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kuja killer
Posted on 07-15-13 06:25 AM, in General Megaman Hacking Thread Link | Quote | ID: 154309


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

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megaman 5 can do it
it should work simply by clicking the button that says "scroll back enable" for any current scroll position or hallway or whatever.

On the screen editor window.
it's on the right side with all the other options

kuja killer
Posted on 07-20-13 05:48 AM, in General Megaman Hacking Thread (rev. 2 of 07-20-13 05:49 AM) Link | Quote | ID: 154362


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heh my situation is worse for mm odyssey.

only 3 level done... in almost 7 years...

kuja killer
Posted on 07-29-13 06:36 PM, in General Megaman Hacking Thread (rev. 2 of 07-29-13 06:40 PM) Link | Quote | ID: 154485


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Posted by Trinitronity
The only thing left about the stage now is a glitch were no objects appear anymore, when you die and come back at the mid-way checkpoint (though that does not happen if you die and come back at the pre-boss checkpoint) and, of course, the new music I have, but which I still couldn't implement.
The boss, on the other hand, is missing to things, one of them essential, and the other one isn't that important, so I just name the important thing now: I want that my MagnetMan replacement moves horizontally, while shooting its weapon, the Nightmare Orb.

1. Where do I find the address, which handles whenever the player can shoot while climbing or stops in place?
2. Where do I find the address, which handles how fast a bar fills up when picking up an item?

---------------------------------------------------------------
** Glitch about enemies not appearing when restarting halfway through level.
Easy - in the MegaFLE editor -- the "screen editor" window. Make sure you click the button called "Set Midpoint"

Remember -- when your doing your enemey placement, if you ever have more or less enemies than the last time you clicked that button, you'll have to click it again so it updates properly if you added or deleted any enemies since the last time.
---------------------------------------------------------------
** How fast lifebar fills up:
$3D98C for boss lifebar
$3BEA3 for megaman and weapon lifebar

Default speed is "03" which means 1 pixel every 4 frames.
01 would make it twice as fast, 00 would make it almost instant, but the music will sound muted for a momment.
----------------------------------------------------------------
** About shooting when stop or ladder

All the programming for megaman is complex and hardcoded. So i cant really help you there because, i dont know what you would want to change "specifically"
But i can help maybe, if there's something specific you had in mind.
----------------------------------------------------------------

Ummm, about the magnetman stuff. Well. That requires experience with programming in NES's ASM. I'm NOT trying to be mean or say you should learn, i dont wanna give off the wrong impression. just it's .. well.. i dont know how to really say it. But i cant really help there either.

kuja killer
Posted on 07-30-13 08:38 PM, in General Megaman Hacking Thread (rev. 2 of 07-30-13 08:56 PM) Link | Quote | ID: 154498


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

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Oh right.
Yea i originally NOP'd out all that bit about lifebar fillup for megaman.
I dont know if people would like it, or hate it. Most romhacks always speedup the lifebar. Some romhacks like 4 minus infinity do it "instant"

I did it "instant" for the improvement patch.
If you want to restore it back to normal, paste this at this address:

$3BE8B:
B9A20018690199A200A91C209AF8C60FF00B206EFDA5952903D0F7F0DA

then you can edit 3BEA3 to whatever speed you want as i described before.

Also, do not edit 3BEA9 you mentioned. That was a register used to "freeze" all sprites on the screen. It is only used by the item pickups. Where it freezes the game for a momment while the bar fills up.
---------------------------------------------
Ladder restore:
$3D51B:
A532D0B8A516290CD00CA5142980D0034CE6CD4CB1D548AD600329F009088D6003682904F037
---------------------------------------------
Yes there are tons of places where megaman's pallete would all have to be changed to same color/numbers. Chaobomr is correct about that too.
---------------------------------------------
Editing the boss doors is kind of hard to do honestly. I've never even tried the door editor out myself in MegaFLE before. but it's possible to make it right though. It's just a very weird method... that door editor should be able to do it though.
--------------------------------------------

I'm very glad you've brought up these points. Cause a couple of the things i did for this, i would NOT want to do for my game, megaman odyssey.

