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Main - Posts by kuja killer

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kuja killer
Posted on 05-23-14 07:23 PM, in General Megaman Hacking Thread (rev. 2 of 05-23-14 07:24 PM) Link | Quote | ID: 156592


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Posted by Zieldak

Oh... And... Is it possible to change which Stage Select slot belongs to which boss & level in MM3? I remember something about this, mmm...

from the "stage select" text file:

-----------------------------------
Level Select Screen Level Order (first 8 stages)
31CF1-31CF9
Doc Robot Stages level order
31CFA-31D02

NOTE: FF means stage cannot be selected, does not apply to when a stage is completed.
-----------------------------------

valid numbers for the level select are 00 to 07
and 08 to 0B for doc robot

Editing it may or may not affect the "get weapon" screen, and the part when you beat a boss and it automatically opens the pause menu to fill up a weapon.
I haven't tested that before, so just a warning

kuja killer
Posted on 05-29-14 02:22 PM, in General Megaman Hacking Thread Link | Quote | ID: 156645


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http://acmlm.kafuka.org/uploader/get.php?id=4636

Here you go, i seem to forgot to include more docs when i originally uploaded those mm3 zips along time ago.

These were written by me in 2008. The "explode proto format" text has all you need to know about controlling those explosion parts after the Protoman fights, and yes they can be applied to different levels (only the main 8 stages though)
--------------------------------------------------
Im not quite sure what you mean about underwater ladder. If you mean how when...your in water, and walk near a ladder, like for example jumping up in front of it, without actually climbing...you seem to be in air (normal jump power)

yea i didnt ever look that up yet, and i never even fixed it for Odyssey yet either, so i dont have any info about that yet, sorry

i dont think i even did it for the "megaman 3 improvement" hack either afraid

kuja killer
Posted on 06-21-14 06:03 PM, in General Megaman Hacking Thread Link | Quote | ID: 156910


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Posted by rock5easily
I made "sprite auto adjustment" patch for Rockman/Megaman5.
This prevent sprite blinks by adjusting CHR-BANK assignment automatically.

IPS patch
Demo movie



thats interesting I always wondered why mm 5 was the only one of all 6 NES megaman's that did that had this weird sprite blinking/disappearing problem. None of the other games did that.

pretty cool fix there

kuja killer
Posted on 06-21-14 06:50 PM, in General Megaman Hacking Thread (rev. 3 of 06-21-14 06:52 PM) Link | Quote | ID: 156915


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well did ya already first try out putting the sprite there ??

it's sprite ID # 3E according to MegaFLE

or do you mean the one about after the main 8 stages and 4 doc robot levels being finished ??

kuja killer
Posted on 06-21-14 09:33 PM, in General Megaman Hacking Thread Link | Quote | ID: 156918


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31AF7 - Screen ID number minus 1
31B0C - Scroll Map ID number
31B10 - Level ID number
31B34 + 31B38 - CHR page (graphics for the level)
31B7E - Screen ID number

31BBA - Song ( the boss song starts an extra time here for some reason, the Rockman 3 Burst Chaser hack set this to F0, which mutes the volume, its actually very clever, so the song doesnt play 2 times. you can do that too )
So if you want to do the same like 3BC, change this to F0

31E3A-31E59 - BG and Sprite Palletes
-----------------------------------------------------------

theres a whole bunch more settings in this area like where to set megaman's telport down position, where to set protoman, his speeds, and so on. I was just giving the most "important" stuff here for the momment.

kuja killer
Posted on 07-01-14 05:01 PM, in General Megaman Hacking Thread Link | Quote | ID: 157090


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Posted by Zieldak
Ok, I'm asking too many stupid questions, but where is the Tile ID for the Dots on the stage select screen of Mega Man 3? Or the same question backwards, where is the Tile ID for the Password dots? Or does it even have one?


http://postimg.org/image/8zmiaqbyr/ - if you were wanting to change the graphic of the dots for password screen, and the graphics for stage select is at the very end of the graphics at

note: this also affects stage select too. so editing the graphic on those 2 tiles affects both screens

------------------
but if you want to use a different new graphic thats seperate from each other, for stage select then, if you got any spare empty tiles in that section,

312DD for the Tile Id of the little stage select balls. make sure there side-by-side each other like the 2 balls were there. like if your 2 tiles are on tile id 85 and 86 for example, then type 85 on 312DD

kuja killer
Posted on 07-03-14 11:09 PM, in General Megaman Hacking Thread Link | Quote | ID: 157163


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Posted by Zieldak
Another question... Is there a way to disable the Giant Snake's tail in room ID 5? I mean that animation or something that's even there if the enemy itself is removed.


