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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 05-26-16 01:30 AM, in General Megaman Hacking Thread Link | Quote | ID: 163133


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

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Wow that took a bit of work to do. it wasnt quite as easy as i thought, because some of these places to NOP out as insectduel mentioned (which is totally correct by the way) ...are shared by other places like the Doc Robot battles, im pretty sure thats the only single place that's "shared" so i took extra step to keep that untouched, and only do the teleporter wily level

--------------------------
first entering teleporter
warning this affects the doc robot battles too, so i added a fix so this ONLY happens on the teleporters in wily:

3B7FD: 20DABFEAEA
3BFEA: A522C90FF005A90C2098F860

--------------------------
defeating boss
warning this affects the doc robot battles too, so i added a fix so this ONLY happens on the teleporters in wily:

38169: A900EA

382C8: 20AF83EAEA

383BF: A522C90FF005A9F22098F860
--------------------------

leaving teleporter, returning to main room, this offset only applies to megaman 3 improvement cause the "last bank" is at 7xxxx instead of 3xxxx:

7DE48: EAEAEAEAEA

kuja killer
Posted on 05-26-16 07:49 AM, in General Megaman Hacking Thread (rev. 5 of 05-26-16 07:56 AM) Link | Quote | ID: 163136


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

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no prob, im actually more happy about the fact, that you mentioned using mm3 improve, for your hack.

Im just very glad i've finally had a successful project for the public in my life.
unlike odyssey which isn't past 4 of 8 robot master levels done.

Zynk's rollchan is the first hack im aware of which uses it, that's released and done. and i truly hope Zieldak's "megaman 3 crimson" will see the light of day too

kuja killer
Posted on 05-26-16 07:57 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 05-26-16 07:58 AM) Link | Quote | ID: 163137


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

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looks good, defintely more lively - the new forest on the right.
i gave you a compliment by the way in the "general megaman hacking" thread above.

kuja killer
Posted on 05-26-16 05:10 PM, in General Megaman Hacking Thread (rev. 2 of 05-26-16 05:11 PM) Link | Quote | ID: 163141


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

Last post: 288 days
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i havent ignored your post, i read it. i didnt have a reply for it because ... i dont really know how to do diassemblies or how to setup such a thing like that.

And honestly, i would not be interested cause i only have worked with the hex numbers all my life.

All i can offer is all the documents i wrote in 2006-2008. that's all i have, sorry.

here:
http://www.romhacking.net/documents/718/

kuja killer
Posted on 05-26-16 10:10 PM, in General Megaman Hacking Thread (rev. 2 of 05-26-16 10:12 PM) Link | Quote | ID: 163145


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

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nah, i said earlier, i would "not" be interested at all in trying to make any kind of diassembly thing. it doesnt intrest me in the slightest bit. The real sad thing is i guess is ....

i have everything literally memorized in my head, i know all the hex numbers to all the ASM commands and stuff --- but i usually dont ever know what the actual ASM commands are. I dont even "need" to know.

I just type like "A9 28 9D 60 03 A9 40 18 65 00 9D C0 03" ...i dont really have any idea what type of "STA" i just did with the 360 and 3C0. - But this means i just set megaman's horizontal positon to 28, and vertical position to 40 + whatever was in RAM register 00

kuja killer
Posted on 05-27-16 11:31 AM, in General Megaman Hacking Thread Link | Quote | ID: 163149


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

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Dark Shadowman Stage

140B9 - Woodman Leaf Sheild
1404C - Woodman Leaf Sheild (when thrown towards you)
140B1 - Woodman
140B5 - Woodman Leaves (when going up into the air)
140B6 - Woodman Leaves (when falling to the ground)

140C4 - Heatmans flames
140C1 - Heatman

kuja killer
Posted on 05-27-16 09:54 PM, in Mega Man Collab Project? (rev. 8 of 05-27-16 10:09 PM) Link | Quote | ID: 163156


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

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

I can contribute help and support and a "tiny little bit" of programming ...if needed ...only if it's related to megaman 3, all the other NES mm's i can not do anything for whatsoever cause i've never worked with any other games. - that's the only single thing im able to do,

If needed though only within your limits, nothing fancy, nothing crazy as you said, it would be extremely easy as pie to add anything you guys might need (assuming it's mm3, and using the mm3 improvement 2.1 patch) ...because i had that hack expanded on both graphics and programming space. there's a free empty 38,000 something bytes of free space for both grahics and coding.

