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kuja killer
Posted on 09-30-08 10:13 AM, in Super Mario RPG Virtual Console Hacking? (rev. 2 of 09-30-08 10:14 AM) Link | Quote | ID: 91422


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Oh man that sounds soo exciting. I don't own a wii myself, but that's certainly very very interesting. I seriously wonder if megaman 1 or 2's Virtual Console rom versions would also have extremely identical data to the actual NES roms. i so wish i could actually know after reading this, if i owned a wii.

kuja killer
Posted on 09-30-08 04:06 PM, in MM3 Teleporting Blocks (rev. 2 of 09-30-08 04:09 PM) Link | Quote | ID: 91428


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Megafle does not support the editing of the disappearing blocks cause it's a special non-sprite data format.

And it's actually a very tricky one.

12345, 12349 specify the 2 level id's in the game which you wanna have the blocks for.

123F6-124AF is the data for the blocks, it's got like 4 different formats across the table. Uh, x position, Y position, screen number, and something else i think

I personally have never even edited the blocks myself before since i just haven't needed them yet for my game

kuja killer
Posted on 10-03-08 03:21 AM, in Interest in a new MegaMan 5 hack??? Link | Quote | ID: 91606


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Powered "down" ? funny name

kuja killer
Posted on 10-07-08 11:42 PM, in Mega Man Powered Up to NES Project (rev. 2 of 10-07-08 11:46 PM) Link | Quote | ID: 91898


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For replacing mm's animations in the game?
Well the first image will not work because unless those red pixels are removed, but the 2nd image would be fine because of the black outlines being replaced with one of those reds, at least according to how i see it when i saved your image, and opened it in paint seeing no real black.

http://www.a3share.com/members/1119/mmpal.PNG

Because got the 2 blues, and black outline for the main, (fine) then the peach and white for the face/eyes, while the black outline on the face pallete is shared by the lifebar. And so you can't fit in those couple red pixels because the rest of the sprite pallete is for everything else non-mm related

kuja killer
Posted on 10-10-08 11:06 PM, in Mega Man Powered Up to NES Project (rev. 3 of 10-10-08 11:11 PM) Link | Quote | ID: 92088


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all of mm5's intro scenes and title, stage select, etc can all be edited using the MegaFLE level editor, but be warned that the scene screen mode (which you use to get to it) is incomplete.

http://www.a3share.com/members/1119/mm5title.PNG
mm5 title screen for example..

You have to use certain settings and setups in order to get the graphics and correct palletes to appear. And im not sure myself exactly what steps your supposed to take to do so. Matrixz would know.


kuja killer
Posted on 10-11-08 01:57 AM, in Mega Man Powered Up to NES Project (rev. 4 of 10-11-08 01:58 AM) Link | Quote | ID: 92096


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Oh yea i did notice that before. The pallete animation, and chr animation somehow had been swapped the wrong way.
Turning on pallete animations would only work by turning on the chr animations...and turning on chr animations for mm5, would only work by turning on the pallelte animations. It was mixed up.

kuja killer
Posted on 11-05-08 06:47 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 11-05-08 06:48 AM) Link | Quote | ID: 93554


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Wow nice durfarC. I remember way along time ago when i emailed you about your mm2 hack before to report a lil problem, and asking about your mm3 hack you were supposedly doing but seemed to quit on.

So will look forward to yours. That's exactly the same thought I have about my own mm3 hack too about wanting to try making it harder than original, but NOT savestate hard.

Wish i could say the same about my stages in terms of completion, it's been 3 years i've been working on my hack and i dont have 1 officially "completed" stage done yet.

kuja killer
Posted on 11-06-08 09:08 AM, in Which Mega Man game was programmed the best? Link | Quote | ID: 93653


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Yea i love the whole intro on mm6 when you pick a stage to play, that's why i think that it's actually unique and FRESH compared to the majority of all the other known mm, mm X or whatever games that have an intro screen when you pick a stage. the mm zero games do not do that so they do not count.

While all the rest of the games use the SAME generic style having a horizontal strip in the middle of the screen most of the time against a scrolling star field, which is okay and all, but it's way too common, and that's also why i've not managed to ever do anything about my own boss selected screen for my mm3 hack either yet, it's just totally black and empty currently cause i wanna do something totally new and fresh like what mm6 did, NOT like the other games using that same old plain horizontal strip + scrolling stars.
-------------------------------
Anyway in terms of the topic dicussion. MM3, 4 and 5 are all very similiar. Except 4 had alot more very unsuual styles for routines. (because i've worked alot with mm4 with infidel's hack) mm3 by far is my baby! i know every single little possible nook and cranny of the game there is what everything is means and such. (so that's why my mm3 hack will require many more years of work until im done) :|

MM6 like matrixz said is the absolute most complicated and hardest of all the NES games. It's programmed SOO truly different than the rest of the NES series, some of the most SIMPLEST routines like pallete changes and the text drawing routines are so ridiculous and stupid (not that it's bad or anything) but the way it works is just i mean...so freaking different and tries to be very complex which is unnecessary really. But it's got the LEAST amount of bugs and glitches, compared to say mm1 which is so broken beyond belief as demonstrated by the mm1 TAS runs on the www.tasvideos.org website.

kuja killer
Posted on 11-07-08 10:57 PM, in Mega Man Forever - One-level demo release Link | Quote | ID: 93808


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Ah very awesome. I Like it that there's multiple ways to go. I haven't managed to beat the boss yet (that big ground crushing thing from cossack 1 originally)

I noticed that the item drop rate seemed to be 100% or something, cause I don't think there was ever a time that a enemy wouldn't drop something. Did you change that? I know you'd have to fit in the little bolt items, but ah well.