The shoot while climbing ladder, and the instant lifebar fill.
I only did it for the patch cause.. maybe some people might like it. I dont know.

Thank you for bringing those up. Anyone else that uses the patch, and wants something restored back to normal, i will be more than happy to do so.

kuja killer
Posted on 08-02-13 12:28 AM, in SMB3 Question, New Hacker Introduction (rev. 3 of 08-02-13 12:29 AM) Link | Quote | ID: 154521


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Since: 03-20-07
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This was the first time i've ever watched any of your videos other than megaman vids. About a mario one.

And i actually really thought that zelda spirit temple level you made, was interesting, insect.
both the SNES and NES ones were cool.

kuja killer
Posted on 08-04-13 04:03 AM, in General Megaman Hacking Thread (rev. 2 of 08-04-13 04:05 AM) Link | Quote | ID: 154528


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

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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.

kuja killer
Posted on 08-05-13 12:20 AM, in General Megaman Hacking Thread (rev. 3 of 08-05-13 12:28 AM) Link | Quote | ID: 154533


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

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Take this
http://www.romhacking.net/documents/274/

Quote:
MegaMan 3: $16 - $2C010 $17 - $2E010 $18 - $30010
MegaMan 4: $1E - $3C010 $1F - $3E010 $1D - $3A010
MegaMan 5: $18 - $30010 $19 - $32010 $1A - $34010
MegaMan 6: $34 - $68010 $35 - $6A010 $36 - $6C010

it's far too technical and complex for my poor brain to comprehend.

kuja killer
Posted on 08-25-13 08:46 AM, in General Megaman Hacking Thread Link | Quote | ID: 154655


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Since: 03-20-07
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Posted by Gavzilla1000
Ok, so, I figured out how to find any Color Pallet I want with the help of FCEUX's PPU viewer. (Probably like most hackers) but, can I find such things as, How much weapon energy you use, and, the Boss A.I too?

That would help very much, and (hopefully) make my hack a little bit better. Extra details; I'm hacking Megaman 5.


I replied to your post on romhacking.net about the boss palletes for stage select.
if you already got them all though, then that's great news.

here's the "how much energy weapons uses"

36121 - Charge | 3729E - Gyro + Crystal
37342 - Wave | 373EA - Napalm
37486 - Stone | 374DB - Gravity
3825F - Star | 3B1F3 - Rush Coil
37398 - Arrow

kuja killer
Posted on 08-25-13 11:44 PM, in General Megaman Hacking Thread (rev. 4 of 08-25-13 11:53 PM) Link | Quote | ID: 154662


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Since: 03-20-07
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Posted by Gavzilla1000

Thanks for the addresses, and, may I ask, how you figured that out? I want to start learning how to figure this out, so I can stop bothering you guys with these question.


was easy. the weapons are located at B0 to BF in RAM.
i just put a "write" breakpoint on the debugger for them all, fceux debugger.

shoot a weapon, debugger "snaps" ...i notice all of them except one or two weapons were "not" in this spot...so i click the "step into" button a few times to get out of the routine (RTS) ...then click on that left panel of the debugger to open the hex editor at it's location...

all the weapons had the same "LDA #xx ...JSR weapon energy thing" so just edited those LDA's

and there ya go, was able to control all the weapons hope it made sense

kuja killer
Posted on 09-01-13 06:54 AM, in General Megaman Hacking Thread Link | Quote | ID: 154704


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

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cant copy and paste the music directly between roms. You can only between NES games that use this specific capcom music format only, but that's why it will be messed up.

The only things that have to be changed is all the different types of "Jump" types of pointer command things.

