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Main - Posts by kuja killer

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kuja killer
Posted on 12-23-09 05:31 AM, in Megaman Ultra 2 - The Rise of X "Mini Beta v2.0" Release Link | Quote | ID: 123836


Level: 55

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

Last post: 288 days
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It's for megaman 4

kuja killer
Posted on 12-23-09 09:07 PM, in Megaman Ultra 2 - The Rise of X "Mini Beta v2.0" Release (rev. 5 of 12-23-09 11:51 PM) Link | Quote | ID: 123893


Level: 55

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

Last post: 288 days
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Probably not because once again...old out-dated emulators have very poor support for the mmc5 mapper, it's not the result of the coding that's the problem ....it's the emulator's trouble.

That goes for this game....mine, and puresabe's rockman 4 MI

Believe me, we're very sorry for anyone trying to play these games in emulators like VirtuaNES, or NNNjester. All coding done in terms of converting to that mapper is all correct, cause i had gotten help from a NES guru named "disch" in the rom-hacking IRC channel when i first did it for mine.

it should be fine also in
**nestopia
**nintendulator

kuja killer
Posted on 12-24-09 12:17 AM, in Megaman Ultra 2 - The Rise of X "Mini Beta v2.0" Release Link | Quote | ID: 123922


Level: 55

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

Last post: 288 days
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Wow i never thought you would be to fit under the platform like that. cool.

After like 5 tries myself when i first played, i found out that I could jump forward from the first platform, to make the spark appear on the screen, then quickly move backwards before i fall down and die...so that the spark for the 2nd platform would appear and go under it .. THEN jump to the 2nd platform real quick. That works for me.

kuja killer
Posted on 12-26-09 07:47 PM, in MegaFLE X 0.6 (and source code) (rev. 5 of 12-26-09 07:57 PM) Link | Quote | ID: 124185


Level: 55

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

Last post: 288 days
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Im afraid to to tell you matrixz, it's still not working on japanese PC's at all. People still get run-time errors reguardless of trying the one with the VB run-time files or not.

One japanese person mentions they get a "run time error 5, invalid procedure call/argument"

It's probably not worth to even try anymore honestly. I think they'll stick to the editors made by Rock5easily.
Even though those are far much "less" advanced in comparison to megafle.

kuja killer
Posted on 12-27-09 09:27 AM, in DODONGOS Link | Quote | ID: 124233


Level: 55

Posts: 145/628
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Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
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How much longer is it going to keep happening for blackhole? I find it very irritating as hell.

kuja killer
Posted on 12-30-09 02:33 PM, in Megaman Odyssey Project (rev. 3 of 12-30-09 02:42 PM) Link | Quote | ID: 124546


Level: 55

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

Last post: 288 days
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Just wanna say to people, im positive duplex will be done within the next 2 weeks estimate, or less.

* Level design is about 3/4th's completed in terms of how many total screens left to do.
* Might have a song for the 2nd half, but it's more un-likely than it is likely ... to happen.
* at least 2 or 3 japanese people via 2ch, literally have asked about progress.
* the intro for the first level will remain un-finished and empty for now unfortanetely... "ex-cluding" story.

And i dont want to brag or anything, but just letting it out to everyone - it's amazing that the bolt demo has been downloaded 665 times already this year. It's quite a plesaure to know so many hundreds of people have tried it out. (according to acmlm board uploader's download counter)

kuja killer
Posted on 01-01-10 08:55 AM, in Happy New Year Board 2! Link | Quote | ID: 124736


Level: 55

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

Last post: 288 days
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Yup, my new year resolution is already decided months ago.
To hope truly i'll be able to find a couple people to help out with my rom hack to truly actually get farther with this game since it's been 4 years and i only got 1 level done. (until this upcoming janurary when my 2nd level will be released publically)

kuja killer
Posted on 01-03-10 04:43 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 124902


Level: 55

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

Last post: 288 days
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Yeah i hate that. It actually happens in mm4, 5 and 6. About how you can't ever slide-jump .. jump out of a slide. Only mm3 allows it. It's very useful for crossing 2-block wide gaps that are difficult to jump over normally .. slide-jumping makes it a little easier.

kuja killer
Posted on 01-10-10 09:23 PM, in [Is Possible] MegaMan 9 Link | Quote | ID: 125400


Level: 55

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

Last post: 288 days
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Well you should check this out

http://nesdev.parodius.com/bbs/viewtopic.php?t=5574
Somebody's already attempting to do mm 9 on NES.

kuja killer
Posted on 01-11-10 04:07 PM, in Suggestion: Megaman Hacking board Link | Quote | ID: 125451


Level: 55

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

Last post: 288 days
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Im totaly all for the idea. i support this idea 100%.

