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kuja killer
Posted on 06-16-11 10:18 PM, in decrease the maximum number of shots megaman Link | Quote | ID: 143901


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Since: 03-20-07
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http://acmlm.kafuka.org/uploader/get.php?id=3926

here, it's on this guide somewhere that i wrote years ago.
I believe the "weapon shooting limits" section

kuja killer
Posted on 06-17-11 07:29 AM, in decrease the maximum number of shots megaman (rev. 3 of 06-17-11 07:33 AM) Link | Quote | ID: 143912


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pretty cool, your info is pretty awesome.

All his posts and threads hes been making in the past week or so have all been releated to mm 3 and/or 4, specifically though, cause of the megafle level editor he's been asking of

kuja killer
Posted on 06-17-11 01:39 PM, in decrease the maximum number of shots megaman (rev. 4 of 06-17-11 01:51 PM) Link | Quote | ID: 143918


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Since: 03-20-07
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it's called hex editing, and hex offsets...it's best if you use the FCEUX emulator...open it's hex editor and go to the $xxxxx location.

as i said at the very top of the guide i linked you...
**In a Hex Editor, open up in ROM Viewing mode. (FCEUXD Recommended). Here's a list of known data found so far.

The mega buster is at 3D34D
type a number 02 there, click save on the hex editor your done. It will only make you shoot 2 shots maximum instead of 3.
---------
here's a shot, just follow what i just did right here exactly, and you'll have what you asked for.
http://www.a3share.com/members/1119/hex-ed-shot.PNG

kuja killer
Posted on 06-17-11 09:48 PM, in decrease the maximum number of shots megaman (rev. 3 of 06-17-11 09:50 PM) Link | Quote | ID: 143927


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

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http://fceux.com
You can download it from there...

after you download it, and open a megaman 3 rom, if you still cant do exactly what that screenshot i showed ya.....then im done replying to you...

cause this is starting to get ridiculous honestly
i feel like i've made zero percent progress getting through to you. :|

kuja killer
Posted on 06-17-11 11:05 PM, in decrease the maximum number of shots megaman (rev. 2 of 06-17-11 11:13 PM) Link | Quote | ID: 143929


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now ya wanna know about megaman 5 ?? i thought you were asking all these questions about mm3...

im really seriously getting confused on what the hell it is your even putting your attention on..

dont know about mm5 stuff honestly.
MegaFLE can edit mm3, 4, and 5's weapon colors. but that's all, in reguard to weapons.

kuja killer
Posted on 06-21-11 01:31 PM, in General Megaman Hacking Thread (rev. 4 of 06-21-11 01:34 PM) Link | Quote | ID: 144023


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Since: 03-20-07
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it's not supposed to be shown to the public.
i did not give him permission to do so whatsoever

and that's fceux's default regular palette.
it looks horrible like that color-wise.
It's much more clear and proper-looking with my custom palette.

kuja killer
Posted on 06-24-11 10:18 PM, in Questions on PHA, PLA, Transfers, and the JMP thats 6C0000 (rev. 2 of 06-24-11 10:27 PM) Link | Quote | ID: 144092


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The difference between the 4C jump, and 6C jump is well...6C jumps to whatever the address is of 2 registers.

Like 6C 00 00 looks at what's in 00 and 01 RAM.
If 00 contains 65, and 01 RAM contains 80, then a 6C 00 00 jumps to - 8065

If you got a 6C 9C 00, then it looks at 9C, and 9D ram. Like 9C has 22, and 9D has B4....then that 6C 9C 00 jumps to - B422

Make sense ??
-------------------
the whole pla and pha thing, it''s just simpler sometimes cause they only take 1 byte, instead of 2 or 3 like lda's and sta's.

