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Main - Posts by kuja killer |
kuja killer |
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Level: 55 Posts: 581/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
310A8:
20509E 31E60: 203BC5A9808D00038D8005A91A8DC005A9A08DC003A9C08D60032056FD60 this was turn on the graphic. (same as "get weapon" screen) |
kuja killer |
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Level: 55 Posts: 582/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
Not a glitch, just the way it was made, not sure how else to say it.
---------------------------------------------------- 2018 New Years hack by puresabe! http://www.geocities.jp/borokobo/zip/Rock2018NY.zip |
kuja killer |
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Level: 55 Posts: 583/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
another playthrough, awesome. there's been so many people posting youtube vids of mm3 improve in the past few months all of a sudden, i've watched every single one too.
alot of them are in other languages than english though, kind of sucks not being able to undestand a word these people are saying about the hack. |
kuja killer |
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Level: 55 Posts: 584/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
right, there was maybe estimate of 150 bytes or so at the end of the music engine at $30F00 -- it is possible to continue inserting songs until 31FFF but you "cant" because 31000-31FFF is most non-gameplay screens like "Get Weapon" - Stage select, boss selected, password, and some others.
And a normal song is between 400 to 600 bytes. On megaman 3 improvement, this is not an issue at all because of the ROM expansion, simply move the music engine to anywhere else (the new free space), and then you can have way more songs/sounds. So that may come next time |
kuja killer |
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Level: 55 Posts: 585/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
thats cool, hopefully all your info will be useful to more mm1 romhackers.
and if you dont mind me saying, sorry for going off topic -- i saw all your levels in the "megaman contest 2" and they were really good. especially that underwater level with the giant fish boss at the end, was really unique. i loved it. I thought your level there was pretty high quality. i forget what it was called "metal ocean" or something |
kuja killer |
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Level: 55 Posts: 586/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
seems like a joke image to me. :| cant make any sense of that period...it's just a mess of random colors. sorry. |
kuja killer |
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Level: 55 Posts: 587/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
Did number 1 actually happen in any games ? i feel like it has, not sure in NES mm 6 ...but the SNES ones probably. I cant remember.
I should probably update the energy balanacer on megaman odyssey to do number 1's description, cause i dont think i have that detail, based it on NES mm 6. |
kuja killer |
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Level: 55 Posts: 588/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
cool yea just to note, this is all the same format for mm 2 to 5. only difference is, it uses 2 bytes for the "number of frames + animation speed"
like 02 08 (2 animation frames, 8 speed) mm2+ isn't limited to 16 max frames in an animation like mm 1 was. |
kuja killer |
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Level: 55 Posts: 589/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
well if it's just a sprite/graphics hack, then i wouldnt be able to since im not an artist. |
kuja killer |
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Level: 55 Posts: 590/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
I've tried to tell this person before a few weeks ago that all these requests he keeps making are not very easy, and it takes alot of work to do any such things, ...but he continues to keep making the same exact posts over and over again ...
he's posted like this almost a dozen times on the rockman remodelling board at 2ch (japanese BBS) which has gotten really annoying there too. it's been irritating some people there as well. |
kuja killer |
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Level: 55 Posts: 591/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
So awesome. congrats on release. i just finished playing through the game tonight now. started yesterday. It really is truly a great one. Difficulty's quite fair though i did struggle a bit during the wily levels for awhile which is to be expectd.
I really was shocked and surprised at the secret places, those gave me chills and goosebumps the first time like "what is this place" All the new boss AI's are super cool. and course all the enemies from many mm games and mm 9 and 10. I seriously gotten caught so many times by those helicopter guys from Galaxy man originally, ...here in this hack. Puresabe's going to be twitch-streaming the hack next saturday morning at 6 AM US Mountain Standard Time. So i cant wait to watch his stream. All the music's really great. Everything's great. ------------------------------------------------------------- edit: https://www.twitch.tv/greatzenkakuman i was watching a stream here by the rockman CX author this morning, and he encountered a bug during the wily alien fight where he somehow fell down off the screen back to the mid point with the boss music still playing, but all the enemy graphics glitched. it only happened one time, it was at the end of the 1st phase of the battle. thought i would mention just in case. - it didnt happen to me in many attempts, so i dont think it's a big deal. |
kuja killer |
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Level: 55 Posts: 592/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
You might want to check this out, puresabe made this little tool to make a NSF file of your hack.
