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Please chime in on a proposed restructuring of the ROM hacking sections.
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kuja killer
Posted on 08-29-14 10:25 PM, in General Megaman Hacking Thread (rev. 2 of 08-30-14 03:15 AM) Link | Quote | ID: 157984


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oh hey there zuschzero, long time no see.
since the megaman 10 wars a few years ago.

i can help you out with that.

rockman 3 burst chaser:
---------------------------------------------
regular walking speed
3CD52: 4C --- and 3CD57: 01
---------------------------------------------
sliding sliding speed
3D3CC: 80 --- and 3D3D1: 02
---------------------------------------------------------

rockman 4 burst chaser:
---------------------------------------------
regular walking speed
783E8: 4C --- and 783EF: 01
7EC0B: 4C --- and 7EC12: 01
---------------------------------------------
sliding speed
7819D: 80 --- and 781A4: 02
7839D: 80 --- and 783A4: 02
-----------------------------------------------
there may be alot more still in mm4, i cant guarentee the game will play at normal megaman speeds the whole time, because theres way too much to really edit like Rush marine/jet ...automatic walking after boss battles and lots of other stuff, but these should affect "most" of the game and hopefully good enough

kuja killer
Posted on 08-29-14 10:32 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157985


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that is interesting to bring up satoshi...are there even any real NES games that used those types of boards at all ??

there must only be a couple that exist in the whole world today i wonder ?? :-\

kuja killer
Posted on 08-30-14 01:23 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 9 of 08-30-14 01:34 AM) Link | Quote | ID: 157993


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Posted by SatoshiMatrix
Just to restate, the Famicom only board type EWROM on MMC5 has a maximum capacity of:

1024 KB PRG
1024 KB CHR
32 KB PRG RAM
CR203 Battery backup SRAM saving feature

question!
a few years ago the person named "loopy" tested my game on a real NES...i dont have any idea if he did it with a real mmc5 board...or the powerpak / N8drive thing.

but when he sent me back screenshots of my game on a real nes. ONLY the pause menu was glitched up..

because "almost" the entire weapon pause menu runs in a 2nd 6000-7FFF ram page. not the regular plain 8k saveram.
those $5113 swaps just like i dicussed with infidelity awhile back.

does this mean odyssey will only work on a EWROM that you mentioned just now ?? :-/ because of weapon menu

i only use just 2 RAM pages, that's all. so - 16 kb SRAM instead of 8

kuja killer
Posted on 08-30-14 02:40 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 5 of 08-30-14 02:55 AM) Link | Quote | ID: 157995


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no, i said mine specifically, megaman odyssey, romhack of megaman 3

http://s1.postimg.org/myp9u8nx9/image.jpg

not 4mi...

kuja killer
Posted on 08-31-14 12:16 PM, in General Megaman Hacking Thread Link | Quote | ID: 158025


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Posted by rock5easily
I'm making a new rockman5 hack named "Double Jumper".
Now I can only say this.
demo video




very nice i absolutely am in love with that song on the gravity man level, i listened to it like 5 times over, repeatedly. I dont have any idea what game it might be from...but i love it

kuja killer
Posted on 09-07-14 12:57 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 09-07-14 12:59 PM) Link | Quote | ID: 158172


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whats the number mean on the save file status window there ??

the giant number.
like times saved, or game overs ??

I've gotten like 30 game overs already (always picking "save continue") and only beat 2 dungeons so far

...but the number on the save screen only says 004

I dont understand, just wondered

kuja killer
Posted on 09-10-14 06:07 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 09-10-14 06:13 AM) Link | Quote | ID: 158255


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http://tasvideos.org/forum/viewtopic.php?p=386313#386313
huh, what's this about ?? skipping castle level apparently ? wow.

kuja killer
Posted on 09-12-14 09:47 PM, in Torn between ROM Hacking and Homebrew Development Link | Quote | ID: 158328


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eh, in terms of a megaman romhack...or just "megaman".. it's much better honestly to edit an existing NES megaman game. like you said "everything's already there" - you just start from whatever game is best for you.

like megaman 3.. you and me both. my game odyssey originally started from a clean megaman 3 rom in 2006, and there's next to nothing left of it today besides like -- megaman's physics, and the capcom music format. only cause i've spent years with it.

kuja killer
Posted on 09-13-14 01:05 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158343


