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kuja killer
Posted on 04-18-17 02:23 AM, in Capcom Music Editor *First Release* (rev. 2 of 04-18-17 02:26 AM) Link | Quote | ID: 165394


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Since: 03-20-07
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Ah that makes sense about the hex thing, dont know why i never thought of even doing that before, but yea it does help alot better than regular decimal, to compare when editing sounds and songs in the roms since everything is hex obviously.

Although i dont want to update the program anymore sadly. this first release was un-fortantely the last release as well.
I'd like to just throw out the source code of the whole thing to all you guys ...but i dont know if anyone would even bother with it because ..it was originally made by it's "first" author, in something called "borland C++ builder" ..

and absolutely not 1 single kind of C++ thing in the whole world would EVER work with the source code until i got the actual 500+ MB installer from the author himself
And i have no place to put that installer anywhere...thats why i feel no one would be interested. :|

kuja killer
Posted on 04-24-17 08:40 AM, in Capcom Music Editor *First Release* Link | Quote | ID: 165430


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https://www.mediafire.com/?8abyqbnkv7iwok6
okay here it is.

It needs "borland C++ builder 5" ..to actually edit the program and all that stuff. Im not going to attempt to upload the 500-something MB installer And i have no idea where on earth what website to find the program at exactly

kuja killer
Posted on 04-26-17 02:29 AM, in Some ideas I had for other NES multi-cart hacks (rev. 2 of 04-26-17 02:30 AM) Link | Quote | ID: 165446


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yea i've heard there's supposedly a couple mappers that can have even more than 1 MB of programming space compared to mmc5... but there really crappy mappers that dont have any features at all, and the graphics are still really tiny like 256 KB or something

I dont think they would be good for the megaman games at all, but im not totally sure

kuja killer
Posted on 04-27-17 08:50 AM, in Some ideas I had for other NES multi-cart hacks (rev. 2 of 04-27-17 08:54 AM) Link | Quote | ID: 165463


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http://www.romhacking.net/hacks/1387/

I made this years ago for rockman 5 ... not megaman 5 just a quick little hobby project for fun one morning. I should of done it for mm3 but i just randomly did mm5 for no reason in particular.

you could potetially use this as a base, as it starts ya off with MMC5 already, and 1 MB of programming/graphic space. I think it's 512 graphics, 512 programming.

Also mm5 is the only one in the NES mm's with that extremely useful automatic graphic page swapping thing for sprites. None of the other games had.

but then this kind of ruins the whole plan then, having to import mm3 stuff to 5... bleh no clue how you'd even do that so.. i guess this aint a good thing then. :|

kuja killer
Posted on 05-03-17 09:31 AM, in Mega Man 4 Voyage (Update: Out NOW) (rev. 2 of 05-03-17 09:33 AM) Link | Quote | ID: 165534


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I have absolutely poor imagination skills too. it's super hard for me to think of things to do... even just simply looking for "what" games to copy attacks and patterns from is hard.. i mean, there's millions of games, so i cant figure out what games to look at, to study and copy from heh.

I only have 5 of 8 boss's AI behavior's completed for odyssey. I'd start on Disc Man next, but i dont know what to "think"...or what games to look at.

kuja killer
Posted on 06-24-17 10:15 AM, in General Megaman Hacking Thread (rev. 11 of 06-25-17 11:32 PM) Link | Quote | ID: 165729


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just would like to show people that megaman odyssey hasnt died... "yet", just a couple random shots from boss fights. Rapid Man, and Glacier Woman.

Sadly glacier woman does not have any sprite sheet whatsoever period... only 1 frame, but i "more or less" had all of the battle AI's programmed.