Like PHA the number, PLA it later, only took ya 2 bytes, while if ya just did like a STA to whatever, then LDA it back later, took 4 bytes. just can save a little space sometimes.

kuja killer
Posted on 06-24-11 11:06 PM, in Questions on PHA, PLA, Transfers, and the JMP thats 6C0000 (rev. 2 of 06-24-11 11:08 PM) Link | Quote | ID: 144094


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Since: 03-20-07
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ummm, dont think it has to always be 00, but there's no sense in having anything else, because ya know, like all the rest of the 100-7FF RAM is all the other stuff like enemy's positions and timers and sprite's x/y and tile/color data and all that kind of stuff...not code.

Just only with the regular 00-FF RAM, so like 99.9% of the time, yea it'll be like 6C xx 00 (only the middle one being important.

The 6C type of jump can be very important for some jump tables.
Any game with IRQ's (megaman 3-6 for example) depend on that whole 6C thing to know where to go for any individual IRQ thingy.

And especially how to jump to enemy/boss AI. All starts by looking at those big tables for jumping to their code.

You know that from your experience with mm4. Like a enemy has it's code at B925, and it uses the 6C jump to get to it.

kuja killer
Posted on 06-25-11 03:28 AM, in MegaFLE X 0.701 release (rev. 3 of 06-25-11 03:33 AM) Link | Quote | ID: 144096


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i dont think there was ever anything anything wrong with it. i know what your talking about it and it is a common problem that can happen extremely easy.

Basically where-ever you setup your 2 checkpoints for restarting the level half way through, and at the boss doors. you wanna make sure you have the first 2 options turned on in the config window under the enemy editor section.

Now when you click the "set midpoint" or "set boss point" buttons on the screen editor, it will automatically calculate the correct enemy number to start at when you restart the level halfway, or at the boss.

If you add or delete anymore enemies after you were done, make sure you click those set midpoint and boss point buttons again so that it updates again properly. Or else you may have the disappearing thing you said.

i hope i was not confusing. It's all automatically taken care of for you pretty much. you dont need to type any numbers or letter anywhere whatsoever

kuja killer
Posted on 06-29-11 02:19 PM, in MegaFLE X 0.701 release Link | Quote | ID: 144199


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Posted by za909
Hmm it seems like it's fine now!
Although I have a really great problem with editing Wily Stage 3 and 4.
In 3, I don't know if it's possible to remove the scrolling platforms segment before the boss doors, or if it is, I have no idea how.If I remove the sprites that make the scrolling platform parts constantly solid, I still get a sideways scrolling in those rows(although it's not solid then).And when I get to the end, it seems like if i change anything in the boss room, the clones never come back after teleporting for the first time.
In Wily 4, the boss refight is screwed up.It's like whenever i enter the teleport that takes you to Screen 7 (regardless of its position, original or not) I end up in a wall on the previous screen.Also I don't know if it's possible to change the CHR sets to load in the actual boss rooms (I want to have the doc robots in the refight)
These are basically the issues I have whenever I hack Mega Man 3 with the editor


** im going to just assume you want to not have the scrolling platforms thing there whatsoever, just completely deleted. okay then. That's a hard-coded thing that can't be edited in the level editor. You gotta change 1 single little spot in a hex editor. I recommend using the fceux emulator + hex editor

Just put an FF on 122EA, and then it's fixed. It wont do scrolling stuff anymore, you're free to edit those 2 rooms now however you want.

** change what exactly in the boss room ?? most likely cant really edit the room how you want cause you'll have to modify something in the megaman clone boss's coding on whatever it is you want to do.

** You didn't touch the scroll settings or anything right ?? They both still say "right x $1" for both screen 6 and 7 right ?? on the screen editor window - if they're different, that might be why.

** you might possibly be able to change some of them to doc robot. I'm not quite sure, haven't looked at that ever before. but do give it a try though. Starting on Screen A - you'll see needleman on the top right corner of the screen in the enemy editor, magnetman on screen C, geminiman on screen E. Just change them to the doc robots, it might or might not work, im not sure. I dont feel like trying right now

kuja killer
Posted on 06-30-11 07:00 PM, in General Megaman Hacking Thread (rev. 3 of 06-30-11 07:05 PM) Link | Quote | ID: 144229


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Since: 03-20-07
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http://acmlm.kafuka.org/uploader/get.php?id=3940

here...everyone just go ahead and take more mm3 stuff that i wrote years ago before i officially started megaman odyssey.

