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kuja killer
Posted on 06-04-15 12:29 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160247


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Since: 03-20-07
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Here you go, this is just adding select+down for scrolling left, i cant seem to include the select+start at this time due to my code coming after the pause menu stuff.

This only applies to 2.1 - Not earlier versions.

------------------------
weapon switching - Select+down to scroll left - japanese and english

7CACF:
20D0F9

7F330:
A5162904F038205EF3C6B1300DA90C85A04A85A185B4A98B85B1C6A1C6A0A6A0
E005D005C884B486A1E000D00486B186B4B5A210D468684CEBF400000000A5B1
3004098085B160

7F4DA:
2020F3EAEAEAEAEA

7F9E0:
A530C915F004C90DD00BA9008516A90B85A04CB8F44CABF4

kuja killer
Posted on 06-04-15 07:18 PM, in Megaman/Rockman 3 Improvement 3.0 (rev. 2 of 06-04-15 07:21 PM) Link | Quote | ID: 160258


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Yes as ive mentioned before, this is because of the ROM expansion. 3C010-4000F has been moved to 7C010-8000F

and the whole graphic deal before we talked about that i had to help get fixed for you. was moved from 40010 to 80010. The story intro would have "never" been possible without extra programming space, i could not do it within the game's original filesize limit. - which is at 3C010-3E00F

And for most lag reduction, that needed to be at 3E010-4000F --- the new weapon icon's coding and data is in this area, and the edit to the gemini man planets too
---------------------------------

now to address your other issue, i recall you said you wanted to delete the "knockback" effect for top spin right ?? okay no problem

38281: (english) | OR 38273 (japanese)
EAEA

kuja killer
Posted on 06-22-15 01:23 AM, in General Megaman Hacking Thread (rev. 4 of 06-24-15 09:25 PM) Link | Quote | ID: 160343


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

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This was really fun and nice.

I kind of wish i was able to participate in the "first time seeing Time Attack" event, but my computer is not good not enough for any kind of live streaming

But anyway, this was pretty cool hack. Mario fans will defintely like it, i think.

**edit - I completed a TAS of this hack last night and put up on youtube. Hope you'll like it

kuja killer
Posted on 07-07-15 10:46 PM, in Difference between Mega Man's cartridge (rev. 4 of 07-07-15 10:55 PM) Link | Quote | ID: 160381


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That statement "kind of" in-correct.

MM4 is 512 kb,
MM5 is 512 kb.
Okay sure they're the same size, but the difference is.

Megaman 4: all 512 kb is used by both graphics and programming space, they share the same 80,000 bytes.

Megaman 5: 256 kb is used for programming space (the first 40,000 bytes)
the 2nd 256 kb is for graphics space. They do "not" share the same space together unlike megaman 1, 2, 4, and 6.

--------------------------
I dont know the answer to your last question though about other games, someone else probably will.

kuja killer
Posted on 07-08-15 01:38 AM, in Difference between Mega Man's cartridge (rev. 6 of 07-08-15 01:53 AM) Link | Quote | ID: 160383


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Eh dont worry about glitches with mm3.

If you were to use "megaman 3 improvement 2.1" for the base of your mm3 hack, then there's no glitches period, almost ZERO lag/slowdown, a whole entire story intro which you'd be able to edit, and so much more.

Megaman 5 is able to switch graphic pages on the fly instantly, megaman 3 does too because these games use CHR-ROM ....not CHR-RAM, just only need the following:

LDA #graphic page number,
STA $graphic banks E8 through ED,
INC $1B"

and that's it, nothing more.

Megaman 4 is ridiculously complicated and long and i have no clue how it's done but it's horribly slow. But it's considered CHR-RAM. Along with megaman 1, 2, and 6.

kuja killer
Posted on 08-08-15 12:37 AM, in [Help] Ghost'n Goblins NES Remix (ASM help) Link | Quote | ID: 160591


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wow i never looked at this post ever before until now. I think that's really super cool you want to use odysey as a base. that's totally fine and awesome.

Never would of imagined in a million years that anyone would ever care to take over odyssey for whatever they want... since i'll never be able to finish it in my lifetime..

Anyway so your just talking about like.. a sprite hack like when people change the main character to something else. like mario to yoshi or megaman to protoman or whatever.

--------------
well first read infidelity's post he explained it the best. --- megaman's frames datas are located around 34650 - 34A00 or later. Almost all megamans frames and animations are in that area.