There's 2ch forums that are purely dedicated nothing but to megaman dicussion.

Specifically the place i hang out at and am well known by the japanese community is the rockman remodelling dicussion board. Where all people ever talk about is megaman rom hacks. both japanese and english hacks.

You guys would be surprised at how much the japanese community sometimes, will talk about the latest demos by matrixz and infidlity.

kuja killer
Posted on 01-15-10 12:49 AM, in General Megaman Hacking Thread Link | Quote | ID: 125554


Level: 55

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

Last post: 288 days
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It would be too hard to do that koaala. mm1 and 2 have totally different music engines. If ya wanted songs from those 2 games, they'd have to be composed entirly from scratch.

but if you wanted to take songs between mm3 - 6 ..that would be totally 100% possible and not hard at all ..just time consuming cause you'd have to change the pointers for any jump commands the songs have, and copy-paste in the right instrument settings + change the instrument pointer settings.

kuja killer
Posted on 01-29-10 01:43 AM, in 6502 ASM freespace, banks, and stuff Link | Quote | ID: 126259


Level: 55

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

Last post: 288 days
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7C8F7 ?? that cant be possible because the super mario 3 ROM is only 40,000 bytes of code, not 80,000.

Unless you mean 3C87F .. which is the last bank in the entire rom which is usually always swapped in at all times, so if you put your little piece of code within 3C000 - 3FFFF ..then you dont ever have to bankswap.

Do a 20 F7 C8 (JSR C8F7) .and insert your code being
A9 22 8D F5 04 60

kuja killer
Posted on 01-31-10 09:21 AM, in General Megaman Hacking Thread (rev. 2 of 01-31-10 09:22 AM) Link | Quote | ID: 126414


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 Donutyoshi
Its a simple question for people who hacked Megaman III. I'm asking on how to make the doors works and how to change the thing that Proto Man destroys for you, after defeat.
P.S: By the way, I'm new to the forums.


The boss doors are moderately difficult to edit because they're hard coded and leave behind graphical oddities if you place them higher or lower than they originally were in the levels. They can be edited, but it's quite hard.

But the easy part is being able to set how far into the stage you want to use them at. Like you wanted them on screen 18 for example when they were originally at screen 15 in a level.

It's located at hex $A40 + (2000 * level id)
meaning Needleman's door data at A40
Magnet = 2A40
Gemini = 4A40 .. etc etc.

The first byte specifices the screen number where you want the boss doors to begin at.
like if you look at needleman in MegaFLE level editor .. the FIRST boss door is on screen 10, then you look at A40 in the hex editor, it says 10, which matches it.
the next couple bytes specify the color and graphic-fixes. It's really hard for me to explain that part. I dont even want to try, sorry.

changing the screen number should be fine enough.

kuja killer
Posted on 02-03-10 07:28 AM, in General Megaman Hacking Thread (rev. 5 of 02-04-10 02:58 AM) Link | Quote | ID: 126584


Level: 55

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

Last post: 288 days
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http://acmlm.kafuka.org/uploader/get.php?id=2846

Im giving this to anyone, i made this document a few years ago, it tells exactly where the start of every song and song's sound channel data begins for megaman 3.

I dont have any use for this myself since i have no knowledge of being able to make music or sound effects on my own for my Megaman Odyssey rom hack.

I hope others can find it useful.

kuja killer
Posted on 02-09-10 04:37 AM, in General Megaman Hacking Thread Link | Quote | ID: 126838


Level: 55

Posts: 155/628
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Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
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Mine's no where near ever being complete sadly.
Still dont have my 2nd official level done after 4 years afraid to admit.

But i hope to have duplex ready and open to the public extremely soon. It's been in production for 1 year and nearly 2 weeks already.

kuja killer
Posted on 02-10-10 04:05 PM, in General Megaman Hacking Thread (rev. 7 of 02-10-10 11:38 PM) Link | Quote | ID: 126937


Level: 55

Posts: 156/628
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Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
yea i know, progress is not very great honestly.
I seriously gotta find a few more people that'd be willing to help out with just anything at all .. except for coding because coding is really the only thing im even good at doing.

Only got 1 real person helping out with graphics/level design partially/ideas, but i really hope to find a few others as well.

I seem to always keep finding the wrong people anytime i try.

