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Main - Posts by kuja killer

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kuja killer
Posted on 08-19-19 03:01 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 167088


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

Last post: 288 days
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wow thank you so much for the comments i really do appreciate it very much and im very glad people are still playing this "today". That IRQ stuff is defintely an emulator thing, and not my fault. Because all emulators have their own different ways apparently, how they deal with IRQ splits in games.

So the timing on this mesen emulator is probably different than fceux, nintedulator and nestopia. I've seen it before with regular mm 3 too, in only specific emulators. Not ones i personally play or test with.

kuja killer
Posted on 11-10-19 12:04 PM, in General Megaman Hacking Thread (rev. 2 of 11-10-19 12:06 PM) Link | Quote | ID: 167159


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

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Posted by Insectduel
Don't know about using Mega Man 3 improvement as a base because it requires a specific editor to view and edit levels.

I'm also thiniking about finishing Rockman AF (Rockman 1 hack) since I completed all the levels but not the enemy placements coding assets within the levels including enemy graphics. I should also design a Mega Man X Sprite which the game is based on. Mega Man X is the protagonist character for Rockman AF. It's started since 2012 but on hold.


you dont need to worry about this at all for using mm3 improvement, i mention in the readme that all you do is just replace the megafle.dat file in the MegaFLE folder, that's all nothing else. And it will work with improve, but not orig mm3 (unless you keep a backup of the DAT file before over-writing it with my custom one)

I'd say to go with the mm1 still ...yea i know it's a pain. Just only getting enemy placement dealt with.

I'm in that type of situation now with Glacier Woman level, on mm odyssey -- the level is mostly all mapped out already... all the enemies are coded and ready ....but no enemy placement... same as you.

kuja killer
Posted on 11-14-19 10:52 PM, in General Megaman Hacking Thread (rev. 3 of 11-14-19 10:55 PM) Link | Quote | ID: 167162


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

Last post: 288 days
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okay, great. by the way i updated a little bit after 4 years. I included a copy of the MegaFLE X.exe -- just replace that with the original megafle x in it's folder. I should of mentioned that in the readme a little more clear to move those DAT and megafle program to the 0.701 folder.

It adds the animation and Multi Path editors from megaman 5... for mm3 improvement. And i made an example with the gemini/doc gemini stages with the really cool animated bubble fish, from gameboy megaman 3.

hope you got this - version 2.2
http://www.romhacking.net/hacks/992/

kuja killer
Posted on 12-21-19 09:56 PM, in General Megaman Hacking Thread Link | Quote | ID: 167198


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

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I dont have hardly any experience with mm2, but this was what I was able to find out.

39300-3937F: low byte of address
39380-393FF: high byte of address

Enemy AI's between 3949D-3BFFF

kuja killer
Posted on 12-23-19 04:12 AM, in General Megaman Hacking Thread Link | Quote | ID: 167200


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

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it means you put those 2 bytes together to get where the location is for whatever enemy. I dont have a clue what ID refer's to what enemy or object since i dont romhack with mm2. Only mm3.

Like for example 80 94, means 9480 = 39490 hex start, 20 95 = 9520 = 39530 hex for this enemy AI, .. B0 A0 = A0B0 = 3A0C0 hex for that enemy AI... etc etc.

kuja killer
Posted on 04-15-20 11:23 PM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 167297


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

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The hard man thing im quite sure did exist in mm3 originally, i guess I must of never fixed that before. It's not related to the new edits i did in 2.21 and 2.22.

kuja killer
Posted on 07-08-20 07:49 PM, in Deleted Link | Quote | ID: 167379


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

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Looks pretty cool, the 2nd screenshot most especially with that giant ball type thing..or boss. hope it does some really cool AI patterns.

kuja killer
Posted on 09-19-20 04:06 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 167384


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

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I really really love that you added weapon icons below, like the SNES X games. it's absolutely freaking cool. It looks so good.

kuja killer
Posted on 09-19-20 10:48 PM, in Board 2 Is Back, BABY! (rev. 2 of 09-20-20 05:58 AM) Link | Quote | ID: 167386


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

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Yes, this seriously means so much to me. Because i did not want the romhacking boards to die off, since they were the most popular of any other known "acmlm board" type of site out there.

I just hope this 3 month delay hasnt scared away too many people.

The uploader page is the only single one right now not working.
"cant connect to mysql server" - i hope that'll be fixed too.

kuja killer
Posted on 09-21-20 07:48 PM, in Board 2 Is Back, BABY! Link | Quote | ID: 167391


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

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so are you saying...you "still" havent ever asked your tech support guys what the actual real true problem was ?? Seriously ??

kuja killer
Posted on 10-05-20 06:47 PM, in Rockman 2 ROM Notes/Boss Database Link | Quote | ID: 167409


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

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This should help you out a bit. Probably not a whole lot of things, but there's quite a few different parts for the bosses you can edit, see these descriptions here:

https://datacrystal.romhacking.net/wiki/Mega_Man_2:ROM_map#Boss_Behavior

kuja killer
Posted on 10-24-20 02:50 AM, in Board 2 Is Back, BABY! Link | Quote | ID: 167429


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

Last post: 288 days
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blackhole - any chance of bringing back the Uploader page ??