The X/Y positions data is somewhere in the early 32000's. For each frame. I apoligize but i do not have any of this kind of stuff documented whatsoever. It's all in my head sadly...and i never made any notes for any of this stuff.

Its best to use FCEUX's "code/data logger" cause that's the most efficient way to log 1 animation at a time to edit and so on.

kuja killer
Posted on 08-15-15 06:42 AM, in General Megaman Hacking Thread Link | Quote | ID: 160659


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Since: 03-20-07
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I dont know anything about mm2 whatsoever.

But i truly hope someone will come along and provide assistance to you cause that sounds super awesome and i defintely wanna see your "map drawing" system when it's complete.

kuja killer
Posted on 08-16-15 12:42 AM, in General Megaman Hacking Thread (rev. 3 of 08-16-15 12:44 AM) Link | Quote | ID: 160670


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The video is waaaay too blury to see. Why is it only avaiable in 144p ?
Maybe reupload with better quality before more people see ??

But i downloaded it and tried it out, i love this so much. That is just so amazing that you did that. It's so cool too how you color-coded as many things as possible to distiguish from all the different "block property" types and stuff.

I salute you. This totally made my day so much!

kuja killer
Posted on 08-23-15 08:59 PM, in Hack Ideas Thread (rev. 5 of 08-23-15 09:04 PM) Link | Quote | ID: 160861


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Posted by PKstarship
I was playing a hack called RockMan Cross-X a bit ago, a boss rush hack which had many different weapons to use, and I had the best idea for a Mega Man hack EVER. Instead of having six Mega Man games in one ROM, put all the levels into one game. All of the forty-six levels available to play from the very start, all forty-six weapons would be collectable, and the bosses would have new weaknesses added along with their original, like Time-Stopper defeating Gravity Man, or Ring Boomerang defeating Elec Man (or Metal Blade defeating everything ). Charging and sliding would be availible in the Mega Man 1 and 2 levels, and the non-weapon items like Items 1-3, the Rush abilities, Wire and Balloon from Mega Man 4, and Jet and Power forms from Mega Man 6 would be available. the Level Select and Inventory screens would be split into six screens to fit the epic amount of levels and weapons in the game, and there would be a save function. The Wily Castles would appear after all the levels were beaten, and defeating all of them beats the game. There would also be a selection in the level select after you beat all the levels to go into a Boss Gauntlet mode, where you get a few E-Tanks and have to go against all the bosses in a random order, but defeating this would give some sort of epic reward, like the ability to choose to shoot only charge-shots, a double-jump, a wall-jump, or possibly all of those at once. I thought of this a bit ago, and just HAD to post this before I forgot.



Not possible, "period".

At least for NES anyway. No way in the universe all of that would fit within 1 MB of programming space. (max limit of mmc5 mapper) not even graphics by a long shot.

megaman 4 5 and 6 are 512 KB each. ...and literally nearly all of that space is used in the games.

megaman 3 and 5 use CHR-ROM ...megaman 1 2 4 and 6 are CHR-RAM ..
its just not worth it seriously. sorry to say.

kuja killer
Posted on 09-28-15 09:57 PM, in General Megaman Hacking Thread (rev. 2 of 09-28-15 09:58 PM) Link | Quote | ID: 161260


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http://www.romhacking.net/hacks/2562/

here you go

kuja killer
Posted on 10-01-15 09:16 PM, in Togetic (MegaMan 3 hack) (rev. 3 of 10-01-15 09:21 PM) Link | Quote | ID: 161294


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megaman glitched ? but that's impossible .

are you sure you did Ver 2.1 on a clean rom ?? and NOT an rom that already has been hacked or had a previous version ?

Unless maybe you accidently used the japanese patch on the english rom ...or english patch on the japanese rom. :-/

https://www.youtube.com/results?search_query=megaman+3+improvement&search_sort=video_date_uploaded
None of these youtube videos have any glitches

kuja killer
Posted on 10-02-15 07:35 PM, in Togetic (MegaMan 3 hack) (rev. 2 of 10-02-15 07:38 PM) Link | Quote | ID: 161317


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i never finished that text editor for megafle years ago because...i had no idea how to make text editable with it. all the times i tried would majorly corrupt the rom really bad...so i left it un-finished and never bothered with it again, so it's basically just only a text "viewer".