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ive been playing since ver 1.5, and i still am just only playing with 1.5 ...because i've never run into a single problem or crash or anything ever yet...

kuja killer
Posted on 09-14-14 11:23 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 09-14-14 11:24 PM) Link | Quote | ID: 158400


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why would a person even think to use a new IPS patch update on the "same" rom used with previous ips patches ??

that's always a very bad idea.

kuja killer
Posted on 09-21-14 12:08 AM, in General Megaman Hacking Thread Link | Quote | ID: 158462


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eh, i would help out seriously with this person if i could. but ...yea. I dont really get that program either. i tried it out a few times before...but it's too much for me even.

there's just waaaaay too many buttons and boxes and stuff all over the place.

it's much easier and comfortable to me, hex editing animations and frame data like this. but that's just me personally.

kuja killer
Posted on 11-16-14 02:54 AM, in NES vs VC Differences Link | Quote | ID: 158993


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i'd be highly interested to know the changes between NES megaman 3, and Wii's "virtual console" megaman 3.

i've been working with mm3 for many years, so i know everything there is to know about the rom...but im very curious what sort of changes may possibly exist in this virtual console version.

kuja killer
Posted on 11-30-14 12:07 AM, in Weapon Toggle in Mega Man 4 & 5, 6 NES Hack? Link | Quote | ID: 159087


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eh, it's been done in plenty other mm3 hacks, i cant remember any of the top of my head at this momment though, sorry. only one that comes to mind is Dharkdaiz's cancelled "megaman 3 challenge" which was from like 2004 or something.

kuja killer
Posted on 12-13-14 08:53 PM, in General Megaman Hacking Thread (rev. 4 of 12-13-14 11:08 PM) Link | Quote | ID: 159121


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your not meant to use a patch that's only for one version...on the other one...that's just how it is.

So of course things will be glitched by trying to use a Rockman 4 patch...on a US megaman 4 rom instead...

like for example when i did "megaman 3 improvement" ..i made 2 seperate IPS patches because there were significant differences between the US and japan roms originally...
cant just go apply the US patch to the rockman 3 rom....cant just use the japan patch to the megaman 3 rom... same rule applies to any other NES megaman's...

i dont understand why some people try to do that when it's not even meant to work that way.

kuja killer
Posted on 12-23-14 11:34 PM, in General Megaman Hacking Thread (rev. 2 of 12-23-14 11:37 PM) Link | Quote | ID: 159172


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Since: 03-20-07
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your talking about ditching the whole entire CHR-RAM stuff from megaman 4...and switching to CHR-ROM like megaman 3 and 5 specifically right ? Cause those are the only 2 NES megaman's that had "chr-rom" ..all the other games where "ram"

Well im really sorry that i cant be able to help you with that either. I HAVE converted megaman 4 to CHR-ROM before years ago for infidelity's Megaman Ultra 2 (megaman 4 romhack that was ultimately cancelled in the end ) ---

i do remember what my experience for that was like, it took me several weeks to do it all from pure scratch. I had to go through nearly every single frame and animation of ALL existing enemies, bosses, and projectiles ...platforms items everything. (hundreds and hundreds of frames) ...to make settings for them all to be in CHR-ROM format (where you can swap graphic pages with 1 single little byte)

tile 00-3F, tile 40-7F, tile 80-BF and C0-FF

It was a really major hassle honestly. i was able to do it 100% fully. but it takes tons and tons of work sadly to just convert a game from RAM to ROM. im "not" willing to do it again.

kuja killer
Posted on 12-24-14 08:30 AM, in General Megaman Hacking Thread (rev. 3 of 12-24-14 08:32 AM) Link | Quote | ID: 159175


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Posted by Zieldak
Well, I'm still a noob at this. I'd like to know where is the AI code of Penguin (3B) located in Mega Man 3 if possible. I'd like to either change the travel x distance to 0 when it jumps, or simply remove it.


Zieldak -- penguin
-------
3AA6D + 3AA72: Low/High byte of jumping power heigth - that determines how far it'll jump. the lower the number, the less distance it goes.
Default jumping power distance is 03.44

3AAA5: Delay time until "next" jump
-------
there's a bunch more settings like for the eggs but it's kinda complicated though. i assume your only interested in just the penguin so that's all i looked up for now, if you need more info, i'll give more.
------------------------

korxkoa,
hey there, i happened to see your videos of my game, Odyssey posted a couple weeks ago on youtube, i just only now found out about them tonight, and wanted to really thank you for that. im guessing you done savestates and slowdown to do "no damage" runs on the levels. hehe that's fine.