Graphics credit belongs to MegamanOmega, none of these boss's would ever been possible/brought to life, without him. He's a very talented artist, great friend, and deserves all the thanks in the world, more than i ever do.




kuja killer
Posted on 08-18-17 10:28 PM, in RHDN Makes a Patreon Page... (rev. 2 of 08-18-17 10:29 PM) Link | Quote | ID: 165853


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this guy's an idiot really if he thinks he'll take romhacking.net off the face of the earth

technically there is "nothing" wrong. sure the money thing is probably not very good, not going to argue that ... i seriously miss the "bonsai" theme i always used. ...everything "except" the forums no longer loads properly in Internet Explorer anymore because of this stupid default theme.

it was perfectly 100% fine with "bonsai" ...

anyway there not doing anything wrong, IPS patches are NOT illegal... roms in "public forums" are what's wrong... but not ips patches... so that guy isnt going to get anywhere...

kuja killer
Posted on 09-25-17 02:23 AM, in General Megaman Hacking Thread Link | Quote | ID: 165923


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Just did a write breakpoint on $E9 in debugger right before that screen with protoman, and it points to E2CC so...

3E2DA:
EAEAEAEA

that should affect both the regular gemini and doc gemini. wont load the alternate graphics page.

kuja killer
Posted on 09-25-17 04:25 AM, in General Megaman Hacking Thread Link | Quote | ID: 165925


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english. i didnt know you were on japanese ver

but if you want japanese ver then:

3E2D2:
EAEAEAEA

kuja killer
Posted on 09-26-17 09:17 PM, in General Megaman Hacking Thread (rev. 3 of 09-26-17 09:21 PM) Link | Quote | ID: 165928


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japanese version --
3E3A7:
2060F5

3F570:
206BFFA522C909F004C902D00EA52BC902D008A99F855EA90285F860

this code includes both gemini levels, if you only want doc gemini, then...

3F570:
206BFFA522C909D012EAEAEAEAA52BC902D008A99F855EA90285F860

and, edit 3F580 for which scroll map id number to start on. NOT screen number, use MegaFLE for reference for which map number to start on.

and, edit 3F584 to control how high or low you want the "dividing line" to be. does not have to be the same as the original gemini.
Default value is 9F (a little below half-way down screen)

------------------------------------------------------------------------------
This is only for "dropping down" into a screen like you said. This example i did was scroll map 02, which is immediately after the Proto Man event

This location above is not compatible with Megaman/Rockman 3 Improvement, unless you were using that, it'd have to be put in a different spot

kuja killer
Posted on 09-27-17 04:28 AM, in General Megaman Hacking Thread (rev. 4 of 09-27-17 04:32 AM) Link | Quote | ID: 165930


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--------------------------------------------------------------------------------------------
206BFFA522C902D012EAEAEAEAA52BC902D008A99F855EA90285F860

regular gemini only -- just changed the 09 to 02 (level id number)

(not a glitch) yea i cant really help much with how the bakground starts at the very beginning, i notice that happened when dropping down from the proto man screen, it's kinda hard coded and cant be controlled directly, but it like is based on the current screen number,

that 1st screen below protoman is screen A (the 10th screen) and it's like shifted by half a screen length i think. Because i think the parallax is divided by 4 at a time..im not sure how many.

So it's like in multiples of 4 (40 pixels hex), and cause it was screen A, it "started" shifted by 80 pixels...i think

or whatever the "divided by" amount is -- if it started on screen 4, 8, C, 10, 14 ...then i think it may be proper.

kuja killer
Posted on 09-27-17 04:29 PM, in General Megaman Hacking Thread Link | Quote | ID: 165932


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yea that happens in mm3 originally too, when ya die anytime from the beginning of level, til before scrolling to proto man, not really sure why though, i didnt try looking at that before. but ya like ya said, just automatically fixes somehow right after teleport. weird

kuja killer
Posted on 10-06-17 10:26 AM, in General Megaman Hacking Thread (rev. 2 of 10-06-17 10:36 AM) Link | Quote | ID: 165938


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im not sure which enemies or bosses, but there's some whose bullets do not disappear officially when leaving the screen vertically via the top or bottom edge of the screen. usually bullets, like the snake heads in snake man, the needles from hedgehogs, and metools (the diagonal bullets, not the straight horizontal one)

They'll be hidden off the screen, which you cant see, but still be loaded in memory, this fixes it so there deleted properly to not fill up enemy object slots.

kuja killer
Posted on 10-16-17 10:18 PM, in Mapper Conversions Issues Question Link | Quote | ID: 165952


