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Main - Posts by kuja killer |
kuja killer |
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Level: 55 Posts: 321/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
i haven't responded back about that back on 2ch yet.
But i was alerted by puresabe himself personally, that this claim by someone here is false, that he never uploaded it through his twitter. I dont even use twitter myself, so i cant see, since his profile is "private mode" anyway. But i believe him. that might "maybe" be the same guy who tried impersonate me, making a twitter a month ago. I only shared the rom with puresabe personally just to test back then, since necro is "not" finished. |
kuja killer |
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Level: 55 Posts: 322/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
http://postimage.org/image/wzcfhgszv/
See here ---- weapon palletes can be changed easy by using the Palette editor .. click the "weapon menu" tab to make the stuff appear for it as i did here. |
kuja killer |
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Level: 55 Posts: 323/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
Ohhhh that, sorry now i see what your saying.
well, the actual sprite tile data itself needs to be edited. Here: copy-paste this at 36B44: 032C7C007D007DC07CC0032C7E007F007FC07EC0 |
kuja killer |
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Level: 55 Posts: 324/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
your welcome
And yes, that's the only part about i changed. Every sprite, or object, or enemy is made up of tile data. This was the Tile Number, and pallete color. The 1st byte means = the sprite is made of 4 tiles (because 00 counts as 1). The 2nd byte means it uses pointer 2C for it's X/Y positions of each tile. i'm not going to cover there here right now. the rest is each tile's data + pallete. x0 - megaman's body pallete x1 - megaman's face pallete x2 - enemy pallete 1 x3 - enemy pallete 2 the X determins if the tile should be flipped horizontally, or vertically. examples: 01 = normal tile using megaman face pallete. 82 = tile flipped vertically (or whatever) using enemy palette 1 C0 = tile flipped both vertically and horizontally with megaman's body pallete. etc. |
kuja killer |
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Level: 55 Posts: 325/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
Nintendulator, and Nestopia are the only other emulators "other than" fceux that can emulate MMC5 mapper.
Any other emulator will fail miserably with my game, and your Ultra 2 (and probably anything else like your zelda hack probably)... puresabe's rockman 4 MI .. etc |
kuja killer |
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Level: 55 Posts: 326/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
okay i just checked last night...
there's defintely something you did wrong, that makes all graphics appear messed up in those 2 emulators i mentioned earlier, nestopia and nintendulator. I did not spend any time really looking but i took just a quick peek ... at you write to every single CHR register ... and 1 of them you do it 2 times in a row for some strange reason during NMI. that's probably the real main problem here.. does zelda 1 NES use CHR-RAM, or ROM ?? i dont even know. |
kuja killer |
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Level: 55 Posts: 327/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
http://postimage.org/image/jgds8sck7/
i've tried... i cant figure it out. I did successfully get the graphics to display in nintendulator and nestopia "somewhat" ..but i just cant figure it out ultimately. it's actually NOT about the mmc5 CHR registers this time.. the problem is with PPU register $2000 It does so many writes to 2000 in tons of different areas of the rom, that almost any of them i try touching... messes up the screen in one way or other. notice how fceux's top of the screen is messed up, while nintendulator is fine, once starting the game from a save file, then both emus are real messed up. probably a ton more "2000 writes" everywhere. |
kuja killer |
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Level: 55 Posts: 328/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
wow that looks really cool, i like it. Music is alright too.
At first i wasn't paying attention that you picked charge man.. so when i saw the parallax scrolling going on at the start of the level, i seriously thought you coded that yourself. But then i remembered, that was in chargeman originally. but still really cool. and that you stopped the auto-scrolling. i like the AI changes to chargeman too, thats really interesting that he jumps now, never did before in mm5 |
kuja killer |
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Level: 55 Posts: 329/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
kuja killer here
Yea im really hoping someone might be interested in being able to help out with level design also. I'm not good at that sort of thing either, at all. 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.. |
kuja killer |
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Level: 55 Posts: 330/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
i kinda wish a person was able to do songs for odyssey too.