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

mm 1, 2, 4, 5 and 6 --- im instantly "out"
cant provide any help with those.
-----------------------------------------------------

i just gotta say something real quick by the way about one of your points. You dont really have to cut out palette animations. I mean all the NES mm's have them. it's really no trouble at all for graphics people. you could just use 1 of the 4 BG palettes, while the other 3 BG palettes are just regular normal graphics. So it doesnt hurt to have a little color animation "here and there"

if im not mistaken, the question mark blocks in Mario 1 use a color palette animation for that orange flashing

kuja killer
Posted on 05-29-16 03:42 AM, in General Megaman Hacking Thread Link | Quote | ID: 163169


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Since: 03-20-07
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why is that exactly if i may ask ? I dont understand the reasoning for why you'd want that. Basically just means ...you have pretty much infinite lives, and there would be no reason to "ever" put an extra life item in any level.

kuja killer
Posted on 05-29-16 04:50 AM, in General Megaman Hacking Thread (rev. 3 of 05-29-16 05:04 AM) Link | Quote | ID: 163172


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

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Okay then, done.

I recorded a video of myself for the very first time ever, doing my hex editing stuff "live".
I mostly want to show this video to Zieldak and if anyone else even cares.

It took less than 5 minutes, about 4 and a half minutes to do what you requested (after i brought up the notepad window is when i was finished, then testing it out)

https://www.youtube.com/watch?v=H8rAZxZC4-U
---------------------------------------------------------------------------------
setting lives to 2 immediately after beating boss, warning, this was not tested with the doc robots you fight "half way through a stage". but hopefully it only affects the 2nd battles

38364: A91D85F5206BFF20ECBF

3BFFC: A20020D3D9A90C8530A5AEC902B004A90285AE60
---------------------------------------------------------------------------------

kuja killer
Posted on 05-29-16 05:52 AM, in General Megaman Hacking Thread (rev. 2 of 05-29-16 05:58 AM) Link | Quote | ID: 163174


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

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do you need that fixed, or leave it alone ? - had a feeling it'd happen

kuja killer
Posted on 05-29-16 06:18 AM, in General Megaman Hacking Thread Link | Quote | ID: 163176


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

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okay here, ignore those changes above, they are now invalid and no longer apply. so if you already saved it on your rom, then please undo those changes back, restore those 2 places back to what they originally were before i posted.

This time it's this:

7DBC0:
20C0F9EA

7F9D0:
A90D8530A5AEC902B004A90285AE60

kuja killer
Posted on 05-29-16 09:17 AM, in General Megaman Hacking Thread (rev. 5 of 05-29-16 11:14 AM) Link | Quote | ID: 163178


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

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oh your using that ? That's probably why then. if there was not a bunch of 00's near 7F9D0... then that space was used for a different ASM hack for a different person....

geez sorry...i'll look for a different area of free space and then edit this post
--------------------------------------

edit: here try this spot then, this is the next place with a little bit of free 00's somewhere

7DBC0:
20C7E8EA

7E8D7:
A90D8530A5AEC902B004A90285AE60

kuja killer
Posted on 05-29-16 11:58 PM, in General Megaman Hacking Thread (rev. 4 of 05-30-16 12:16 AM) Link | Quote | ID: 163181


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

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Your using the english megaman 3 improvement 2.1 right ??
NOT japanese ?? (the offsets would be different for the japanese rom)

Im getting a little irritated. I should not have had to constantly keep coming back to this over and over and over for such a tiny little request like this.

kuja killer
Posted on 05-30-16 12:35 AM, in General Megaman Hacking Thread Link | Quote | ID: 163183


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

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nah it's not complicated...apparently all these places that i keep copy-pasting it at where i see a string of 00's with enough space to stick at it...apparently are either already in use on your ROM by other ASM hacks ...or your using the japanese rom which has different locations.

I was using the last MM3 improvement build i had just before i offically released it to the public and posted on romhacking.net. So this does not have any hacks applied to it "after" June 6, 2015. It does not include the "backwards weapon switching", etc.

kuja killer
Posted on 05-30-16 12:59 AM, in General Megaman Hacking Thread (rev. 2 of 05-30-16 12:59 AM) Link | Quote | ID: 163185


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

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okay this is the last time, if it still causes the game to crash or whatever for some reason, then i give up.

