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Main - Posts by kuja killer

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kuja killer
Posted on 10-11-09 01:57 AM, in Megaman Odyssey Project (rev. 2 of 10-11-09 02:00 AM) Link | Quote | ID: 116900


Level: 55

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

Last post: 288 days
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Posted by Insectduel
I don't know much about the Title Screen editing for Megaman 3-6 but I'm not very good designing it without screwing the sprite data up and text tables. That also means that I have to move it's new position.

I already know it works the same way as you make levels but I'm not a good designer.


Yea i figured so, that's alright. Well i dont mean that i would send my rom to a person to make the logo, i mean like if someone did it in paint or whatever kind of program they use, then i would be able to open their image in paint to careful draw it in with Tile Layer Pro, and YY-CHR copying it slowly.

Oh hey insect, i was going to say you could go ahead and like make a page on data crystal if you want about this game, it's totally okay. Assuming that those guys dont attempt to totally destroy all the rom hacking information of that site like how they once tried to totally delete the whole entire list of megaman 2 hacks.

Vixy updated the page on rockman PM for this yesterday which was pretty cool. - http://www.rockmanpm.com/?p=hacks/megamanodyssey

kuja killer
Posted on 10-11-09 09:34 PM, in Megaman Odyssey Project Link | Quote | ID: 116972


Level: 55

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

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Yes, i do not need the 3 anymore. Most people do not keep the number in their hacks. I do not feel it's neccessary. Yikes totally forgotten to take it off the title of the thread

kuja killer
Posted on 10-17-09 02:50 AM, in Help with hacking/disassembling the NES Mega Man games Link | Quote | ID: 117368


Level: 55

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

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Posted by jagfillit
Sorry to gravedig, but I've got another issue, again with jumping. I've been combing through 3 and 4, but can't figure out how the game handles jumping while underwater. I think a completely different routine is used, as gravity is never changed. Does anyone know how this works?


For 3, yup. Thing is, water still uses the same jump power setting as you normally would jump in air. It's like 4.xx or something. What it does is it sets $B9 to 03, and like the jumping/gravity type routines check for that B9, and it won't ever modify megaman's Y position as long as that register is non-zero. It just counts down.
03 02 01 00 -- make megaman move up/down, 03 02 01 00 -- make megaman move up/down, etc.

So the lower the number, the less amount mm moves in water, the higher, the more.

fiddle with $3D047, you'll see what i mean. and like do it on a screen that's entirly full of water, like the doc gemini man stage, or just quickly do a little edit on a level with the MegaFLE level editor for testing

kuja killer
Posted on 10-21-09 12:47 PM, in GeoCities shutdown countdown to October 26 Link | Quote | ID: 117675


Level: 55

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

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Im seriously curious if it's going to happen to all the japanese sites on the geocities.jp
I'll be REAL sad if all the websites i have bookmarked all are gone forever. Just only japanese sites of megaman rom hackers's blogs and megaman rom hacks and so on

Rock5easily, Yosaku, Misty Earn, kuwata's message board especially!, just alot.

kuja killer
Posted on 10-22-09 06:35 AM, in Megaman Odyssey Project Link | Quote | ID: 117746


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

Last post: 288 days
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Well the title logo is now officially made and inserted into the game this past weekend. You all will see it once the 2nd demo is released.

Also since im still hoping to have duplex man finished real soon, I did a new extra thing to the Time Attack game mode that im hoping may really "prolong" this game's replay value for awhile im hoping. I wont spoil anyone saying what it is exactly. But hoping it'll last though for awhile since i do not have any plans on making another demo on each completed level. This 2nd one will be it for along time.

I know this time attack did not exist in the first demo, but well it will be in the 2nd. You'll all see what it is soon.

Anyway after this 2nd demo, then i want to try getting SERIOUS in hoping that a few people may be able to join this project.

kuja killer
Posted on 10-22-09 08:00 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 117751


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

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That's pretty cool mineyl. When i look at the better screenshot with the slightly darker-ness, i got this strange thought in my head that the screen feels as if it's taking place in the afternoon time around 2-3 PM

kuja killer
Posted on 10-22-09 09:41 PM, in Megaman Odyssey Project Link | Quote | ID: 117787


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

Last post: 288 days
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Mm well, i do say it does take a long time. I use both YY-CHR and Tile Layer Pro for putting in the graphics and stuff, like picking where to place them at, and then i have to construct all the frames/animations/settings and such in the hex editor by hand which takes longer.

kuja killer
Posted on 10-22-09 10:32 PM, in Capcom Sprite Assembler (release thread) Link | Quote | ID: 117792


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

Last post: 288 days
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I honestly think in my opinon this program is sooo crammed with everything on just this 1 single window. Only like 75% of the window even fits on my monitor screen with the window maximized.

Cause i use 800x600 resolustion, and people always nag me to use 1024x768 but i just dont ever want to, it's just my preference.

But well, it feels waaay too messy with like 30 buttons on just this 1 window i must admit. But you have done a great job though.

kuja killer
Posted on 10-30-09 05:08 AM, in Posting your real name thread Link | Quote | ID: 118242


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

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I'm mike in real life. nice to meet ya guys. Been here awhile but just thought i'd reply for fun to this.

kuja killer
Posted on 10-30-09 05:16 AM, in Megaman Odyssey Project (rev. 5 of 10-30-09 05:26 AM) Link | Quote | ID: 118243


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

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Hmm, i was thinking.
How do you guys feel about a capsule upgrade system like the megaman X games for this project? It's been suggested to me by megaman-omega, and thantas-zero. But i did not feel like wanting to. But i've started to feel more like 50/50 between yes or no.

