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kuja killer
Posted on 02-04-14 04:36 AM, in General Megaman Hacking Thread (rev. 3 of 02-04-14 04:38 AM) Link | Quote | ID: 155612


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

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oh its totally fine, not nosy at all.

i started officially in 2006. I first wanted to make a hack of megaman 3 that was like a port of the gameboy megaman 3.

At that time i was using matrixz's DOS version of MegaFLE before switching to normal regular windows. i dont remember if he ever even had a public "normal" megafle that time.

I was a beginner like anyone else, so all i could do was just put in graphics from other games, edit the levels, and so on, no asm hacking.

In a few months the first 8 levels done, 2 of the 4 doc robot levels, and 1 wily level.

End of 2006 is when i completely abandonded the whole idea cause i felt like my hack was sucky, cause i didnt know how to put in megaman 4 enemies that the gameboy did, that is when i finally started learning NES's ASM. I found an extremely super long IRC log where the famous DarhkDaiz of "Mario Adventure" was teaching some people ASM doing simple little things with Mario 1, Zelda 1, and Megaman 3.

After that, between end of 2006 to present, is when i started Megaman odyssey, i just picked up the asm stuff very very fast and was able to do more and more stuff everyday, it's hard to explain.

--------------------------------
As for puresabe's 4 MI, yes my name was in the credits because i helped him when he first appeared in the megaman romhacking world on 2ch.

the very first time he upgraded 4 MI to the MMC5 mapper like i did for my game, he did alot of it the "wrong" way, where it would only work in FCEUX and nothing else, i helped him out on how some of the registers worked, and fixed it to work with Nestopia, and other emulators.

that's why i was credited for "cart information" in his credits, about the MMC5 mapper

kuja killer
Posted on 02-04-14 08:08 PM, in General Megaman Hacking Thread Link | Quote | ID: 155616


Level: 55

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

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sorry, this was so many years ago, and i never saved it or anything un-fortantely. i honestly just found it one day when searching on google, the website probably doesnt even exist anymore.

kuja killer
Posted on 02-05-14 04:01 AM, in General Megaman Hacking Thread (rev. 2 of 02-05-14 04:02 AM) Link | Quote | ID: 155618


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

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ummm im not even sure how to record my own comp screen.

I can record videos of playing a game like through an emulator's own video recording stuff, but never have tried any actual computer screen recording, i dont even know how.

i once tried this program called "Xsplit" ...however it instantly gives me a Blue Screen of Death whenever i would open the program, saying that it was caused by the graphics card.

im on a laptop with stupid "integrated" graphics, so it probably happened just because i dont have a REAL video card
After that i immediately un-installed the program...

kuja killer
Posted on 02-06-14 03:42 AM, in General Megaman Hacking Thread (rev. 2 of 02-06-14 03:43 AM) Link | Quote | ID: 155632


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Since: 03-20-07
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oh my god, that's the IRC log, that's the one 100%!!!

that log is how i learned ASM when i first began

http://web.archive.org/web/20040123103017/http://dahrkdaiz.panicus.org/asmlog.txt

it exists on the "way back machine" website

Warning: just as i remember'd, it is very very long, but this is how i truly learned. not all those super complicated documents that expect people to already have programming language expiernece

kuja killer
Posted on 02-07-14 01:12 AM, in General Megaman Hacking Thread (rev. 2 of 02-07-14 01:16 AM) Link | Quote | ID: 155639


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

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ok no you got the right idea at first.
yes, megaman lives counter is BF in the RAM, that's correct

you cant change code from the RAM physically, but you can still mess around with the values in real time.

i do not ever use the cheat search myself personally since i dont need it anymore, but for beginners, it's useful of course

here's what i did, take a look at this image:

http://postimg.org/image/lg3m96m8j/

i open the debugger, i click the Add button, type "BF" and check the box for "write"

so i set a write breakpoint on the BF RAM.
i now go die to an enemy, and the emulator pauses and brings up the debugger at this location,
85A0: C6 BF .... DEC $BF

i right click next to that instruction on the little panel on the far left edge of the debugger, and it instantly brings you to where in the ROM it was, 2E5B0

change the C6 to an E6 (INC instruction)...and it will increase megaman's lives instead of going down when ya die

kuja killer
Posted on 02-20-14 05:31 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 02-20-14 06:09 AM) Link | Quote | ID: 155732