It's completely useless to be honest.

Also, so you apparently used a europe rom acording to zeildak ? yea sorry i dont know anything about the europe rom, i never even had any "thought" of that at any time during mm3 improvement. And im not interested/dont care either. sorry.

Only US, and japan rom's. im not redoing mm3 improvement for a europe rom, sorry

kuja killer
Posted on 10-02-15 07:48 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161319


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Since: 03-20-07
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that's cool, but nah i dont need to see.

Anyway i listed all the offsets of as many settings as possisble in the Story Intro guide text, and where the text is located + a TBL file for fceux emulator.

And yea sorry about "not all" graphics present for the intro screens in megafle. you just only have to swap the graphic pages around a little bit to display them all in the "miscellaneous" screen.

It's because the first 2 pictures, and maybe the one of rush-megaman too ...are way too huge for regular NES standards. they use like 400 tiles apiece as opposed to the regular 256 tiles, so i had to make a custom IRQ to swap the graphics half-way down the picture in order to display all those tiles.

kuja killer
Posted on 10-02-15 10:34 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161321


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http://www.romhacking.net/utilities/333/
link on that page, it's visual basic 6

kuja killer
Posted on 10-03-15 09:41 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161334


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uhhhh, no one ever uses DOS, that'd be a waste of time in my opinion, and the DOS one's been abaonded for like 8 years or so, it's majorly out of date. like version 0.41 or something.

it's not worth the time at all...

kuja killer
Posted on 10-04-15 11:49 PM, in General Megaman Hacking Thread Link | Quote | ID: 161351


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oh yea i tried that out friday night. pretty cool stuff.

but i was really confused with the flash man wep. the pink one that looks like a target icon attached to a long string.

I dont understand how that weapon is supposed to work cause it rarely ever seems to attack enemies. Is there some special way to use it ?

also the metal blade replacement was weird too, how you can hold onto it like the wheel wep in megaman 10, that didnt make sense to me either, didnt know if there was some certain way to use it or not...cause the first time you fire it, it does some weird stuff with megaman's animations and some bubbles appear.

kuja killer
Posted on 10-16-15 11:51 PM, in General Megaman Hacking Thread (rev. 2 of 10-16-15 11:52 PM) Link | Quote | ID: 161486


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Since: 03-20-07
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http://rock5easily.sakura.ne.jp/5/index.html

this has everything you could possibly ever want and more. This has just plain tons and tons of stuff for megaman 5.

or rockman 5 rather. all japanese only though un-fortantely...

kuja killer
Posted on 10-18-15 05:36 AM, in General Megaman Hacking Thread (rev. 2 of 10-18-15 05:36 AM) Link | Quote | ID: 161495


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https://sites.google.com/site/rockman4mi/music/sources

this page does not list super robot wars for any 4 MI song. so dont know where you got that information from..
See the site above for all the official sources

kuja killer
Posted on 10-20-15 10:10 AM, in Togetic (MegaMan 3 hack) (rev. 4 of 10-20-15 10:15 AM) Link | Quote | ID: 161516


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Since: 03-20-07
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it should be perfectly fine to edit the weapon palettes through MegaFLE.

It sounds like your talking about the colors changing back to the regular blue(s) when you un-pause weapon menu. Try looking at this:

in megafle, open the Palette editor, then click the little tab button that says Weapon Menu, and see if the colors there had the blues still, you can edit those there.

You have to click the color'd squares, or you can choose to type the hex numbers in.
----------------------------------

*** EDIT: sorry i mis-understood. you meant when first starting a level. so nevermind the above. my bad
Actually you have the offset right, but since the rom is expanded for megaman 3 improvement, the 3C000-3FFFF is now re-located to 7C000-7FFFF

So if your rom was expanded to 768 KB after you used mm3 improvement, the new address is
7C8A8-7C8AB

kuja killer
Posted on 10-20-15 11:43 AM, in Togetic (MegaMan 3 hack) (rev. 2 of 10-20-15 11:44 AM) Link | Quote | ID: 161518


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Since: 03-20-07
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http://acmlm.kafuka.org/uploader/get.php?id=3926

maybe check with this ?? (all the 3Cxxx-3Fxxx are 7Cxxx-7Fxxx as mentioned earlier, cause of expansion)
not sure which one is related to your situation for shadow blade.
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