Would it be neccessary? I know 1 of 4 would end up being probably charging the 8 robot masters weapons for a cooler powerful attack, but i really honestly do not feel 100% comfortable about that for now.

But i mean i would want to have more alternate paths to take and such throughout the future of this game as the levels are made where you gotta use your weapons, or some other abilities (like these capsule upgrades similiar to the X series)

I've been playing Megaman zero 2, 3, and megaman ZX advent recently. And i like how the levels are all big with just lots to explore.

Note: This has nothing to do with how infidelity posted his most recent video of his hack how he'll have air dashing and wall jumping. I do not have any intention doing those things.

kuja killer
Posted on 10-31-09 08:16 AM, in Happy Halloween! Link | Quote | ID: 118333


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

Last post: 288 days
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haha good scare there (if you did that susaka, or blackhole)

For a sec i thought i was hacked or something, my heart was pounding real hard when all the colors changed and my name said rabid (until i realized about 1 minute later that it's just a halloween scare-joke) hehe

kuja killer
Posted on 11-01-09 02:31 PM, in The Board 2 Summer Mosts - Results (rev. 2 of 11-01-09 02:33 PM) Link | Quote | ID: 118517


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

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Well i really appreciate that 3 people seemed to vote me as best rom hacker, really means alot.

I'm trying my best even though it's probably just pathetic of me to only have 1 single level done in 3 and a half years for my game

kuja killer
Posted on 11-19-09 07:01 AM, in Megaman Odyssey Project Link | Quote | ID: 119782


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

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well amarcum81 - dont even got a storyline at all yet still all these years. i just dont know what it'll really be still.

And i would very much love to grant that wish to you and everyone about a 2nd demo as soon as possible.

kuja killer
Posted on 11-23-09 04:15 AM, in Megaman Odyssey Project (rev. 2 of 11-23-09 04:18 AM) Link | Quote | ID: 120130


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Since: 03-20-07
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Yeah maybe, but i can't really ever know my self because i do not own a NES so i wouldn't know the answer truly. Back in june or july this year, i managed to get someone on the nesdev forums to test this game out on a real NES, and it worked all good.

except for the weapon/pause menu screen being all screwed up because his cart did not have more than 8 KB saveRAM. Which this game uses more than the normal 8 kb limit.

So i wont really know honestly as this game evolves throughout the future how well it'll even get to work on a NES at all. But i am not expecting that many people would really actually play this on a nes anyway, just emulators.

kuja killer
Posted on 11-24-09 08:20 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 11-24-09 08:22 PM) Link | Quote | ID: 120346


Level: 55

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

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well best of luck trying to deal with the scroll settings and such with megaman 6.

Im not trying to sound dis-couraging or anything ..but it's "near-impossible" to figure out how to edit the stupid scroll settings for mm6 compared to any of the previous NES mm's. (it's not even supported in the latest MegaFLE 0.5 i think)

kuja killer
Posted on 11-24-09 08:30 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 120348


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

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oh okay that's cool then. go for it

kuja killer
Posted on 12-02-09 09:42 AM, in Well, here goes... (rev. 2 of 12-02-09 09:47 AM) Link | Quote | ID: 121216


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

Last post: 288 days
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I agree with nightkev. you really shouldn't have deleted all your stuff, i honestly think that's NOT cool at all. it's always a great feeling when some people may potentially comment on your videos once in awhile, or want to check out your projects from past years of stuff you did.

i always get excited when i check the acmlm board uploader to see that the download counter for my 1st demo back in feburary 2009 has gone up a few times, or when i get a email saying that someone subscribed to me on youtube and such

sorry to hear you feel this way. so i wont ever be getting help from you for my hack i guess, i'll totally understand. But i wont complain.

kuja killer
Posted on 12-08-09 10:43 PM, in Music in Mega Man Hacks (rev. 2 of 12-08-09 10:45 PM) Link | Quote | ID: 121893


Level: 55

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

Last post: 288 days
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Pretty much what mickvicent said is entirly true. There is nothing to do it with easily. Just the 'ol hex editing.

Transferring/copy-pasting songs and sounds between mm3-6 is totally possible and easy because they use the same format, but mm1 and mm2 are totally seperate different kinds.

I have many sound effects in my game, Megaman Odyssey already that come from mm 4, 5, and 6, and 1 from the NES game - Mighty Final Fight cause it's all the same format purely. Only takes like 5-10 minutes to copy-paste straight out of the other games

kuja killer
Posted on 12-16-09 07:40 AM, in Megaman Odyssey Project Link | Quote | ID: 123056


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

Last post: 288 days
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Still slow as ever honestly. Dont know really if this will be done before 2009 is over.

There's still so much un-finished stuff that i haven't even started on for years.

No get weapon screen, no "boss selected" screen. It's very un-likely that the intro for the 1st duplex level will even be inserted at all by the time the 2nd demo is released. I wanted dr light's lab, 2 screens, the event is coded, but the text script is un-finished...and i dont got the screens, so they'll likely be left blank nothing-ness for the demo.

I really doubt i'll get any songs put in, only just 2 so far, 1 for the 2nd boltman level, 1 for the 1st duplex level, ..still need 2...but i dont know what i truly officially want.

I've done thousands and thousands of bytes, of custom hand-written coding all in hex for this whole duplex theme.

kuja killer
Posted on 12-21-09 02:09 AM, in Megaman Ultra 2 - The Rise of X "Mini Beta v2.0" Release (rev. 2 of 12-23-09 11:52 PM) Link | Quote | ID: 123600


Level: 55

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

Last post: 288 days
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Holy cow check this out
Someone already managed to beat all 8 metool bosses without ever getting hit once! :O

http://www.youtube.com/watch?v=U0dpEbvY7ZA
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Main - Posts by kuja killer

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