I can confirm 100% this stuff works, i recorded that video intitally of myself showing the proof. All i've done since then is just moved it to different locations, nothing more, didnt change the code in anyway at all since those last replies.

First confirm here:
http://postimg.org/image/m6edrvhkb/ - you should see a A9 0D 85 30 right here on 7DBC0

if not, then click Edit ---> Find ...so it opens a little "find what" window.
paste this line ...only if it does not match the screenshot above, if it does...then ignore this step

A90D853060A90F -- click "find next" button. it will take you to where it is, if it's not 7DBC0

paste this there starting on the "A9"
20F0C5EA

You should see tons of "EA" between 7C600 - 7C620 -- this is some free space
So paste this at 7C600:
A90D8530A5AEC902B004A90285AE60

-------------------------------------
quick review:

7DBC0:
20F0C5EA

7C600:
A90D8530A5AEC902B004A90285AE60

kuja killer
Posted on 05-30-16 01:21 AM, in General Megaman Hacking Thread (rev. 3 of 05-30-16 01:22 AM) Link | Quote | ID: 163187


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

Last post: 288 days
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you must be doing something wrong on YOUR end then, not my end. i've tested every single time i've replied, and watched the lives counter directly in the RAM viewer, getting reset to 2 exactly how you wanted (if it's currently 01 or 00 when i kill a boss and wait for megaman to teleport out)

i dont know what else to say anymore then.

kuja killer
Posted on 07-07-16 07:35 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 07-07-16 07:36 PM) Link | Quote | ID: 163449


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

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no, in my opinion. waste of time. it's too glitchy anyways.

kuja killer
Posted on 07-10-16 10:58 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 163467


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

Last post: 288 days
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oh i know what ya mean by the "no cut in half structures" yea that happens natrually with the NES in general, not just the megaman games i would think --- when going up and down screens only specifically. because the NES only shows like 224, or 240 pixels vertically ... which 7 and a half structures tall.

So like in MegaFLE if you have some proper block at the very bottom half of the 8 row, it'll look "cut off" when you scroll a screen down. So ya sort of like have to use another combination of block patterns to make it look proper..

kuja killer
Posted on 07-16-16 07:11 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 3 of 07-16-16 07:15 AM) Link | Quote | ID: 163490


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

Last post: 288 days
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i want to propose something for your hack, and "possibly" anyone else who may make any megaman 3 hacks in the future, and wether they use mm3 improvement with their hacks or not.

Just recently in the past few days i was able to successfully implement slippery ice physics into my game, Megaman Odyssey (based on megaman 3) ....which is to be used for the upcoming Glacier Woman level.

And i feel i want to share it with anyone. - im NOT updating megaman 3 improvement again just because of it, but i might want to consider making a seperate IPS patch for megaman 3 which should be safe for anyone to apply to their own roms.

It is based off megaman 4 - cossack stage 1, with very slight improvements to be more accurate to megaman 9/10 when you play on "Proto man" mode since only he can slide.

I wish to offer this little hack to you and anyone else, if interested. You can very easily apply it to any blocks in TSA table afterwards in MegaFLE level editor
--------------------------------------------------------------------

By the way, if you didnt know, mm3 improvement can let you add up to 2 to 4 "multi paths" for each stage, although it's not editable in megafle without completely re-writing the program to add new textboxes and stuff.

kuja killer
Posted on 07-17-16 06:37 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! (rev. 2 of 07-17-16 06:51 PM) Link | Quote | ID: 163500


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

Last post: 288 days
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i think im going to give up actually. i apoligize for the false promise. it's just becoming extremely annoying as hell to edit an un-modified mm3 rom ...or even mm3 improvement 2.1 ...compared to Odyssey.

Cause there's no room to squeeze in a couple bytes of space into all the areas of megaman's AI without jumping all over the place, and ....it's just a freaking nightmare seriously. and there's so many other jumps and branches that point to these places i actually am stick code at ...and it just messes it all up, for example the JSR's are getting called 2 or more times when it should only be once...it's giving me a headache.

Sorry, i wont do it now honestly. -- it was easy to deal with on odyssey because it's all tons more optimized and easier to put in code into these areas "without" ever needing any JSR's or JMPs or anything like that.

it should of taken no less than 30 minutes to copy-paste all the changes i had documented, but i was at it for over 5 hours until i was "done" and quit, sadly.
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Main - Posts by kuja killer

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