The game over screen really freaked me out with how the game over music originally in mm4, you like made it more higher pitched and freaky-ish and the gigantic letters

I recently had just added text scripting to my hack too, so that I can initiate a text box at the bottom of the screen anywhere, anytime in the game I want to with no trouble at all. Even with a fancy window border around the text.

kuja killer
Posted on 11-08-08 07:07 PM, in Mega Man Forever - One-level demo release Link | Quote | ID: 93891


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Ah yea the weapon bar being used for the mega buster, i actually coded that concept myself out of my own complete imagination, and gave the hack to infidelity for his because I had no intention of having it for my own.

I assume that infidel also gave matrixz it, then matrixz modified the code a little better than what i originally wrote.

kuja killer
Posted on 11-12-08 02:54 AM, in Mega Man Forever - One-level demo release (rev. 2 of 11-12-08 03:04 AM) Link | Quote | ID: 94161


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I also coded a totally custom multi-path system as well as left-scrolling to my game too while i was working on my boltman level. MM3-6 all have this format like 20 = right, 40 = up 60 = upright, 80 = down, A0 = downright or something ...and there were a couple bits unused C0 and E0, so i used C0 to make my so called "Left+Right" scrolling type.

And the my multi path system i studied from mm5, and then succesfully coded it. But i allow my game much more than 4 or 8 possible paths. And my format is twice as long, i have extra bytes needed for things like properly setting to the correct enemy number, and a custom thing for something on my pause menu screen i will not talk about.

I'm not copying what matrixz said, im being serious.

kuja killer
Posted on 12-12-08 08:50 PM, in Logic needs some help - SMB3 (picture inside) Link | Quote | ID: 96679


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Because the game is in 8x16 sprite mode meaning that the only way to display sprites from the right pattern tables is by using "odd" numbered tile numbers. And it produces 2 sprites vertically.
So you gotta do tile id 65 or 67.

kuja killer
Posted on 12-25-08 03:51 PM, in Mega Man GameBoy Games (I - V) (rev. 2 of 12-25-08 03:52 PM) Link | Quote | ID: 97539


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I own the gameboy mm3 one. It was my very first ever gameboy megaman in my life. And i loved it.

I also agree, i remember when i had so much hard times on dust man when i was like 14 years old when i first got a black/white gameboy, and that game. That was by far the hardest level of all in the game. I know for a fact I got countless game overs on that too, no joke! And the fact that's super freaking long. Over 40 screens long at least. Which is more than double the averave size of any of the NES megaman levels.

But the gameboy mm's are fun. except for 2.
MM5 gameboy is absolutely the most unique and purely fresh compared to any of the NES or gameboy ones period.

kuja killer
Posted on 12-26-08 01:06 AM, in Wii codes and Gamertags Link | Quote | ID: 97559


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I just got a xbox 360 today for my christmas present.

kuja killer
Is my gamer tag thing

kuja killer
Posted on 12-28-08 02:21 AM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) Link | Quote | ID: 97707


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Ah yea. I sure did help alot. And well i am glad i taught you much and so on.

kuja killer
Posted on 01-07-09 08:19 AM, in Mega Man GameBoy Games (I - V) (rev. 2 of 01-07-09 08:20 AM) Link | Quote | ID: 98376


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I once tried to do at least just 1 screen from one of the levels of the gameboy mm5 before not long ago, i found the tiles all in YY-CHR/TLP and transfered them over to a NES mm3 rom, and then constructured the screen perferctly with color and all, right...?

But it was sooo small though. Since the gameboy's resolution is only half the NES, there was a ton of empty space on the NES screen. So forget that.

kuja killer
Posted on 01-12-09 04:05 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 98578


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Extremely doubtful.

http://yamaika-web.hp.infoseek.co.jp/
That's ika's website.
He/She is not making another hack. But lately the person's been heavily interested in these weird freaky giant girl heads on extremely tiny little body's on some fighting game. :-/

kuja killer
Posted on 01-12-09 04:16 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 98581


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Oh there will be, that's a 100% guarentee.

kuja killer
Posted on 01-19-09 08:18 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 01-19-09 08:19 PM) Link | Quote | ID: 99070


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Ooo That could maybe be helpful to me especially. I've always been making my custom sprites, doing all my bosses, everything in pure "straight hex only".

Right down to the tile id's, frame ids, x/y position of every tile, pallete info and all that stuff.

kuja killer
Posted on 01-19-09 08:48 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 99076


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You mean coding it in VB form? Yikes, I wouldn't wanna even try probably.

Oh, the only hardest thing about constructing sprites in my opinion, is that they have to be as close to Y, and X position F8 as possible. Not directly on F8, but it all depends on how tall and wide a sprite is. So that they'll work as best as possible with hit detection. I always have a hell of a time shifting every tile's Y,X info by a couple pixels until i get it perfect the way I want it.

I don't know how insanely hard that's going to be for you to deal with in Visual Basic form. (in terms of mm3, 4, and 5)
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