I think you'll find what your looking for on "stage select.txt" za909
------------
and blocks --- i've answered this question so many times before. for japanese people. that's one of the most commonly asked questions more than anything else, about how to change the disappearing blocks..

this isn't all the info, i just copied-pasted from my 5 year old doc, i dont feel like looking it up again how to do all of it..

$12345 - Stage Number for blocks to appear on (dr wily set)
- $1237A - Room number for blocks to start appearing on. Changing to act on different stage will not make them show up on screen, unsure how to resolve that right now.
$12349 - Stage Number for blocks to appear on (Magnet Man)
- $12350 Room number for blocks to start on for a certain amount of rooms. Changing this to act on a different stage will not make them show up on screen, unsure how to do that right now

kuja killer
Posted on 07-03-11 08:11 PM, in MegaFLE X 0.701 release Link | Quote | ID: 144348


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Since: 03-20-07
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okay that does help very much that you showed me what the room looks like.

Okay im just checking here comparing that room to an original rom, the teleporters are in the same precise spot right ? not a block, or a half higher/lower than they were? okay that's good.

I'll check for you soon, but i only got 1 possible idea why this happens, i'll check it later. but it may be since your level is either longer, or shorter than it was, dont worry about that. There might be a check in their programming that's trying to look at the screen number they were on in mm3, so if that's the case, all you have to do is change the 1 single little hex value, to whatever your screen number is.

kuja killer
Posted on 07-03-11 08:26 PM, in MegaFLE X 0.701 release (rev. 2 of 07-03-11 09:52 PM) Link | Quote | ID: 144350


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okay matter of fact, sorry i have no clue, i was wrong. It's not manually writing or checking any screen numbers.

You could have accidently corrupted a byte or two somewhere in it's actual programming, but i cant be sure without seeing the rom (something i would not want to resort to).

If i REALLY had to...i'd perfer a savestate at the boss door so i dont spoil myself about anything reguarding your hack

kuja killer
Posted on 07-11-11 03:30 PM, in Tetris Zero - A 2 Player Rom Hack Of The Original Tetris Link | Quote | ID: 144841


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Since: 03-20-07
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i just wanted to say, thats pretty cool that you did that. Pretty nice. Im guessing you did the whole split of 2 actual tetris tables yourself from scratch, not the way how the game originally just overwrote the 2 player thing ontop of everything.

Pretty cool.

And i also wanted to say...no no your not on "training wheels" with NES asm, your far more beyond that in my opinion from what we went through.

kuja killer
Posted on 07-15-11 12:09 AM, in Whats the best MMC5 ROM to understand vertical split scroll? Link | Quote | ID: 144969


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Since: 03-20-07
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Well you'll need to look for this rom called Uchuu Keibitai SDF

Cause according to disch's mmc5 mapper, quote:

"- Uchuu Keibitai SDF is the only known game to use split screen mode (during the intro, where it shows ship stats)"

kuja killer
Posted on 07-17-11 11:48 PM, in Whats the best MMC5 ROM to understand vertical split scroll? (rev. 2 of 07-17-11 11:48 PM) Link | Quote | ID: 145157


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i honestly dont really know myself, it's something i've never tried or experienced myself ever before.

Just have never had a need for this vertical split thing yet. So i dont know how to work with them. Well, i had tried it out once before actually, but it wasn't how i hoped for. Like i tried playing with it really quick on my game one day, and i could get some part of the screen to scroll up/down.

But the weird thing is, it only scrolls 8 pixels at a time i guess. So it looks really choppy. I do not like that at all. I dont think its even possible to make it smooth, like 1 pixel at a time. Really sucks.

