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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by kuja killer

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kuja killer
Posted on 10-22-15 12:33 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161555


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

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Most of the games animations and frame data are between 34000 to 38000

369FC-36A05: 1-Up tiles and palettes
The first byte of an tile frame/animation always specifies how many tiles are on a frame. This says 03, which means there's 4 tiles (cause 00 counts)

The 2nd byte is a pointer to it's X/Y positions for each individual tile.

The rest is the the Tile ID number followed by palette. 6D means it uses graphic tile 6D, 00 means it uses the 1st sprite palette (megaman's body) -- change to 01 to make it be 2nd pallete (megaman's face colors).

You'll notice a slight change on the other tiles being 40 and 41. that means you can flip them horizontally, vertically, or both. so, 0x, 4x, 8x, and Cx

-----------------------------------------------------
Weapon icon sprites above megaman's head:

Start from 3FF00, you'll notice a 10 byte text label i put there called "WEP ICON SPRITES"

Same format as above i explained earlier. Well kind of, just reversed.
Mega buster is 3FF50-3FF5F, Gemini is 3FF60-6F, needle 70-7F...

Shadow blade is 3FFF0-3FFFF.
1st byte is palette, 2nd byte is tile number. All icons use 4 tiles except mega buster

Graphics are located at A5010 and A6010 when viewing in Tile Layer Pro or YY-CHR

kuja killer
Posted on 10-22-15 07:10 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161564


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Since: 03-20-07
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yea there's completely seperate palettes between the regular stage select ...and the doc robot stage select. they have 2 seperate palettes, settings tables when you press start on any of the 9 squares, pretty much everything almost.

Doc Robot Stages Palette (Stage select)
31D46 - 31D55

This should be it, from "stage select.txt"
-----------------------------

Not sure about the question mark thing. you might have over-written either it's tile id's information, or x/y positions.

If not, then you might have overwrote some of it's graphics where-ever it was located.
just only a guess.

kuja killer
Posted on 10-24-15 11:07 AM, in Togetic (MegaMan 3 hack) (rev. 2 of 10-24-15 11:08 AM) Link | Quote | ID: 161577


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

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alright... show me a screenshot so i can know wether the X/Y positions data got corrupted, or if it turns out to be something else.

kuja killer
Posted on 10-24-15 04:17 PM, in Togetic (MegaMan 3 hack) (rev. 7 of 10-24-15 04:30 PM) Link | Quote | ID: 161582


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Since: 03-20-07
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okay try copy-pasting this at..

329D8:
F8F0F8F8F800F80800F000F800000008F0F0F00808F80800F0F8F000

There's way too much black in that screenshot which suggests the tiles are wrong, not the X/Y positions i posted above.

-------------------------------------------------------------------------

If that didnt fix it, then let's try restoring the tile ids too.
Do both of these pastes

2B891:
0D60F402F502F602F7026F02F802F9026F02F002F302E002E102F102F202

kuja killer
Posted on 10-24-15 05:01 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 161585


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Since: 03-20-07
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alright well there's nothing else left except this:

http://postimg.org/image/szcv1jwo9/

All i can think of is that you deleted or replaced the original graphic tiles from this spot i circled ...if that's the case, then you'd have to restore the graphics in that spot (which seems to be mixed in with pieces of wily's spaceship)

kuja killer
Posted on 10-27-15 07:59 PM, in General Megaman Hacking Thread (rev. 2 of 10-27-15 08:00 PM) Link | Quote | ID: 161620


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Since: 03-20-07
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I really cant easily say every little possible thing you ever ask for, but all i can say ...as best as possisble is that 90% of the game's animations and frame data stuff is between 34000 to 38000 like i said before.

Use fceux's "code/data logger" tool to find them.

Open the "trace logger" window first, then put a checkmark next to "only log newly mapped code" and "only log code that accesses newly mapped data"

then un-check automatically update window while logging"
then click the "start logging" button above which will automatically open the code/data logger window, so just set that aside.

now... go to the energy's (no enemies on screen...get rid of them all if theres enemies on screen ...just energy only) ...

and search for hex logged in a blue color within the 34000 to 38000 area

click "reset log" on the code/data logger once in awhile if there's way too much stuff getting in the way.

kuja killer
Posted on 10-28-15 10:18 AM, in General Megaman Hacking Thread (rev. 4 of 10-28-15 10:24 AM) Link | Quote | ID: 161624


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http://s30.postimg.org/3xu7gpmj5/dgdfgdgf.png
This is what my screen looks like usually most of the time. (how my stuff is setup) ..

