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kuja killer
Posted on 04-21-15 10:13 PM, in General Megaman Hacking Thread (rev. 2 of 04-21-15 10:20 PM) Link | Quote | ID: 159979


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i could of done it for the upcoming MM 3 improvement 2.0 [final] --- i upgraded rom to 768 kb, but i choose "not" to use mmc5 mapper though.

But yea it's really not that hard at all. Just a couple things to edit in the "reset vector" code which is near 3FE80-ish

delete/replace all traces of STA/LDA 8000 and 8001 with 5114 and 5115 (code bankswap stuff) -- there's a couple of those in the Music Engine too.

Replace the uhhhh, i think A000 with 5104 or something i forget which reg.

most IRQ registers arent even needed anymore. MMC3 mapper has 4 seperate reg's ....MMC5 mapper only uses 2 reg's.

etc.

kuja killer
Posted on 05-07-15 09:06 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 05-07-15 09:09 PM) Link | Quote | ID: 160065


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thats cause this text oh his, was like 3x longer than what was on the original youtube vid from before.

.it's not even half-way to the planet explosions part by the time the first half of the song was even finished.

The japanese rom is probably going to be make it sound more accurate once i get all the scripts in. It's far more shorter obviously.

kuja killer
Posted on 05-13-15 02:07 PM, in Megaman/Rockman 3 Improvement 3.0 (rev. 10 of 07-11-23 07:20 PM) Link | Quote | ID: 160081


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http://www.romhacking.net/hacks/992/

https://www.youtube.com/watch?v=sQUCDTzXWiM

edit: July 11, 2023 - This is updated now to version 3.0

This is a final update again, to Megaman 3 Improvement I started in 2012. It contains dozens of bugfixes, improvements and most un-used graphics etc. being used. I've done a big overhaul ever since someone made an Intro story for megaman 3 recently. I decided to make it become reality in romhack form and used MM3 improvement to do it on.

I've included a guide listing the most important settings so anyone can edit the story however they want. I hope people will find it useful. All the changes to 2.0/2.1 are listed in the readme/changes log.

** Please note: I've included a edited "megafle.dat" text file which is needed for the MegaFLE 0.701 level editor due to ROM expansion. It will allow you to further edit the 4 pictures for the story (like normal level editing) It will have to be placed in the megafle 0.701 folder.

The ROM has double graphics and programming space just in case a person wanted to utilize it. And because there was no room to even put any of those graphics in anyways unless i expanded.

** The primary main reason for MM3 Improvement is for this to be used as the base of anyone's own new Megaman or Rockman 3 romhacks in the future. I will be so happy to see if this was ever used for people's own romhacks. It's only been used once so far i know of, for Megaman 3 Crimson by Zieldak.

Also, the "mm3 improve notes" was about me keeping track of all the changes i've done for 2.0/2.1. Except story intro and extra sound effects. I was not sure wether to include or not, but I will. It's if a person wanted to put things in manually, or avoid some updates.

If there's any specific update a person does not want, for their hack with mm3 improvement, let me know and I will undo it for you.

kuja killer
Posted on 05-14-15 04:21 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 6 of 05-14-15 04:44 AM) Link | Quote | ID: 160091


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Thanks, i really put alot of effort into it in the past month.

I want to show you guys something real quick. This is 1 of the major un-used graphics I did "not" include into this update

http://themechanicalmaniacs.com/articles/mm3mysteries.php

Scroll down to the section that talks about a un-used image of megaman's backside. I found that many years ago long before sprites inc, cutting room floor, or mm3 mysteries. Submitted to the mm3 mysteries site. I dont remember when exactly, probably 2007 or 2008.

Just like the website author there says, it doesnt really fit anywhere. But in case anyone would maybe like to try it out, you can put it on the Title Screen.

31E6C: (english)
1B

31071: (japanese)
1B

And here's an example of what it would look like:


kuja killer
Posted on 05-15-15 11:46 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160100


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Posted by Dracula X
I'm still trying to find the castle map timer before it flashes to white in RAM.


The time until the screen fades out and loads the level you mean ? That comes after the white flashes actually.

1650F: Timer, how long until it starts doing the line drawing on Castle map - Default: 3C (1.00 second)

1651E: Timer, how long until the level begins now. "after" the line drawing stuff finished. - Default: 3C (1.00 second)

kuja killer
Posted on 05-22-15 03:37 AM, in Rockman 3 - questions about weapon switching (rev. 2 of 05-22-15 03:41 AM) Link | Quote | ID: 160149


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Changing the order of the weapons i sadly do "not" recommend. This is exactly the very thing that zeildak is doing by re-arranging the levels on Stage Select, which makes ya have to re-arrange pretty much every single little existing thing reguarding stage order, weapons order, and so on.