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woa you did the freaking Level 6 (i think ??) song from gameboy link awakening...in NES form ?? awesomeeeee

that's my faaaavorite song from the orig gameboy link awakening.

at 28 sec in your video

are you going to do those "volume up" and "volume down" parts that the song originally did in the gameboy ??

i didnt hear any volume changes in your vid since it was only for a couple seconds. but i always loved how it did that in the original. where some parts of the song have higher or lower volume then other parts.

kuja killer
Posted on 03-09-14 11:01 AM, in General Megaman Hacking Thread Link | Quote | ID: 156044


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Since: 03-20-07
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ah yea im going to try it out later.

i saw the post on 2ch yesterday too, the person said "bomb man song is exceptionally excellent"

kuja killer
Posted on 03-14-14 02:53 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 156091


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oh i meant to say this before but forgot to.

just in case you maybe ever wanted to change the speed at which the energy depletes (it's totally seperate from the part that depelets HP from the bar)

3DF42 for Rush Jet
3DF40 for Rush Marine

default speed is "1E" which is exactly 0.50 seconds.

other examples: 3C is 1.00 second, 0F is 0.25 seconds. etc etc

kuja killer
Posted on 03-14-14 02:59 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 156093


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yup right

kuja killer
Posted on 03-19-14 06:12 AM, in General Megaman Hacking Thread (rev. 2 of 03-19-14 06:13 AM) Link | Quote | ID: 156140


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Posted by 32x1000
Does anybody know the addresses for rocks ladder climb speed in Rockman 2 (NOT MEGAMAN 2) Thanks


Going down:
3872E: left half
38730: right half

Going up:
386EF: left half
386F1: right half

What that means is, those bytes are put together for the speed.
default "going down" speed is FF.40 --- lower makes it faster
default "going up" speed is 00.C0 --- higher makes it faster

kuja killer
Posted on 03-24-14 12:22 AM, in Rockman 2/ Megaman 2 musician needed. Please... (rev. 3 of 03-24-14 12:23 AM) Link | Quote | ID: 156189


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i could say the same thing about my game, Megaman Odyssey. It's only got like 3 songs, everything else originally in megaman 3 still exists sadly (all the songs)...

But i dont have music composing skills either.

anyway about megaman 2:

http://www.geocities.co.jp/Playtown-Bingo/2392/rock2m/index.htm

This page is dedicated to every single known detail there ever is, for the megaman 2 sound engine and how to do everything step by step almost literally... except it's in japanese. sorry

kuja killer
Posted on 03-29-14 04:20 PM, in Help programing Parallax Scrolling in Megaman 5. (rev. 3 of 03-29-14 04:24 PM) Link | Quote | ID: 156242


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i wouldnt recommend using the method i did for the Cave background in boltman.

cause what i did there was very in-efficient. well i mean, the way i did it was i had 32 copies of that background. (it took a full entire 8 pages of graphic space)

you can see it for yourself if you were to load odyssey in Tile Layer Pro, or YY-CHR, it's between B0010 and B8010.

This allowed it to be placed anywhere-anytime. No IRQ's required whatsoever. Doing that type of method usually eats away at the graphics majorly fast.

But if you do the gemini, or megaman 5 indonesia method, you dont need to worry about graphic space whatsoever, "but" it does require IRQ's and it cant be "anywhere" on the screen, only where you "split the screen" at.

so yea, take Anandastoon's patch

kuja killer
Posted on 03-29-14 07:25 PM, in Help programing Parallax Scrolling in Megaman 5. (rev. 3 of 03-29-14 07:30 PM) Link | Quote | ID: 156244


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no "16 bit pointers" or anything like that.

I actually expanded the rom with a tool called "nes header checker" to make the romsize go from 384 kb, to 1024 kb ( 1 MB ) so i can have more room for graphics and programming space.

i think the max size for the MMC3 mapper is only 768 kb, but im not quite sure.

and yea that's what i was trying to explain earlier, the differences/positivies/negatives between what i did...and what the other type of parallax is (gemini man and megaman 5 indonesia)

you explained it better than me.

you could actually expand your rom too if you want to have quite a bit more graphic space. it should be possible i think. the idea is... copy and paste whatever piece of graphic or graphics you want scroll.. and shift it 1 pixel to the left on every copy-paste (1 pix left, 2 pix left on next, 3 pix) however many pixels "wide" your graphic is.

if your graphic is 32 pixels wide, then you'd have to have it duplicated 32 times. (the longer it is, the more space it eats up)

kuja killer
Posted on 04-03-14 03:23 PM, in Help with custom ASM coding in Megaman 5. Link | Quote | ID: 156266


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Since: 03-20-07
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Well i managed to make your idea work, but it doesnt really look right especially when gravity man changes the gravity to put megaman on the ceiling. :-\

Cause it'll just be backwards. megaman will be upside down on ground level, and right-side-up on the ceiling when doing your code.