1202E - this is the level id of that wavy animation thingy your talking about. on which level it happens on, if you dont plan on ever using it, or the snake enemy at all in your hack.

then just set this to FF (which just simply means it wont happen on any level)

kuja killer
Posted on 07-04-14 01:03 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 157173


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Posted by Zynk
Posted by Zieldak
@Zynk - Yes, I have used Kuja's patch, but I have imported the MM9-10 title screen with TLP, then arranged it with Mega FLE X's TSA editor. BTW, there is a version like that which puts in the JP title screen?
To do it, first import the tiles, enable Scene Screen Mode, go to Bank 13, get the tile editor, TSA editor (3th TSA set, the first one is for the stage select screen) and SBD editor. Then freely edit anything, except Mega on the title screen.


I guess Megaman in the titlescreen is in the "sprites bank" b/c he is not displayed in the Mega FLE X? My previous question was meant for that; how to insert Megaman on the titlescreen in US version?


you mean the one from the japanese version ?? i added that graphic to the megaman 3 improvement english patch. It had to be done with a little bit of ASM code.

it's interesting, even though it's there in the japanese mm3 originally, and not US mm3 ....the data for that graphic still exists in the english mm3, all it took was just like 1 single little LDA + JSR to load the graphic ...and then positioning the X and Y position of the whole thing

kuja killer
Posted on 07-04-14 04:47 PM, in General Megaman Hacking Thread Link | Quote | ID: 157178


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yea, the offset i mentioned was "level 05" which was Snakeman level
00 needle, 01 magnet, 02 gemini, 03 hard... and so on.

So it was checking for level 05 (snake) --- after that, those 2 offsets you mentioned, yea. 05 and 0E the screen numbers of when those vibrating snake tiles would happen at.

kuja killer
Posted on 08-05-14 03:05 PM, in full speed rom? Link | Quote | ID: 157681


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very very good question. There are no emulators that can run NES games i believe, with the NES CPU being faster (no lag).

But the games can be modified heavily (the asm code) to reduce lag by re-writing routines, un-rolling very long loops, and many other things.

Im pretty sure rock5easily, and puresabe have some "light" patches for megaman 4 and 5. but i dont think there's one for megaman 3 though

I've reduced the lag in my megaman 3 hack, megaman odyssey TONS compared to an original megaman 3 rom, but i've spent years doing it though, so my changes will not be the same as a megaman 3 clean rom though, otherwise i would make notes and make a public patch like rock5easily/puresabe did

kuja killer
Posted on 08-05-14 07:55 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157686


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hoooooly craaaaap. I just looked at your ROM now, and i cant believe your right about that seriously.

I skimmed through and you literally have used up the whole entire 1 MB of programming space. that's crazy. just cant believe it. How did you literally use it all up like that already ??

I was always scared that i would run out of space someday in the future for Odyssey. And i havent even needed to upgrade to 1 MB just yet. but i am getting pretty close to running out with 512 KB though. :|

kuja killer
Posted on 08-06-14 07:50 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157693


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yea thats very true.

about the whole all enemies will turn blue thing. It really sucks we cant do a thing like that for NES.

while megaman 10 gets away with it easy with the Chill Man weapon where you can freeze as many different types of enemies you want...they turn blue, while all other enemies will remain their normal colors..

damn..

but well mm 10 was built for wii and xbox and playstation not NES...

kuja killer
Posted on 08-10-14 05:04 PM, in General Megaman Hacking Thread Link | Quote | ID: 157748


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thats just the way it is honestly. You have to always set screen length to 0 for any all and vertical screens going up and down

This does not affect "upright" and "downright" though, they will act normal with whatever screenlegnth you want.

kuja killer
Posted on 08-10-14 05:25 PM, in General Megaman Hacking Thread Link | Quote | ID: 157750


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'welcome.
Yea i dont even know myself honestly why it HAS to be 0 all the time. I've wondered about this before in the past myself like you.