I heard some people on youtube comments talking about wanting a NSF or having trouble on how to make it themself. readme is in japanese though sorry. https://www.dropbox.com/s/314ioljb4l711rg/20181227_4_MM4VoyageNSFTool.7z?dl=1 here's the instructions from it though, quote: * Way of making nsf (1) "1_Patch.ips" is applied to "mm4voyage.nes" in ips patch. (2) (1) is installed behind the "2_Header.bin" by hex editor. (3)" it's preserved by the file name such as the mm4voyage.nsf". Complete! edit: puresabe just told me that this is not really a suitable method to share with people, because it includes the whole ROM still since your applying the patch to the rom :| |
kuja killer |
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Level: 55 Posts: 593/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
yup looking forward to it.
here's the latest twitter post about it https://mobile.twitter.com/NBoroKobo/status/1079549837589114880?p=v quote "It wasn't being announced in twitter, but I'm planning to greet the New Year and release a hack of Rockman 5 immediately between 00:15-00:45 (japan time). It's the small one for which it doesn't also take 10 minutes, but for persons who likes such thing, look forward to it." |
kuja killer |
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Level: 55 Posts: 594/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
I've never heard of that guy ever before, so i had no clue that even existed before it was mentioned (the github thing)
Also, i wouldnt know how to do any sort of disassembley thing. Im afraid everything i did for mm3 improvement was purely 100% hex only. I never used a assembler or anything like that once. Thats why i tried to always keep track of every change i ever did in the "notes" text ...with the hex - which i know is almost totally useless to most people. |
kuja killer |
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Level: 55 Posts: 595/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
that's really un-fortante to hear that the rock and roll editor cant edit some things properly like the checkpoints. That sounds like it really really needs to be addressed badly, for the editor. I've never used it personally once, so i have no idea.
Sorry to hear though googie's hack has alot of problems. But well mm 1 and 2 was so ridiculously full of dozens of glitches though ...while 3-6 has far less and was overall programmed way better than 1 and 2 originally. |
kuja killer |
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Level: 55 Posts: 596/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
i personally dont know how to use the capcom assembler program, and dont need to for my game but about that though.
mm3 has 2 sets of "X and Y positions" for a frame. a left facing and right facing version. again dont know how the capcom assembler handles it though. This is kind of annoying though that you have to edit both copies to be correct for both left and right. megaman 5 fixed it to only just use 1, which automatically applies to both directions. There is a way to do it for mm3 too by editing the coding directly, for the sprite tile drawing stuff, but i dont remember what it is you have to do exactly. |
kuja killer |
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Level: 55 Posts: 597/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
awesome as always. you are using Megaman 3 improvement this time right ??
so you can take advantage of some multi paths based on that insanely awesome level map there. |
kuja killer |
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Level: 55 Posts: 598/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
I dont have them offhand, but the main one where megaman's animations are located is in the 32000 area. Every frame or animation has a 1 byte pointer to the table in this area where the X/Y positions are for each tile of the frame.
like an example would be "megaman standing still" pointer 00, which is for like 32000-32014, megaman moving 1 foot in, pointer 01, which is 32015-32028 ..etc etc. something like that. I'd highly recommend using the fceux "code/data logger" tool to see what gets logged one frame at a time in the hex editor (it'll log the bytes in a blue color) -- and always click the "reset log" button quite often to pinpoint exactly what frames data gets logged 1 at a time and such. every tile is 2 bytes each, 1 for X position, and 1 for Y position of the tile. I have a guide of all this stuff, but it's only for Megaman Odyssey though, my mm 3 hack. So it does not apply to orig megaman 3 anymore sorry to say. |
kuja killer |
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Level: 55 Posts: 599/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
Also try checking it out here too possibly
There's 2 versions hosted on this website, 2010 and 2012. One of them might be what you're looking for i have no idea https://sites.google.com/view/yumrockhackinfo |
kuja killer |
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Level: 55 Posts: 600/628 EXP: 1244508 Next: 69681 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 288 days Last view: 2 days |
Ah that's a weird case. Yes these are 2 completely seperate, different sprite ID's. They both have the same exact damage values for weapons and damage done to megaman, but you CAN actually edit them totally different
look closely at this image: https://i.imgur.com/Jvw3uyV.png open the "megafle.dat" file in the megafle folder and scroll all the way down to this area called "enemdmgoffs3" like i showed here, and look for this value here i highlighted in the example with the 8D this is for gemini man's ID 8D is the real gemini 8E is the fake clone So replace the 8D with 8E ..click save on your notepad or whatever ...close and re-open megafle to load the clone's own damage and weapon settings. Like regular gemini can do 6 damage to megaman, and clone can do like less like that example i showed of him doing 1 put it back to 8D in the megafle.dat file ...save, re-load megafle for original gemini. |
Main - Posts by kuja killer |
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