** Googie quit rom hacking forever right at the time that i asked him.
** DurfarC may have helped out with music since he understands the megaman 3-6 format ...but ever since the day i talked to him and he would ...he hasn't logged onto acmlm ever since, i know i can always ask martixz and infidelity, but well they got their own hacks their busy with....so not just whenever i want.
** 2 people i've tried to ask for help on a story script for duplex and mm's conversation ...but neither of them seem to have any intrest to help me. ... i dont have story-telling skills of my own

just to name a few. :|

i cant ever find anyone for almost anything...

kuja killer
Posted on 02-14-10 10:30 AM, in General Megaman Hacking Thread (rev. 3 of 02-14-10 10:47 AM) Link | Quote | ID: 127070


Level: 55

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

Last post: 288 days
Last view: 2 days
Posted by mickevincent

ahem. so you need people for what? level design? well.. you know how my levels are looking like in my first hack. if you are interested in having me to work on your hack, just send me a personal message. i understand if you dont want me to, you only want the absolutely best in your hack so i would respect that. but if you are interested, well... =)




yea pretty much just anyone for almost anything. ...i'll take anyone's help i can possibly get...coding is really my only talent, it's all i ever can do honestly compared to anything else.

I've been holding off for months and months and months cause i wanted to wait until duplex man were finished first.. THEN start looking for people to help out seriously...but well this dang level's taking over 1 year already. Cause i've been "waiting" for my partner for many weeks or a few months at a time, (no offense to him or anything, hope he does not take it the wrong way if he sees this)

I've seriously thought about quitting this hack so many times over these 4 years cause i feel like this game is getting no where hardly..but i cant ever just decide to quit

kuja killer
Posted on 02-18-10 04:00 AM, in General Megaman Hacking Thread (rev. 2 of 02-18-10 08:26 PM) Link | Quote | ID: 127235


Level: 55

Posts: 158/628
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Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 288 days
Last view: 2 days
I'm still going to hang on just a little bit longer. :|

All that remains now before this demo is released in coming up with a script for duplex and megaman's conversation at the end of the space station level, and that's been holding me back for about 3 weeks now, i've been trying really hard to find someone who'd be able to help with that, because i dont have story-telling type skills, but i've had next-to-zero luck finding someone.

And then if i can have it translated for the japanese version of the game, then that's it...will release the duplex demo soon after i'd have them inserted into the game. Though there's still a few things that will be "missing" ultimately. But i'll just have to deal with it..

any of you guys got story-telling skills at all ?? Ive tried asking literally 10 different people now but everyone ALWAYS say they're just busy and dont have the intrest basically. This stupid thing's driving insane out of my freaking mind.

kuja killer
Posted on 03-01-10 03:58 PM, in Megaman Ultra 2 in need of some major assistance...... (rev. 2 of 03-01-10 04:00 PM) Link | Quote | ID: 127880


Level: 55

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

Last post: 288 days
Last view: 2 days
Modified version of megafle.

His wont work with any other kind of mm4 rom except his own.

I also use a custom version of megafle, designed to only work with my game mm oddyssey, it doesn't work with any other kind of mm3 rom. I was seriously considering wanting to share my custom MegaFLE with people too if i ever get any help from people for my game too after i release my demo any time soon now.

kuja killer
Posted on 03-06-10 07:18 AM, in Megaman Odyssey Demo March 2010 (rev. 5 of 03-06-10 09:35 AM) Link | Quote | ID: 128073


Level: 55

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

Last post: 288 days
Last view: 2 days
http://acmlm.kafuka.org/uploader/get.php?id=2945

Hey everyone, after 13 months since feburary 2009, the duplex man levels are finally finished and ready for the public. There are still only just a few non-level related things not implemented/finished that I really wanted, but it'll have to come another time.

The pallete file is recommended to be used, i hope people wont be upset at us about this, only duplex's room uses a custom color that will be black without the pal file. Otherwise the rest of the game will be just fine.

I do not plan on releasing a demo after every single level, but i feel people deserve to try this out since it's been over a year. There is SO much stuff that's been done since then. There's a challenges award system, and Time Attack game mode. I hope people will enjoy those. There is way too much stuff to name that I have coded over the past year it's un-believable truly.
I've spent countless time making sure there isn't any problems or bugs. There shouldn't be any anywhere hopefully, but there still may.

I've been holding off for looking for people to help with this hack until duplex was finished, and now, I seriously need to find anyone that'd be willing to help with anything. Graphics, level design, anything while I'm only able to truly do all 100% programming since that's honestly the only thing im an expert at doing. I don't want this game to to take more years to complete, so I need all the help i can get to continue this.

Me and megaman-omega hope you all will enjoy this duplexman theme and story. Comments/questions/concerns, dont hestiate to ask.
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Main - Posts by kuja killer

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