"maybe" just because the megaman games never had any vertical scrolling that could go higher than 1 whole screen length, which didn't start until the SNES games.

kuja killer
Posted on 08-17-14 01:19 AM, in General Megaman Hacking Thread Link | Quote | ID: 157817


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yup i was already playing this morning the new update to 4 MI, it's just plain freaking wow!

kuja killer
Posted on 08-19-14 08:29 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-19-14 08:30 AM) Link | Quote | ID: 157824


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oh yea, your very welcome by the way (from the top main post) about the mmc5 stuff.

that's "almost" the exact same reason i was in the credits for puresabe's rockman 4 minus infinity as "cart information"

a few years ago, helped him out with MMC5 mapper stuff cause he didn't do some things properly, and it didnt work in nestopia, but i figured out how to get it working in "non-fceux" emu's, and using the 51xx registers properly and stuff

kuja killer
Posted on 08-21-14 04:19 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 08-21-14 04:29 AM) Link | Quote | ID: 157858


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I have a tiny little fix for you which is not really that important but it should be done anyway.

Okay first i know it's not meant to work in old versions of FCEUX before 2.20, because of the whole 5130 register deal.
But i was curious about something else instead, why the rom doesnt even load PERIOD.... in 2.15 which i've always been using forever.

And it's because the stack 100-1FF was screwed up in the "reset vector" stuff where a JSR was split between 100, and 1FF. So when it goes to an RTS at some point, the CPU according to the debugger puts it in 5F RAM...instead of returning to FFFxx rom address

here's the fix:

FFF62: A2 FF 9A EA EA
FFF6C: EA EA EA
---------------

and now game doesnt go past link house cause he gets starts off in a infinite "jumping" phase. probably another bug related to fceux 2.15 "only"

damn ..oh well.

kuja killer
Posted on 08-21-14 07:10 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-21-14 07:10 PM) Link | Quote | ID: 157865


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oh i see, thats understandable.

and... i was going to say, i was interested last night in wanting to spend some time with your game looking through alot of 2000 byte pages...and optimizing stuff cause im the master at that sort of thing, and i was absolutely 100% positive i could get you some free space...

not much most likely...but at least a couple hundred bytes "here and there" but....

i cant stand that freaking font type in fceux 2.2x and thats the sole reason what stopped me. i cant bare to work with anything cause of that stupid dumb font shit in the hex editor and debugger.
which is why i continue to stay with 2.15

kuja killer
Posted on 08-21-14 08:41 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 6 of 08-21-14 09:00 PM) Link | Quote | ID: 157867


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hey question, do you got a title screen editor or something like that by any chance ??

im re-arranging the waterfall and "ledgend of zelda" tiles, and i can very easily free up about 1 and 3/4th's pages of graphic space for you.
(just a little under 512 tiles) --- about maybe 450-ish

just by simply re-arranging the waterfall animation, nothing is being deleted or moved or anything else.

http://postimg.org/image/oycon03jh/

http://postimg.org/image/wkapu32r7/

edit: actually maybe not. if there is 1 single free RAM register "anywhere" (i have no idea if you got any or not), then the animations tile 00-3F and 40-7F can be seperated instead of being controlled together by RAM $100

prob might not be worth the trouble then, cause every single sta $100 that exists, might have to be edited cause of it.

kuja killer
Posted on 08-23-14 01:47 AM, in General Megaman Hacking Thread Link | Quote | ID: 157877


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yea most of it is just before every level's level data.

like level data is A10-200F for about 20 something levels right ??

A10-200F: needle, 2A10-400F: magnet, 4A10-600F: gemini, etc etc

well the rest of the A00 bytes before that contain misc stuff like mid bosses and boss fight AI, but not all of it used used, just filled with tons of random numbers. NOT code...not data... just random garbage that can be used for whatever you want to do.

theres some of that spread around in other places too like around 3F300 to 3F600 or something
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Main - Posts by kuja killer

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