As soon as the options on the "trace logger" screen are setup and the code/data log window opens ...then you can minimize "trace logger" and forget about it, but dont close it

-------------------------------------------------------------------
I refuse to use a version newer than 2.15

So if it's totally different in that fceux 2.23 or whatever the lastest version is, then i dont know what it looks like on that.

kuja killer
Posted on 11-10-15 11:04 AM, in Board2 Collaboration Hack? Link | Quote | ID: 161844


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Yea basically what thantas said, the main thing this hack lacks more than anything else ...
graphics and level design obviously.

Basically like, i dont know how to say it exactly but "ready to put in", after some has been made. I'm completely helpless on own own. I only have programming skills only.

I do not really ask for people to join myself because i've given up on that long ago, that's why thanatos tries now instead.

kuja killer
Posted on 11-10-15 02:01 PM, in Board2 Collaboration Hack? (rev. 4 of 11-10-15 02:19 PM) Link | Quote | ID: 161846


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well, i honestly do not know on that. I truly dont know. 4 of the 8 guy's are finished. Bolt, Duplex, Pyro, and Necro are all done including megaman's weapons.

The remaining 4 are not.
Glacier, Rapid, Disc, Spike. -- and none of megaman's weapons for those 4 guy's either. -- There are sprite sheets for them, which were made in 2007-2008 by mm-omega. But he was probably going to end up redoing them.

Because during that time, i was just in the state of becoming smarter with ASM programming more and more everyday, and there was no real Boltman level design/plans yet at that time (the very 1st level started)

Again i do not honestly know on that specific question. Assuming we ever get that far... in the future.

I can say with certainy though, that the next level in line once pyro was done... is Glacier Woman

kuja killer
Posted on 11-20-15 08:08 PM, in General Megaman Hacking Thread Link | Quote | ID: 161981


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check for this

http://postimg.org/image/gks1aovzv/

these 2 options should be turned on "at all times" otherwise it will cause problems most likely, like what your saying.

and dont forget click "set midpoint" and "set bosspoint" on the screen editor after your done adding/deleting enemies for a level, or else the checkpoints will not have the correct enemy number to read from.

kuja killer
Posted on 11-21-15 02:30 AM, in General Megaman Hacking Thread (rev. 3 of 11-21-15 05:33 AM) Link | Quote | ID: 161986


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that's usually a extremely common problem with megaman 1 and/or 2

but not 3 to 6

so, dont have any clue honestly right now, sorry

kuja killer
Posted on 11-22-15 01:48 AM, in General Megaman Hacking Thread (rev. 4 of 11-22-15 01:56 AM) Link | Quote | ID: 161994


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ohhh that's it yea. i was too tired to bother thinking or anything, but zeidak got it right.

you just have to simply "touch" each enemy in the level at least once ..just click the up/down arrow button on a enemy's X position, and it should automatically re-adjust it's screen number.

Cause for example ... if there on the wrong screen number, then that's what will cause all the weirdness and problems.

-------------------------------------------------------------
enemy 1, 2, and 3 is on screen 1 fo example.
enemy 4, 5, and 6 is on screen 2....
enemy 7 is on screen 1
-------------------------------------------------------------

that's the problem, 7 is not going to ever appear cause it's not "in order"

Those 2 options i showed you earlier on the configuration window fixes it. ...they should have always been applied by default in my opinion, they shouldnt even "exist" as options period but since they do obviously...
no one should ever leave them "un-checked" though.

kuja killer
Posted on 11-22-15 07:26 PM, in General Megaman Hacking Thread (rev. 3 of 11-22-15 07:31 PM) Link | Quote | ID: 162000


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Since: 03-20-07
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yes there are tables and hard-coded "CMP" checks i believe, for those teleporters in wily 4. I'll try looking at it sometime when i feel like it.

Something that could seriously have been helpful and added to MegaFLE.

