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Main - Posts by kuja killer

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kuja killer
Posted on 06-19-12 11:11 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 151419


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

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infidelity can help with music, but im not really honestly too sure now, since he's busy with his Zelda hack...

kuja killer
Posted on 06-23-12 06:23 PM, in General Megaman Hacking Thread (rev. 2 of 06-23-12 06:23 PM) Link | Quote | ID: 151442


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

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ah he finally released to public.

I personally have already played the whole game all the way to the ending, he sent me a "private" build of the 0.01 update weeks ago, and i helped him out with some of his japanese to english translations for text.

Cause you can now enjoy the game in english via Title Screen, not just japanese anymore.
He programmed a swapping ability very much like what i had on Odyssey at the title screen.

I already know what the latest wily level looks like, the wily battles, everything. I wont dare say a word...
But insectduel seems to have a video posted already..

kuja killer
Posted on 06-25-12 02:37 PM, in General Megaman Hacking Thread Link | Quote | ID: 151465


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

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a little more details ??

Do you mean the flickering line on the top of the edge of the menu that's always there all the time ? (doesn't matter what level)

Or something totally else ??

kuja killer
Posted on 06-26-12 08:43 AM, in General Megaman Hacking Thread Link | Quote | ID: 151476


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

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wow that is seriously freaky. Of all these years i been romhacking megaman 3... i've never seen that ever in my life.

I think that's because of the emulator your using that has problems... NOT the game.

Use fceux, or nestopia.. not whatever your using currently.

kuja killer
Posted on 07-18-12 03:44 AM, in How's your summer? Link | Quote | ID: 151661


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

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Thats the same with me.
acmlm board here...is set as my IE's "homepage" for years, even now.

kuja killer
Posted on 07-18-12 11:22 PM, in Some Megaman releases... Link | Quote | ID: 151670


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

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woooa, i've not heard any mention of these names ever before, not even on 2ch.

Well i'll defintely check it out too soon if i get the chance. and also let the japanese romhacking community know about them too.

kuja killer
Posted on 07-30-12 03:02 AM, in Megaman: The Beginner: For Beginners (rev. 2 of 07-30-12 03:04 AM) Link | Quote | ID: 151768


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Since: 03-20-07
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Yea that's not easy.
you'd have to fit the frames and animations within the same amount of tiles that megaman's animations and frames use. only get about 60-something tiles maximum.

You could be able to put in something taller than megaman, but that would require more advanced methods you'd have to do. Editing the actual X/Y positions of every indivdiual tile, and the actual tile number's data and so on.
It's intermediate to advanced difficulty.

kuja killer
Posted on 08-04-12 03:56 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 151820


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Since: 03-20-07
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http://acmlm.kafuka.org/uploader/get.php?id=4279

here take this, i really dont feel like finishing it right now, real sorry.

kuja killer
Posted on 08-09-12 09:27 PM, in Mega Man 3 Memento - Project Revived! (rev. 3 of 08-09-12 09:32 PM) Link | Quote | ID: 151903


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If you need to fix the music for anything and everything that got messed up, it's really easy.

Just open a clean un-modified rom in fceux ..
open your rom in fceux.

open hex editor for both emu's.

Copy-Paste 2C010-3100F from the clean rom...into your rom.

Just be warned...this will restore the whole music and sound engine back to as it was originally. erasing any changes you made in the past.
I'm "only" suggesting this, if stuff was glitched..and you never made any new music or sounds, etc..

kuja killer
Posted on 08-11-12 02:13 AM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 151940


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Since: 03-20-07
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the whole tutorial vid about music, that'd be cool for sure.

Maybe someday i'll be able to understand it all, and know how to how put in a song from fami-tracker format..so i wouldnt have to ever ask other people to.

kuja killer
Posted on 08-11-12 09:35 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152005


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Since: 03-20-07
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woooow dang i seriously agree with everyone.

Those are some really good graphic choices. yea, za909 is exactly right. Megaman 1 and 2 i believe did NOT ever orignally have the room to use all 256 graphic tiles for stage tilesets because the roms were very small and more limited.

MM3 to 6 were able to just cause they all used the MMC3 mapper, which obviously would have more graphic space.

kuja killer
Posted on 08-18-12 10:15 PM, in General Megaman Hacking Thread (rev. 7 of 08-18-12 10:34 PM) Link | Quote | ID: 152082


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Since: 03-20-07
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Narf and za909
Sorry about taking so long, just been busy.

I'll post here if that's okay, so everyone can see, instead of PM.
To remove the starfield from gemini..
3C634 - Just put an FF there to stop it from gemini

This only removes the stars done with sprites. The rest of them are normal regular background tiles which can be edited when your making your screens on MegaFLE

I do not recommend getting rid of the parallax scroll from geimini, cause it's always cool to have a slow-moving background. So im not going to tell you how to remove that unless you really want to.
--------------------------------------
Now for sprite hitboxes, that's fixed. You can not edit the actual real sprite hit box sizes for anything, there are only 32 possible boxes, but EVERYTHING in the game will use them. Like for example 5 different enemies and bosses may use the 1 same exact hit box.

But you CAN change which box size to use for enemies
$210 to 30F in ROM file - Default box sizes to use for enemies and objects.
It's not editable in megaFLE unfortanetely.

