supposedly has took down his download links and does not want people downloading the game for awhile for whatever unknown reason.

No clue when it'll be back up, but on his main front page of the site somewhere he did say something about he will put the DL link back sometime, but not for now.

kuja killer
Posted on 06-05-10 12:06 AM, in General Megaman Hacking Thread (rev. 2 of 06-05-10 12:06 AM) Link | Quote | ID: 131736


Level: 55

Posts: 193/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
http://acmlm.kafuka.org/uploader/get.php?id=3176

here you go, anyone is free to take this guide i wrote years ago when i was JUST getting to romhacking and my rom hack was just starting.

Has offset locations of almost every little thing every boss and "major" mid-boss do and such.

kuja killer
Posted on 06-05-10 12:12 AM, in First video clips of Maverick Revenge II Link | Quote | ID: 131740


Level: 55

Posts: 194/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
woooa is that song playing in this video seriously from rosekreustillete ? cause i was just playing that PC game the day before yesterday and that song sounds extremely familiar.

kuja killer
Posted on 06-12-10 06:30 PM, in General Megaman Hacking Thread Link | Quote | ID: 131957


Level: 55

Posts: 195/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
It was coded in visual basic 6, so i aint sure a newer version would be compatible with it.

I only use the visual basic 6 myself for the custom MegaFLE level editor that goes along with megaman odyssey.

kuja killer
Posted on 06-15-10 03:37 AM, in CHR-RAM Trouble Link | Quote | ID: 132014


Level: 55

Posts: 196/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
i personally really hate that whole CHR-ram deal with mm4, the coding is way too complicated for me to even understand, and because it's very slow and how it requires like freaking 16 writes as someone else mentioned, just to change 1 little single time or something, ridiculous

CHR-ROM mode is a million times easier and simpler and stuff, except that it's more limited though un-fortantely.

kuja killer
Posted on 06-27-10 08:47 AM, in HELP WITH MEGAMAN REVAMPED Link | Quote | ID: 132443


Level: 55

Posts: 197/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
maybe check with a level editor. there might be some tiles you accidently somehow set to the background/air property instead of solid-block.

kuja killer
Posted on 07-15-10 12:56 AM, in General Megaman Hacking Thread Link | Quote | ID: 132980


Level: 55

Posts: 198/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
i can help with that problem praetarius

explain exactly what's wrong

you are using the MegaFLE level editor right ?? well the gamma boss sprites are on the 3rd screen right ?? (will say screen 2 on the level editor (0 --- 1 --- 2)

and you trying to like move them somewhere else cause you made the level longer than just 3 screens ??

kuja killer
Posted on 07-17-10 03:35 AM, in General Megaman Hacking Thread Link | Quote | ID: 133060


Level: 55

Posts: 199/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
okay i found out why it happens, when you move the sprites to another screen, the editor by default is set to automatically sort enemies by X coordinate in order to prevent sprite appearing problems that would normally happen if they're not sorted by X cord usually for levels, but that's not the case for this one single battle (and prob the other wily battle in the previous level)

Well these sprites for gamma are arranged in a very spefiic order in which they come. So they MUST be in that same order all the time in order to work properly.

Here's what you do. In MegaFLE go to the config options from the main window you'll find "config" at the top. click that to bring up a window with tons of options. near the bottom you'll find one called "sort enemy order by X coordinate when moving on/between screens"

Disable that by un-checking the checkmark box. Now go back and move the sprites from where they originally where 1 screen forward, dont ever touch the X and Y positions obviously, then save and it will work. But there might be a graphical glitch on the far bottom left side below the ground on the screen, and in the weapon pause menu. i do not know what causes that ...but the battle will work 100%

kuja killer
Posted on 07-24-10 05:35 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 133353


Level: 55

Posts: 200/628
EXP: 1244499
Next: 69690

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
i played that hack the very day it was posted on 2ch.
it's pretty cool.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32


Main - Posts by kuja killer

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.310 seconds. (330KB of memory used)
MySQL - queries: 35, rows: 67/67, time: 0.300 seconds.