It's a real major hassle, and i wouldnt wanna see another person go through that trouble again.

I personally did not do that Select+down ...Select+up ..left right whatever stuff for weapon switching for mm3 improvement cause... honestly i really hate it. It interupts gameplay in my opinion. So i cant help with that part specifically 'fraid. (mostly cause i choose not to)

but yes being able to switch "only" to the right does kinda suck. It's still that way on my game, odyssey. because i dont want any of those dumb "select+up/down" combos.

but when you said you also have korkoxa's weapon switch ontop of mine... uhhh i hope that doesnt cause you any problems cause i've never seen his coding ever before, (never tried out his patch before cause last i saw his was in-complete with glitches through a youtube video i saw once).

I dont like the idea of 2 totally seperate copies of weapon switching on 1 hack. that will cause all sorts of problems and stuff.

kuja killer
Posted on 05-22-15 04:13 AM, in Rockman 3 - questions about weapon switching Link | Quote | ID: 160151


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oh i get it. you put mm3 improvement on only "after" his. It's probably cause he probably attempted to stick his weapon switching code sometime very early on in the main game routines at the start of a frame

while my code starts at the very end of a frame ...so his code is completely over-rided by mine later. Well that's what im "guessing" anyway.

and oh, i see. that makes sense then. It would be useful for playing with real game controllers instead of emulators about the switching stuff. What would be much better is... making that "scroll weapons left" by tieing into into the Select button (or maybe A/B button) on the NES's 2nd controller.

However, for mm3 improvement, i completely deleted all traces of controller 2 input from the controller probing routines, solely because of that debug stuff that existed in mm3.

I doubt hardly many people...or anyone at all would even want to setup controller 2 like that in their emulator settings. so thats why i kinda worry it would not be useful much except to a very small percentage of people maybe ?? I dont know.

anyway if you'd like, i could make an exception and actually do that for you. Assuming your able to setup your SNES pad or settings or whatever, to use the NES controller 2 thing... for your snes pad. if that made any sense.

kuja killer
Posted on 05-22-15 04:31 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 5 of 05-22-15 04:40 AM) Link | Quote | ID: 160152


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i was afraid that might happen. Because the ROM is upgraded to 768 kb, any and all graphics between 40,010-60,00F are deleted, and transfered to 80,010 to A0,00F. (because this was based on a clean un-modified rom)

If this was applied to a hack that had changed any graphics, they will be lost because it will end up having the all the original megaman 3 graphics now at 80,010 hex.

Unless you "manually" keep a backup of your hack so you can copy-paste all your graphics from 40,010 to 60,00F hex ....to 80,010 hex

Also remember, about this 2.0 patch. MegaFLE 0.701 will only work properly with the modified MegaFLE.dat file i included in the zip which i state several times.

Just copy that file over the existing megafle.dat in the megafle folder.

-------------------
hate to admit, all this crazy nonsense could have been avoided completely if i never upgraded the ROM in the first place.
i only did it "just because" of the story intro stuff.

This probably will only end up dis-couraging any future megaman 3 romhacks, which i was worried about honestly the very first day i started this (1 month ago)

kuja killer
Posted on 05-22-15 04:56 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 4 of 05-22-15 05:34 AM) Link | Quote | ID: 160155


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hmm yea maybe.

removing the story stuff means, there wont be anymore graphics expansion anymore. So all the graphics can remain in the 40,000 area, and wont be deleted/transfered to a different location. It will be un-touched.

That will fix all the graphics issues so people dont have to be concerned with that anymore.

--------------------------
the Programming space expansion must stay. I needed a full 2000 byte page for lag reduction. (no space to fit it in the original mm3)

And the modified megafle.dat will still be required.
--------------------------

edit: wait no that wont work. the graphics STILL will be in the 80,000 area reguardless of graphics expansion or not... programming space goes from 00000 to 80,000 ... crap...

all i can really recommend is, that you have a backup of your hack from "before" you used mm3 improvement. if you dont....your screwed.

if you do, then ...have 2 copies of FCEUX emulator and hex editor open
** on your ROM "without" mm3 improvement ...select+copy 40010 to 6000F hex, then...
** on your ROM "with" mm3 improvement --- paste at 80010 hex. That will restore your graphics.