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if it's an IRQ thing, this comment thing, which it sounds like a textbox, ya gotta make sure the IRQ's work with mmc5's way it does thing. it's kind of backwards compared to mmc3 if i recall.

like the "time until next irq" thing goes forwards on mmc3, but goes backwards on mmc5 - something like that, i think

kuja killer
Posted on 10-16-17 10:20 PM, in General Megaman Hacking Thread (rev. 3 of 10-16-17 10:25 PM) Link | Quote | ID: 165953


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yea it's totally safe to edit the palettes 0 to 4 which is the maximum number of sets allowed

be careful with the "screen preset" textbox though when editing/making level designs. Sometimes you might see random garbage numbers like A0, 63, B9, FF ..etc especially after the boss room for Needleman.

You can only go up to screen preset 1F -- do not make screens with numbers higher than "preset" 1F or you will overwrite level data. (again cause it was leftover "garbage" stuff)

kuja killer
Posted on 12-04-17 10:05 PM, in MegaFLE X 0.701 release Link | Quote | ID: 165999


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why exactly do you want to do that ? I dont understand. Why not just stick to editing a Rockman 3 rom ??

It kind of doesnt make sense, or you could try to replace the english Megaman logo graphics with the Rockman 3 one using YY-CHR/Tile Layer Pro. ..i guess

At $5D010 you'll find the logo graphics there for both roms

kuja killer
Posted on 12-04-17 10:14 PM, in Togetic (MegaMan 3 hack) Link | Quote | ID: 166000


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umm, first of all, click the 2 "0F" and set them to different colors so you actually look at the graphics more clearly.

ya should be able to match-up who's who pretty easy...
i mean i just opened a mm3 rom, load fceux, turn off BG in fceux, so it only shows sprite layer...and i found topman's tiles in just 2 seconds

the light-blue circle for example is top man, red is shadowman, should be able to figure out the rest there.


kuja killer
Posted on 12-07-17 10:10 PM, in MegaFLE X 0.701 release (rev. 2 of 12-07-17 10:11 PM) Link | Quote | ID: 166006


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i see, well, you can just try inserting your graphics over the original megaman 3 logo graphics,

again, there located at $5D010 in both japanese/english when viewing in Tile Layer Pro, or YY-CHR.

and in MegaFLE, these circled parts are where there located on the tables, there's a few spots on the TSA table with a group of 4 0's in a block, those are un-used spots in case you need a few extra slots.

The graphic of megaman in the bottom right can be done with a simple small piece of code, cause that graphic does exist in the Megaman 3 ROM already, just wasn't active for whatever reason

https://i.imgur.com/BcLhHH0.png

kuja killer
Posted on 12-14-17 08:51 AM, in Togetic (MegaMan 3 hack) (rev. 6 of 12-14-17 09:01 AM) Link | Quote | ID: 166046


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oh didnt know you meant mm specifically, cause you mentioned top man earlier..

well look at the 4th row of tiles in that screenshot i posted, those are all right there.
if your unsure what's what, just umm... have a 2nd copy of your rom for backup in case of emergency

and on the first rom, fill in each of those tiles with just 1 pure solid color, save...reload emu and check all the directions to see which one's been edited.

it looks like the far right side on the 4th row is "down-left" ...next to that looks like straight left, -- the one next to that looks like either up or up-left.

jusr mess around with it for a bit

whenever im trying to find any specific tiles, or if i no longer want to use tiles, i always fill them in with these placeholder boxes... save..reload rom and check, etc, stuff like that.
https://i.imgur.com/TTGAVx0.png

kuja killer
Posted on 12-23-17 07:55 PM, in General Megaman Hacking Thread (rev. 2 of 12-25-17 12:16 PM) Link | Quote | ID: 166069


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Since: 03-20-07
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*important news*
Rockman 6 Skype was previously thought to be cancelled a few years ago, and was very well known in the megaman romhacking world.
and...

It was just released recently as a new name by all it's many japanese authors. Only 2 levels were not yet finished, but the whole rest of the game is playable from start to finish.

It's now Rockman 6 Spirits of Hackers.

https://mobile.twitter.com/NBoroKobo/status/942054375962296321

https://ux.getuploader.com/RockSoH/
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Main - Posts by kuja killer

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