This number is written to the sprites 480-49F area in RAM.
From my RAM notes:

$480-49F: Hit detection.
Bit 7: Damage megaman
Bit 6: Damage Enemey
Bit 5: Repel hits (if bit 5-6 both = 0, then hits go through enemy)
Bit 4-0: Sprite Size

here's some examples:
07: sprite box 07 + no extra settings
87: sprite box 07 + enemy can damage megaman
D5: sprite box 15 + enemy can damage megaman + megaman can shoot
E5: sprite box 05 + enemy can damage megaman + shots go through enemy
2F: sprite box 0F + enemys repel all of megaman's shots + enemy can NOT damage megaman
etc etc
----------------------------------------------------------------
Puresabe (author of rockman 4 MI) made a LUA script for fceux, that will show you the hitboxes that enemies/megaman/everything is using.
This has helped me SO MUCH. It's extremely useful, you guys should check it out too.

http://borokobo.web.fc2.com/neo/rockman3/Rockman3_HitRect.lua
He made one of these for all 6 NES mm's.

kuja killer
Posted on 08-19-12 01:30 AM, in General Megaman Hacking Thread Link | Quote | ID: 152088


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Oh yea, those are for constructing sprites 1 by 1, every individual tile + color, and seperate tables for X/Y positions for every tile.

yea, just like you said.
2A010 and 34010 and 36010 are the main 3 tables for the sprite frame data

28010 and 32010 are for the X/Y positions of all the sprite frame's tiles and stuff.

Explaining the whole entire format would really take awhile, and probably be confusing a bit to you. I dont feel like spending an hour trying to explain it in 1 post. Cause it'll be too looooong. Im really bad at explaining stuff cause i tend to keep talking forever just to try explaining stuff.

kuja killer
Posted on 08-19-12 05:04 AM, in General Megaman Hacking Thread (rev. 2 of 08-19-12 05:04 AM) Link | Quote | ID: 152094


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Oh sorry, compare it directorly to the enemy order from MegaFLE.

210 is the jumping spark (sprite type 00 when you see in MegaFLE enemy editor window)
211 (type 01) the little flying red head with eyes
212 (type 02) i call "pellet head shooter
and so on.

kuja killer
Posted on 08-19-12 03:24 PM, in General Megaman Hacking Thread Link | Quote | ID: 152098


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Since: 03-20-07
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objects like bullets, projectiles, anything enemies actually shoot and throw and whatever, or anything changes once an enemy has appeared... no.

The only way to change THOSE...are in those enemies actual own AI code.
That 210-30F table is just basically the "default" for when they first spawn on the screen for the first time.

kuja killer
Posted on 08-26-12 08:56 PM, in General Megaman Hacking Thread (rev. 2 of 08-26-12 08:57 PM) Link | Quote | ID: 152177


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Since: 03-20-07
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Really wish i knew za909... but my lack of anything-music.

but... i want to share something with everyone.

http://acmlm.kafuka.org/uploader/get.php?id=4298
If anyone in the near future plans on making a new Rockman 5 hack, take this patch if you want. I expanded, and converted the entire Rockman 5 ROM, to the MMC5 mapper within less than 6 hours.

It expands the ROM to 1 MB, and enables battery-backed SaveRAM.
Which means, double the amount of programming, and graphics space.

The IPS patch is all setup and ready to go for any new rockman 5 hacks in the future.
megaman 5 has not been tested, im not sure if it'll work on Megaman 5 roms.

kuja killer
Posted on 08-27-12 12:07 AM, in Bleach Pac-Man (Jr. Pac-Man 7800 Hack) (rev. 2 of 08-27-12 12:08 AM) Link | Quote | ID: 152178


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ahhh darn.
The sprites are way too tiny for me to "see" them as any bleach characters like ichigo, orihime, and others

kuja killer
Posted on 08-27-12 03:30 AM, in Bleach Pac-Man (Jr. Pac-Man 7800 Hack) Link | Quote | ID: 152181


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Since: 03-20-07
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Oh wow, now i can actually see a bit better. Cooool.

ichigo on the top left with the most sprites.
rukia's brother with the light green (starting from the left)
Is that Aizen on the far right ?? hehe (the main antoganist of the series)

i like it!

kuja killer
Posted on 08-27-12 05:04 AM, in General Megaman Hacking Thread Link | Quote | ID: 152186


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Since: 03-20-07
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Mentioned in the readme.

Graphics now start at 80,010 hex.
80010 to BFFFF is normal background tiles graphics.
C0010 to FFFFF is sprites graphics.

BG is only allowed to go in 80010 ~ ~
Sprites only allowed to in C0010 ~ ~

kuja killer
Posted on 09-04-12 10:57 PM, in General Megaman Hacking Thread (rev. 2 of 09-04-12 11:00 PM) Link | Quote | ID: 152283


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

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I really wish I actually had a RAM Map document for mm3, but I don't.

I do... but it's only Odyssey. And soooo so so much is drastically different compared to an mm3 rom. That very little is left of it.

But... yes, F2 and F3 is unused and can be used for whatever you want.
In my RAM notes for odyssey, i used F2 and F3 as apart of my custom "game time/play time" counters, not mmc3 stuff.

So you can use those.
Other unused RAM slots:
5B, 5C, 63, 68, 6C, 74, 7E and others.

Just a warning one more time, this is based on Odyssey, not un-modified mm3. So if any of those happen to actually be used, take caution.

Im not going to spend a long time searching the rom myself trying to see if they are all "maybe" used somewhere.
-------------------
Also about F2 and F3, make sure to delete any traces of those that existed originally in the rom. it should only be in the bankswap routine somewhere near the very end of the rom only. Just replace those STA $F2 and F3's with "NOP" ... hex code EA
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Main - Posts by kuja killer

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