And i hoped that it was like, you could make the left 1/3rd of the screne scroll, the right side scroll, and the middle be completely stationary. but ahh well...heh. would of been cool though

kuja killer
Posted on 07-20-11 08:23 PM, in MegaFLE X 0.701 release Link | Quote | ID: 145344


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Since: 03-20-07
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oh, there is a limit here i'll explain.

Megaman 3, and 5 use CHR-ROM. all the other megaman games dont, so this only applies to 3 and 5.

What that means is that the NES will completely ignore any odd numbers. - 1, 3 5, 7, 9, B, D, F.... 51, 53, 55, 57, 59....etc etc.

You can only use even page numbers. 00, 02, 04, 06...
or in your case for top man graphics - 58, and 5A
So for the emulator to load the graphics properly, you need to type a 5A in the 2nd box. Sorry it's just the way the NES works when it's using CHR-ROM like this.

kuja killer
Posted on 07-27-11 08:01 AM, in Back To Work On Megaman Ultra 2 (rev. 4 of 07-27-11 08:10 AM) Link | Quote | ID: 145541


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Your not seriously restarting on a new unmodified mm4 rom right ? i hope not cause that would be absolutely silly and very stupid in my opinion. No offense, just please dont start on a new rom. Keep using the one we expanded to the mmc5 mapper.

Without it, you'll be forced to go back to all those limits that the game originally had, all those really confusing and headache inducing formats mm4 had and so on. (until we expanded it and redid everything).

the main main thing more than anything was coverting the rom to CHR-ROM and implementing that "frame swapping system" from mm5, where any sprites can switch graphic pages anytime anywhere on the go instantly. That took aloooong time for me to do on mm4.

------------
i totally completely understand you're restarting the hack, that's all fine and all, no problem. but it wont be fine in my personal opinion, if you start a fresh copy of the rom. Excuse my negative comments.

kuja killer
Posted on 07-30-11 09:35 PM, in General Megaman Hacking Thread (rev. 3 of 07-30-11 09:37 PM) Link | Quote | ID: 145582


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Since: 03-20-07
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only thing i can think of that your talking about is "duplicate screens". Not level layout or whatever your thinking of.

notice on the screen editor window that there's a box on the right that says "screen preset" that's NOT exactly the same as the screen number box to the left.

The only duplicate screens in pharoahman are some of those ones only in the beginning with the quicksand. if you carefully click through each screen at a time, you'll notice in the "screen preset" box that it shows the same number a couple of times throughout the quicksand area + the path to the special weapon thing.

You just gotta change those to an unused screen number and design on those.
The reason for this screen preset stuff is in case there is duplicate screens such as this, that you can re-use, to save space and time on level design.

pharoah only has 2 free un-unused screens avaiable - 1E and 1F.
assuming you actually used up all the rest already.

kuja killer
Posted on 08-20-11 09:14 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) (rev. 3 of 08-20-11 09:19 PM) Link | Quote | ID: 146434


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im afraid insectduel is right.
It really takes alot of work in order to make a new enemy. doesn't matter if it's starting from a new unused sprite that's totally empty, or trying to modify an existing thing already.

If you wanna really change the graphics...and i dont mean just trying to make something be the exact same size and pixel height and width of the enemy your editing...but something new instead that's all different sizes...it really takes alot.

You gotta edit all the frame animation data by hand. The tile ids + color for each tile, and the individual X and Y positions for each tile. All that stuff is spread out all over the entire mm 4 rom, it's a real big un-organized mess where everything else.

As for coding, i really hate the way mm4 had the enemies and bosses programmed. mm3 did a much cleaner and understandable method. but you gotta have moderate to high experience with programming in the 6502 NES ASM...before being able to really actually do anything for reals.

editing some settings and numbers like speed of attacks and moves and projectiles...whatever....that's super easy, zero effort, but trying to make a whole new enemey from one of the other NES mm's is not easy at all.
-----------------------------------------

here take this:
http://acmlm.kafuka.org/uploader/get.php?id=4003

and this:
http://www.romhacking.net/docs/363/
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Main - Posts by kuja killer

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