It's always said "cant connect to mysql sever" ever since acmlm board was brought back up.

kuja killer
Posted on 11-13-20 11:51 PM, in General Megaman Hacking Thread (rev. 2 of 11-13-20 11:53 PM) Link | Quote | ID: 167445


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

Last post: 288 days
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this is based on megaman 3 improvement 2.0 (and above)
---------------------------
This area is mostly used by bosses and mid-bosses
293B0-29DFF - free unused data where you place your X/Y tile data at

29EC2-F0F (low byte of pointer) / 29FC2-2A00F (high byte of pointer)
---------------------------
33960-33DFF - free unused data for X/Y tile data

there's really not anything unused here unfortantely. There's a few spots like 33EAE-33EB3 --- FAE/FB3 but that's it.
---------------------------

I'd recommend using the pointers from the 28000-29FFF area mentioned first above.

I dont really remember exactly how it works though, about how to use the 28xxx area cause it's really stupid that you need both "left" and "right" copies for the x/y's -- mm4 and 5 only used 1 set which was alot easier.

kuja killer
Posted on 08-06-21 08:01 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 2 of 08-06-21 08:03 AM) Link | Quote | ID: 167782


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

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Oh yes, that's true. thank you for updating the thread. I really apprecaite it very much.
I updated the topic to 2.3 and put a note about it at the top of the 1st post now. Thank you.

kuja killer
Posted on 01-18-22 10:36 PM, in [HELP]Megaman's color when using Beat in Megaman VI (rev. 6 of 01-18-22 11:08 PM) Link | Quote | ID: 167968


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

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I could maybe try to help but since I have almost zero experience with megaman 6 compared to 3, 4 and 5.

I just do not understand at all exactly what you want to change.

Since your showing wind storm wep, and beat wep in different screenshots...it makes me very confused which one of these you want to edit.

Just flat out...which weapon are you editing ?? wind storm..or beat ??

edit: maybe i cant actually. im sorry i did want to...but mm6's formats are pure crap. They are SO much different compared to mm3-5. i'm trying to look and i found the base megaman palette at 6F247-48 ...but this small block of data is read on every single weapon reguardless if you un-pause from buster, beat or anything else...so i just dont know.

All i can think of is whatever these pointers are that are reading this block of data from 6F245 to 6F24B ...copy-paste these 7 bytes, at some free space at 6FFE0 (there is a few hundred bytes of space at the end of this 6E010-6FFFF bank)...and load "that" only when beat is selected when un-pausing the weapon menu -- where-ever that code is...and whatever RAM register keeps track of which weapon is currently selected

kuja killer
Posted on 03-18-22 05:47 AM, in List of Known Hacks and Patches (March 16, 2022) (rev. 2 of 03-18-22 05:50 AM) Link | Quote | ID: 168070


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

Last post: 288 days
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Hello, i been watching my favorite Twitch streamer " casualtom82 " playing the "luigi star power" for the past week or so, this is the only single mario RPG hack i've seen. I did own and play the original mario rpg back in 1998, never played any hacks myself though.

He just literally streamed playing this yesterday - March 16, 2022, less than 24 hours ago as i type this.

This luigi star power is pretty cool so far, i was defintely surprised by some of the new boss fights and stuff.

kuja killer
Posted on 08-14-22 02:37 PM, in Adding Protoman Whistle on hack (rev. 2 of 08-14-22 02:41 PM) Link | Quote | ID: 168247


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

Last post: 288 days
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I can help you. With fceux hex editor:

78704:
20F79F

7A007:
8D2805B95BC84CBCF6

7C691:
EAA93F20BEF6

kuja killer
Posted on 08-21-22 03:28 AM, in The Proto Buster sfx from MM9 & 10 Link | Quote | ID: 168253


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

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It would have to be made from scratch, since the NES mm's never had any such sound effect. I do not have the knowledge or know-how, to make a custom sound effect like that though, im sorry. I wish i could for you.

kuja killer
Posted on 08-27-22 07:46 PM, in Change weapon name at "weapons menu" (MM4 and MM5) (rev. 3 of 08-27-22 07:50 PM) Link | Quote | ID: 168260


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

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ignore that post above...

here - in megaman 4, click the "scene screen mode" checkbox, select 0: Bank 10, and you'll find the pause menu on screen 3 on screen editor.
warning though - the R is shared with Ring Man weapon, so i'd suggest using some of the free space blocks on TSA Table i circled in the bottom right corner.
https://i.ibb.co/3f9S9JQ/mm4-coil.png

in megaman 5, click scene screen mode, select 2: Bank 10, pause menu is on screen 0
https://i.ibb.co/fHYkhD0/mm5-coil.png

by the way, sorry i didnt reply to your other post about protoman blocking shots, that's a whole entire ASM project that i have no intention on wanting to do, i apoligize. - it might of been done in some other mm 4 or 5 "play as protoman" hack. If so, i have no idea what one.

kuja killer
Posted on 08-27-22 07:58 PM, in [HELP] Weapon Get screen in Rockman 6 Link | Quote | ID: 168261


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

Last post: 288 days
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while i dont have any experience barely at all with anything mm 6, cause 6's whole rom layout is very terrible, nothing similiar at all to 3-5 ...

i personally think this looks super cool. it's 1000x better looking than just regular plain text, for the "you got" - i really love the whole putting in windows thing. that's just my opinion.
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Main - Posts by kuja killer

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