There might be a glitch with the bubble tile for megaman's underwater breating. but that's it.

kuja killer
Posted on 05-22-15 06:29 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 2 of 05-22-15 06:44 AM) Link | Quote | ID: 160157


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if im looking at that screenshot right, you got the right side wrong on accident.
You copied starting from "40100"

It's 40010 to 6000F ...not 40100

kuja killer
Posted on 05-22-15 07:03 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 5 of 05-22-15 07:12 AM) Link | Quote | ID: 160159


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yea i was already prepared to inform you about that honestly.

Well about improvement 2.0 -- i never intended to lay a single finger on any of mm3's graphics whatsoever. But... i needed to modify just only a couple little tiles "here and there" just so i could fit in 1 single tile for megaman's bubble in water areas.
so i had to re-arrange the bottom of megaman's feet tiles... to make room for that 1 single bubble breating tile.

That's the story behind it.

Assuming you've never touched any of megaman's graphics, or any of the weapon graphics/ rush jet/rush marine. We can restore that back to normal. I dont expect any people to really touch that in their hacks besides weapons.

here's an example i want to show:
http://postimg.org/image/4icai0xp1/
the easy way is just to copy the hex again. (because there was also 2 tiles added for Rush Coil to have tail wagging animation)

from megaman 3 improvement ( "not" your game)
copy 80010-82010 .... to 80010-82010 on "your" rom.

Thats about the first 2 or 3 pages of sprite graphics (megaman/weapons/rush)

http://postimg.org/image/bv9wm08gr/
also take a look at this area i circled, you'll probably need to copy those tiles back to your ROM as well... or if your using the japanese ROM ...it's in the same exact spot (just japanese font tiles instead of english)

This is the "exit stage" function when you press select button on the weapon pause menu

I promise that is all. I'm really sorry that this had to drag out so long
I felt guilty about this.

kuja killer
Posted on 05-22-15 07:34 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 8 of 05-22-15 08:46 AM) Link | Quote | ID: 160163


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ah okay great. im just very relieved you had a backup of your ROM before this whole situation.

Well no one would dare "not" have a backup. But i just had to make absolute sure was all. This is basically the procedure i talked about, for anyone else to restore their graphics from a backup rom, after applying mm3 improvement to it. Just copying their graphics from 40010-6000F to 80010 ...

Then those little couple tiles for megaman's feet, bubble, the 2 tiles in Rush Coil's graphic page (the tail wagging) --- and the Exit stage. That's all.

------------------------------------------------------------
edit: by the way, we'll talk about the weapon select button combo's later. I need a break for now first. And i actually had planned on wanting to show everybody something (especially Zieldak for megaman 3 crimson) -- reguarding the select button weapon switching stuff sometime (maybe in a week or so)

I wanted to do it for mega/rock 3 improvement SO bad. but i felt it would interfere with people's romhacks too much (graphics)... in the end, i choose to avoid it.

It will be a seperate patch that can be applied directly ontop of mm3 improve, megaman 3 crimson, or BaronHaynes hack for example.
it will "not" be integrated into mm3 improve directly though.

I can guarentee it will make megaman/rockman 3 hacks "stand out" a little bit compared to any others, if a person chooses to use it. At least that's my personal opinion.

kuja killer
Posted on 05-22-15 04:36 PM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160167


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oh okay, yea you got it.
I had wanted to add those 4 tile weapon icons above megaman's head when weapon-switching. There was obviously no tiles in any weapon pages.

kuja killer
Posted on 05-24-15 11:52 AM, in General Megaman Hacking Thread Link | Quote | ID: 160180


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pretty sure i fixed that in mm3 improve.
Only happens on the japanese version, english didnt have the problem.

kuja killer
Posted on 05-31-15 08:24 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 05-31-15 08:28 PM) Link | Quote | ID: 160222


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actually. that didnt go as i expected 'afraid. yes thats what i had meant to do. i wasnt going to do anything other than weapon icons. but, i ended up doing a whole shit load of changes once again

I have another one of these notepad files where im keeping track of every change i've done (all the hex) just like before. And it's already almost half as long as the 2.0 notes text.

The main changes are well...the weapon icons which is the largest change, the protoman song playing fully in the game ending when i saw this video:

https://www.youtube.com/watch?v=s4LirjKwa88

Alot more sound effects again. i did NOT add any new ones . just only using the game's existing sounds, that's all

The controversy people have complained for years and years, about the Top Spin weapon draining all the energy randomly in a instant ....is fixed.