I really enjoyed watching your playthrough's. i laughed a lot of times the way you would move megaman in all kinds of crazy funny patterns, in the 1st duplex level
it was funny and enertaining, thanks for the laughs

kuja killer
Posted on 12-24-14 06:56 PM, in General Megaman Hacking Thread Link | Quote | ID: 159181


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Since: 03-20-07
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Posted by Korxroa
Insectduel, what mean? "released but removed".
Necro Man's Stage no longer in Demo 5 not Demo 2.
replaced name Necro Man with Ghost Man or Zombie Man?


huh ? no, necro's still in the game. i dont know what all this "demo 3, 4, 5" stuff is about honestly. but i think i know what insectduel was talking about that. Last year in June 2013...i was so eager like crazy to do a demo again...would be officially the 3rd time. even though sadly i didnt have anything much done... still only 3 stages out of the 8 guys... no wily levels, nothing else.

I quickly posted a demo on the japanese 2ch dicussion board, but i felt like i picked a really bad time to post cause i gotten really negative comments ...so then i immediately deleted it and didnt ever say anything for months. nor did i ever chose to talk about it at all. i cant really explain it very well.
----------------------
about korxkoa, yea i did put an "earlier" version than that on that one upload site for whatever reason, i think i was showing to someone, i dont remember. that had no enemies in the 2nd necro area. that was "earlier" than what i wanted to share on 2ch at the time. probably like early 2013 or something i really dont remember

kuja killer
Posted on 12-28-14 12:31 AM, in Weapon Toggle in Mega Man 4 & 5, 6 NES Hack? Link | Quote | ID: 159209


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Since: 03-20-07
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i notice nearly every single hack author these days make their weapon switching more complicated with extra button commands.

all i ever did was just "select button = scroll weapons to the right" i never actually done anything like other people do "select + down = scroll left" ...select+up = scroll right... select+start = mega buster.

so that's probably what's different.

kuja killer
Posted on 12-31-14 02:49 AM, in General Megaman Hacking Thread (rev. 4 of 12-31-14 02:52 AM) Link | Quote | ID: 159219


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Since: 03-20-07
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Giant Metool level setup:

1230C - Level number for a Giant Metool battle to begin - Default is 08 (Doc Needle) -- if you want the regular needleman stage, put 00 here
12312 - Screen number for the first metool battle
12316 - Screen number for the 2nd metool battle (set to FF if you dont want a 2nd metool battle)


--------------------------------------------------
Extra settings if you want to change anything about the battle:

25510 - Time until 3rd metool is released after the first 2

25563 - Y position of how far up the metool will travel. Rarely EVER goes way up the screen cause of how ridiculously random it is.
25572 - Same thing as 25563, but how far "down" he's allowed to go.

25589 - Time until middle (2nd) metool is released after the 1st, also seems to affect when the giant metool will move up/down after spitting out red balls
2559E - Number of metools that appear
255B2 - Number of balls it will shoot. Not meant to be more than 2
25630 - X position of where the metools will appear on the screen. Doesn't have to just be the giant metools mouth if you wanted.
2563A - how high the metools jump into the air when dropped from the giant (Default: FF)
25644 - Speed of the metools
25655-25657 - Speed of the balls
25664-25673 - Palette that's automatically loaded after battle with giant metool ends. NOTE: This is not a stage-spefic palette

kuja killer
Posted on 12-31-14 06:04 AM, in General Megaman Hacking Thread (rev. 3 of 12-31-14 06:09 AM) Link | Quote | ID: 159221


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Since: 03-20-07
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these are still mostly all notes i jotted down myself around 2007. so i just copy-pasted them here. except the "level setup" offsets cause i didnt have those noted down anywhere. so i did have to look that up after seeing your post.

All the settings below that like speed of metools and the all that stuff it does, that was in the "boss database" document i wrote up years ago, and posted here on acmlm a few times.

and because of spending all these years with mm3, i know nearly everything there it to know about mm3 ..... ex-cluding music
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Main - Posts by kuja killer

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