It's not glitchy or anything, just looks weird. But if you wanna try it out for yourself just to see, then here you go.

I freaking hate how mm4 and 5's bosses and enemy programing was setup, it's alot more complex compared to mm3, so i had to use like tons of JSR's just for every little piece of gravityman's AI just to actually "jump" to your code
---------------------------------------------------

E010: 20EEA8
E042: 20E7A8
E06E: 20E0A8
E087: 20DAA8
E09F: 20E0A8
E0B8: 20DAA8
E0D7: 20E7A8
E0E0: 20D3A8
E10F: 20D3A8
E160: 20CDA8
E190: 20C6A8
E1B0: 20BDA8EAEA

E8CD:
20F5A8A901DD5805609D780320F5A86020F5A84C65EA20F5A8BD58056020F5A84CD0A120F5A8BD78036020F5A8BD40056020F5A8BC680460A5162904F004A90185AF60

kuja killer
Posted on 04-21-14 09:13 PM, in General Megaman Hacking Thread Link | Quote | ID: 156414


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

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dang i would hope you out but i really dont think i can.

MegaFLE doesnt support "scene screen" editing for mm6, so i cant tell if it's regular normal level data like megaman 3-5... or seperate text drawing strings.

I tried last night but i had no idea how to edit the settings a few bytes to the left of "push start". I did not see any kind of similiarities to mm3-5's methods.

kuja killer
Posted on 04-25-14 08:54 PM, in How do I adjust Damage Charge shot does in Megaman 5 Link | Quote | ID: 156440


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Since: 03-20-07
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$38119
It seems to affect everything globally. enemies and bosses.

for example i set it to 06, and and bosses were taking 6 damage instead of 3 with charge shot

kuja killer
Posted on 05-11-14 04:40 AM, in General Megaman Hacking Thread Link | Quote | ID: 156519


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Since: 03-20-07
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here you go
http://acmlm.kafuka.org/uploader/get.php?id=4095

** Open the document "weapon menu.rtf"

** Scroll down to the section in red font "game data"

** look at the section in bolded black "Weapon Names (Initials)"

and that will tell you how to do it.

kuja killer
Posted on 05-12-14 02:43 PM, in General Megaman Hacking Thread Link | Quote | ID: 156532


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

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Posted by Zynk

Thanks kujakiller, Tango Jet says hi


'welcome, okay now if you need to edit that image of rush jet's remains, look at the section titled "Weapon Images (top left corner of menu)" in that document.

take a look at the table and i had documented there, that rush jet's data is $4780 - $47A4

You can't expand the data any "more" than that im afraid. so if you have any un-used tiles like that little flame i see below tango's tail, you can insert a blank empty tile at 4781, 4785, 4789, 478D ... etc etc (every 4th byte from there)

use tile id 24 to do that. (if you need to)

So you can move tango's "tail" X position down a bit properly once you find which part of that data it's in.

*** edit: or you already have it perfect ?? i accidently thought the flame part was left-over from jet

kuja killer
Posted on 05-23-14 09:06 AM, in Megaman 2 health bar speed increasing (rev. 2 of 05-23-14 09:08 AM) Link | Quote | ID: 156587


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2C142 - Boss bar
352B2 - Megaman bar (pause/weapon menu)
3831B - Megaman bar
3835A - Weapon bar

Use 01, 03, or 07
You could also use 00, but it'll go so fast that it wont "sound" right.

kuja killer
Posted on 05-23-14 09:13 AM, in Would you be interested in a CHR-ROM version of Mega Man 4? Link | Quote | ID: 156588


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well all i could say is, it would take waaaaay more work compared to megaman 1 because well. There's more enemies, more bosses, animations, and so on in the later megaman games compared to megaman 2 and 1.

And i can tell ya from experience, it is a real true pain in the ass to deal with that for all the hundreds of animations individually because i actually converted megaman 4 to CHR-ROM once many years ago, it was for infidelity's "megaman ultra 2" --- mm4 hack.

It was totally worth the struggle when i completed it. But it was sooo annoyingly hard though.
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