The only problem is there's very few people (music composers) that know how to do stuff with the mm3-6 music format besides Matrixz, and infidelity, and za909 There was Hertzdevil, who was supposedly going to make some kind of program dedicated to inserting songs with the mm3-6 format without having to ever use hex, but he doesn't seem to really ever talk about it though.. And i just recently inserted matrixz's MMC5 mapper music expansion thing into odyssey. So there can be 2 more Square-Pulse channels. A total of 6 sound channels for songs/sounds now instead of 4. ------------------------------------------------ Oh hey kain, you might possible be interested "maybe", in combining the "rockman 5 mapper upgrade" to your hack. It will change the game to MMC5 mapper, give you tons more graphics space. And it may be possible to apply matrixz's music upgrade too. I'm not sure if my rockman 5 mapper upgrade patch will work with US megaman 5 roms though, because i originally did it on a japanese rockman 5 ROM only. so.. sorry then. |
kuja killer |
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Level: 55 Posts: 331/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
my mistake, missed that comment.
ok |
kuja killer |
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Level: 55 Posts: 332/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
Im going to play this later, through the Wii homebrew channel.
cant wait. Just dont got time right at this momment. |
kuja killer |
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Level: 55 Posts: 333/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
i'd say... try to send a youtube private message to this guy
http://www.youtube.com/watch?v=bm2nraVy-XM Hydrawisk. I dont know if he has a contact email anywhere on his site, because it's korean language. And last activity on youtube was 4 months ago. So i dont know if you'll get a reply back anytime soon. |
kuja killer |
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Level: 55 Posts: 334/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
so far..
I really love this hack alot. This is by far your best "wily in indonesia" hack of all the ones you've ever made. I've not even completed the main 8 stages yet, i've only played 6 of the 8. I have yet to see what Frozen, and Brave look like yet. But the other 6 stages are super good. I only beat 3 levels currently, and i really appreciated what you've done on the ASM programming. I was very surprised and happy that you made some custom sound effects .. like the elec beam traps from mm 1, the gyro weapon replacement sounds similiar to "black hole bomb" from megaman 9 galaxy man well, a part of the sound. the 3 wep's ive seen so far are cool. that Space man (gyro replacemtn) is really fun to play around with, hard to control but much more useful than the orig mm5 and it took me like 5 minutes to figure out how to use the Sultman man weapon hehe. also was a little difficult to control, until i figured it out I liked that really cool custom made enemey at some point in Marine man, a spinning green balloon... thing... i have no idea what the heck it is, but i was like "woooa what is that!!" I wish you used the custom made sprites a bit more often instead of only 1 single time in the stage and never again. It's OK. music -- it's all pretty cool. I was bopping my head to the Marine Man song for an hour literally.. not joking. It's my favorite song so far even though i've only played 6 levels currently. there's also a tiny little effect on the "noise channel" of the tune woman song that i really like. I dont know how to describe what it is since it's only 1 second. So far this an A class hack in my opinion cause im really liking this. Just being completely honest |
kuja killer |
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Level: 55 Posts: 335/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
i doubt it's anything you did wrong, or.. you did actually find something wrong in your code ??
I also never saw any problems whatsoever. I was playing on the nintendo wii's fceux version. I'll probably bet, whatever emulator he was using. not nestopia/fceux/nintendulator. |
kuja killer |
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Level: 55 Posts: 336/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
i really would, honestly.
I just cant because, i only know about megaman 3, and 4 the most. nothing at all about mm 1, 2, and 6. |
kuja killer |
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Level: 55 Posts: 337/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
not quite exactly.
it's possible, but by "default" you cant use more graphics than 256 tiles provided for each stage, becaue then you'd have to write custom code from scratch to swap out graphic pages with others. Only a few places actually do that, like.. Gemini man -- the transition from the protoman appearance, to the underground area. uhhh im not sure what else does exactly. i forget |
kuja killer |
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Level: 55 Posts: 338/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
no..
fami tracker has it's own music sound format. They cant be copied into megaman 3-6 format. When kevin and mexicansunflower did necro.. well kevin did it in some different program like fruity loops or something weird like that. But there's nobody i know of personally that knows anything about FL... so then mexican had to convert it himself to fami tracker... then Matrixz had to convert the fami tracker to megaman 3-6 format. Because he was the only person i knew that knows how to write stuff "from" fami... "to" mm3-6 format. |
kuja killer |
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Level: 55 Posts: 339/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
because it was a new hack and he probably didn't have any stages made besides the intro. |
kuja killer |
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Level: 55 Posts: 340/628 EXP: 1244548 Next: 69641 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
if you were starting a new hack from the beginning..
you could probably just use this to start your hack from. http://www.romhacking.net/hacks/863/ |
Main - Posts by kuja killer |
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