There's plenty other things i can think of i really feel should have been on megafle too, so people dont have to hex edit by hand.

The disappear/reappear blocks defintely which were only in magnet and wily 1. those have some large tables full of X and Y positions, and screen numbers, for every single individual block.

another example is, there's a few different tables for all of megaman's weapons + the 3 rush forms, that specify things like "how much energy does this weapon use per use" and "how many times you can shoot before depeleting energy" (so that you can make a weapon have more than 28 HP like needle/shadow/snake wep)

kuja killer
Posted on 11-24-15 12:21 AM, in General Megaman Hacking Thread Link | Quote | ID: 162014


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Since: 03-20-07
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Okay i checked it out, that's defintely a new bug i've never experienced with megaman 3 ever before. i saw what you mean - i just tested by slighty editing a couple of the screens a tiny bit with an upright, then downright, then right, and when i climbed down the ladder ...an auto-scroll happened immediately (like the level data was reading the right ...instead of downright) very very weird.

well there is a solution - have a full 1 block wide wall on the side of the screen like this screenshot example below, and then it wont trigger the "right xx" immediately.

http://postimg.org/image/7uzbe43a7/

if there was only "half block" wide block between these areas ...or on the very top right corner of the "downright" hallway...then the glitch happens. just have a 1 block wide tile and it should be fixed, at least when i tested anyway. but dont have a ladder to try going back up like i did there, cause it wont work unless a ladder is between X position 00-7F (left half of screen) on that combination of scroll's

kuja killer
Posted on 12-21-15 08:27 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 162213


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Since: 03-20-07
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that's "not" infidel's romhack if that's what you were trying to say.

Those are just the original games. And the TAS was made in July 2014.

kuja killer
Posted on 12-22-15 12:28 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 162222


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sorry i meant "not infidel's hack" in the video you linked to. that's the only thing i was trying to say. cause i thought ...that you thought it was the mario all stars hack in that video. sorry that i wasnt clearer earlier....

kuja killer
Posted on 01-01-16 03:24 AM, in General Megaman Hacking Thread (rev. 2 of 01-01-16 03:34 AM) Link | Quote | ID: 162303


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Since: 03-20-07
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"no header" rom i think
From the readme text:

-------------------------------------------------
Directions
Please assign to Rockman X by suitable patch software.
It's said to be Super Nintendo Entertainment System and there is a possibility that a problem happens to the time of patch.

It's always clogged without Header.
1,572,864

Please assign to a file of part-time work.
There is Header and I don't hit (1,573,376 bytes). Please assign after 512 bytes are cut off from the header in that case.

kuja killer
Posted on 01-03-16 09:42 PM, in General Megaman Hacking Thread Link | Quote | ID: 162351


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Since: 03-20-07
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it's not hard...

http://www.geocities.jp/borokobo/neo/download.html#ROCKX

then click this link:
[10]ロックマンX 2016年賀ハック  新年企画の短い改造

kuja killer
Posted on 04-10-16 09:16 PM, in Roll-chan 3 Improvement RELEASED! Link | Quote | ID: 163020


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Since: 03-20-07
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Before way too many people download it, and i know the download count on romhacking.net is rising rapidly since i looked this morning, it was at 21 ...then a little while later it was at 28.

1) you should probably change your IPS patches to regular .IPS patches.

Cause i had no clue what the heck a .BPS patch was, or even what program it belonged to, i didnt know until somebody in the romhacking IRC actually told me what it's for "beat".

Or at the very least mention what program your supposed to use, in your readme.

--------------------------------

2) I give you my pressimission, if you'd like ...to uhhh...im not sure how to explain this really but i'll try.
First use mm3 improvement ROM (well ...the patches already made for it ) and uhhh... apply your seperate Roll Chan patches to that (each rom's) ....THEN make a IPS patch for it.

It should work, at least i hope. That way people dont need to apply 2 seperate patches, just ONLY yours which will have both mm3 improve, and roll chan.

If that makes sense. I had a hard time trying to explain.

kuja killer
Posted on 05-10-16 08:40 AM, in Megaman Prometeo 3 Link | Quote | ID: 163083


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Since: 03-20-07
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looks pretty cool. I wish i could read your articles though on your blog..i dont know a single word of spanish except "hola"
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