And quite a few other little edits here and there.

kuja killer
Posted on 06-02-15 09:06 PM, in Megaman/Rockman 3 Improvement 3.0 (rev. 4 of 06-02-15 09:11 PM) Link | Quote | ID: 160228


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Version 2.1 is released now. It is the LAST update permenately for now on.

I updated the thread title, and download link to here on acmlm again, until the romhacking.net page was updated again. (i submitted there a little while ago)

I'm sorry for first of all for promising that this was only going to be very small edit to you guys, ...because instead this turned out to be a few dozen edits.

So i had no choice but to make a "full" IPS patch again, so just wanted to warn you guys that i had to work with invidiaully to get your hacks working properly, before.
------------------------------

** No, nothing should be wrong with the water, i did change the water stuff a little bit, to add the water bubble to simulate megaman breathing in water. but that's it though, nothing else about it was changed.

at least there shouldn't be anything different about the "low gravity" stuff... But i'll try checking later just in case, i guess

** intro level for game is possible, yes. Especially because of the ROM expasion for double graphics and programming - that would take tons of work though. a whoooole lot.

** a level for break man - no i dont believe so.

kuja killer
Posted on 06-03-15 06:59 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 9 of 06-03-15 07:30 AM) Link | Quote | ID: 160232


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yea sorry that i didnt do the extra button stuff still for the weapon switching.

I attempted to do Start+select a few days ago, but it wouldnt work because it always opens the pause menu every time, and then i found its because, my code comes "after" the LDA $14 AND #20 for pause menu.

So start button is ignored in the weapon switching stuff. but the other button combo's should be OK to do though.

Hmm, yea i defintely know about the disappearing cursor thing. That's officially started "after" lag reduction. I had to do all sorts of ridiculous updates with Dr Light's lab, game ending, light-wily intro before the wily stages and so on, to fix those sprite disappearing problems.

The crash is "maybe [i dont honestly know] because other updates/edits use those areas. So just doing the lag reduction alone isn't going to make the game run fine sadly.

I dont really know which other updates had to be applied along side it. But the blame for that is, because it's the largest update compared to anything else period.

I bet 99% it's likely something i did back in version 1.3, 1.2 or 1.1 which i never documented anything about.

kuja killer
Posted on 06-03-15 07:35 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 3 of 06-03-15 07:40 AM) Link | Quote | ID: 160234


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http://www.bwass.org/bucket/Megaman%203%20Improvement%20Final%20Ver%20130.zip

Here you go. Yes there's a much much better chance of no game crashes, because i started the 2.0 version directly on the 1.3 version from November 2012 anyways.

*warning* do not attempt to mix 2.0 changes with 2.1 changes ...cause that's guarenteed to cause all sorts of problems.
2.1 changes were only meant "after" 2.0 was released.
Because some types of changes edit the same areas again if that makes sense. I dont know how to explain that clearly.

But I cant really know what to tell you about the sprite disappearing thing you'll probably still end up having. Because i had to do waaaaay too much stupid stuff to fix that "after" lag reduction.

kuja killer
Posted on 06-03-15 08:55 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 6 of 06-03-15 09:19 AM) Link | Quote | ID: 160237


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Hrmm, your not the first person to bring up the top man thing.

Someone asked about this on my youtube video. So i'll tell you exactly the same thing i told the other guy.

1) those graphics do NOT exist in megaman 3 originally. It may have been from "beta" shots. but they are not present in the actual real megaman 3 rom.

and 2) i do not touch any level's level design's/graphics/ level data whatever because i wanted this project to be "rom hack friendly" as much as possible, in case people wanted to use this patch for their own romhacks.

The only one single exception to this strict rule, is the gemini planet graphic in the 2 gemini levels, as of version 2.1 - which is why i put a "CAUTION" in bold red text on the readme guide

---------------
I never touched the hard man sound, or any of the game's existing sound effects cause i have zero knowledge with music stuff.

so i cant give a proper answer to that question - i only just put sound effects in for enemies/bosses/megaman, and that was it.

kuja killer
Posted on 06-03-15 09:11 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 3 of 06-03-15 09:13 AM) Link | Quote | ID: 160239


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https://www.youtube.com/watch?v=v8mN8wfYE_A

Yea, check this out, i forgot about this. Someone actually did that before a couple years ago. (with mm3 improvement as well)

Also im currently working on the weapon switching stuff for you, BaronHaynes. I'll PM you when i've got it ready.
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Main - Posts by kuja killer

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