And the "instrument" setting number's would have to be changed too. that's all i think

kuja killer
Posted on 09-03-13 09:38 AM, in General Megaman Hacking Thread (rev. 2 of 09-03-13 09:40 AM) Link | Quote | ID: 154718


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Since: 03-20-07
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yes of course, refer to matrixz's most recent "capcom format" document from romhacking net.

yea, mm3 to 6 use the same format. I just am saying that ya cant directly copy and paste a song between the roms and immediately expect it to sound perfect, it'll work, but a little messed up because the songs have some types of "jump" pointers that are pointing to the wrong places. (from whatever game you copied from) and those have to be changed.

that's what im trying to say

kuja killer
Posted on 12-24-13 08:33 PM, in Mega Man Reloaded - Version 1.3 - Bugfix and Enchantment Link | Quote | ID: 155279


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Since: 03-20-07
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amazing, wow!
i counted all the download numbers from all your versions of reloaded on the acmlm board, plus the upload on the romhacking.net website...

And your hack has been downloaded 3114 times total. that's so cool!

kuja killer
Posted on 12-29-13 02:37 PM, in General Megaman Hacking Thread Link | Quote | ID: 155313


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Since: 03-20-07
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tell me exactly precisly what places you want to edit, and i'll get you the rom offsets

kuja killer
Posted on 12-29-13 03:25 PM, in General Megaman Hacking Thread (rev. 3 of 12-29-13 03:28 PM) Link | Quote | ID: 155315


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

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oh, ok then

well then, Y position of megaman on the grassy feild ending:
$18253

quick test:

kuja killer
Posted on 01-06-14 10:09 AM, in Mega Man Upgrade Patch Link | Quote | ID: 155365


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Since: 03-20-07
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unless there was some moderate to large amount of custom ASM work involved, the answer is no unfortantely

kuja killer
Posted on 01-19-14 09:21 PM, in Capcom Music Engine document + Tutorial Link | Quote | ID: 155486


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

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this is extremely useful. maybe i might be able to put in songs now for megaman odyssey if someone's made one for our hack in Fami Tracker..

but.. what about other Fami Tracker commands and stuff. do you plan someday to cover those too ?? about how to translate them to "what" hex numbers in the mm3-6 music format.

like for example when i look at some megaman songs people made on the famitracker forums, and look at it in fami tracker, there's all sorts of other crazy commands people use.

like "A 00, P 72, G 01" .. not the actual notes, just those settings next to them in fami tracker.

what would all these mean, to the capcom format ? :|

kuja killer
Posted on 01-19-14 10:55 PM, in Capcom Music Engine document + Tutorial (rev. 3 of 01-19-14 10:59 PM) Link | Quote | ID: 155488


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Since: 03-20-07
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oh, i see. ok.

i actually seen some of these commands i mentioned, also in the Necro Man song -- when "mexican sunflower" converted kevinnnn's "fruit loops" version or whatever to Fami Tracker.

I see all these G's, and P's and stuff in alot of places.

matrixz was the one who then converted the Fami Tracker, to NES mm3-6 format, for my game.

So i wouldnt have the slightest clue what he did to account for all these G's and P's and stuff..

that's why i asked in first place. "I guess"...just these alternate ways you said

kuja killer
Posted on 01-25-14 07:36 PM, in General Megaman Hacking Thread Link | Quote | ID: 155525


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Since: 03-20-07
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1:
http://pastebin.com/BmkY5XS0

the weapons for pause menu can be edited in megafle, but this guide above will show where the Get Weapon's are.

2:
http://www.romhacking.net/utilities/280/
try this

3:
yes, it's possible, the above guide has alot about the stage select pictures and doc robot stuff, just note: i made that guide back in 2007, which was right when i was a beginner in romhacking. so experiment a little

kuja killer
Posted on 01-25-14 10:29 PM, in General Megaman Hacking Thread Link | Quote | ID: 155530


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

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yes, ntsc, that's the main common thing most games are in the world.

dont pick PAL, because pal games only run at 50 FPS, and NES sound is slightly different, and slower compared to "60 fps ntsc"

kuja killer
Posted on 02-04-14 03:01 AM, in General Megaman Hacking Thread Link | Quote | ID: 155609


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Since: 03-20-07
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it probably tries to look for the files in "system32" instead of the actual folder with megafle.

Im on windows xp, and would always get those errors only on "fresh OS install" whenever opening programs like visualboyadvance, or other emulators, putting those files in "system32" fixes everything globally. at least for me.

dont know about win 7
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