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Main - Posts by caesur4 |
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Red Goomba Level: 16 Posts: 21/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Posted by caesur4Posted by Korxroa |
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Red Goomba Level: 16 Posts: 22/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Posted by Vanya It might work kind of like that. Based on those weapon pointers I found, the Megabuster is definitely its own attack routine, and I can swap any of the other attacks with that one and it works fine. Charge Kick is actually just a RTS. I think the actual charge kick attack is coded into the regular slide routine. If Charge Kick isn't equipped, that part of the code--the part that makes MM invulnerable and causes damage--is just branched over. In any event, I think Charge Kick might be overpowered if I give it that ability. I was thinking about being able to activate it by pushing "B" though... |
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Red Goomba Level: 16 Posts: 23/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Posted by VanyaPosted by caesur4 I hadn't actually thought to make MM do a regular slide with A+down until you just mentioned that. Thanks! I'm going to make that work. And I've actually got a Break Dash-kinda thing going now (complete with airslide). There are one or two more things I want to modify with Charge Kick before I'm done... I'm thinking MMX dash-jump, and maybe some kind of reflect bullets thing. My scope might be a bit grander than my abilities though... Anyway, thanks again for the ideas! I think once I get a bit more to show I'll start a thread with my progress. Oh, and without looking too hard, when shooting the megabuster, equipped with charge kick, the damage dealt is based off of charge kick's vulnerability "set", but that could probably be easily rerouted. |
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Red Goomba Level: 16 Posts: 24/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Posted by Korxroa MM5 (USA) no slide: x360D0 = #$60 MM5 (USA) no charge: x37120 = #$60 Here's what you do to figure out where those things are located in MM4. 1) Look at the RAM (NES) in the FCEUX Hex editor. 2) Slide, and look for a value that counts down (it's the slide counter). In MM4 it's $0034. 3) Set a Write Breakpoint. When that value is written to, the debugger will show you the code in that area. 4) Use your knowledge of ASM code to figure out where the slide routine starts. If it's a subroutine, like in MM5, then it's an easy fix; just plug a RTS (#$60) in the first part of the code. 5) MM4 kind of works that way too. A $60 in x078196 prevents the slide routine from moving forward. It's got a bit of a bug though... if you're holding down you can't jump. I didn't really look into the charge shot... but if you plug a #$60 in x041825 MM won't look like he's charging. |
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Red Goomba Level: 16 Posts: 25/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Back again with another question. I've been pulling my hair out over this, but I've made some progress. Here's the proof:
But here's a patch (use with a Mega Man 5 rom) if anyone's interested in taking a look. Here's the patch and code The goal was to make airslide only available for Charge Kick, and then Vanya suggested a few things that I tried to accomplish. So, now "A+down" is a regular slide and "B" activates the actual Charge Kick attack (whether in air or on the ground). It works about 80% of the way I want to, as the video shows. I want to make it so MM can't airslide more than once per jump. For whatever reason, having "B" activate it doesn't loop the code back around like it should so that it checks the Airslide flag to say whether it can or not. Either that, or something different is going on... But I'm at a loss. Anyone with ideas on how to fix it? That link up there has the patch file and a breakdown of the code I used/edited. |
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Red Goomba Level: 16 Posts: 26/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Posted by Jro0 I don't think I understand what you're asking for. 1. Here's the patch for what I've been working on... MM Airslide with Charge Kick and "B" Button, where MM will only airslide if Charge Kick is equipped and has energy, and it can be activated with "B". The actual ASM for that code (in a text file) is in the zip file with the patch. Right now it does what the video shows and I don't know how to make it so he can only airslide once per jump. If I remove the limitations I've set, I can make it so that MM can airslide with "B" forever, while charge kick is equipped. I'd probably be able to set it back to "A+down" and have any weapon capable of airsliding forever, but that's not something I want to do... unless later I want to make a megaman/kirby crossover hack*. 2. Are you talking about the original Airsliding code? Because I want to accomplish that code with "B button" instead of "A+down". 3. Both the original ASM code and my code are in the zip file I linked to. They have comments--formatting got a little weird though. *someone might have to make that |
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Red Goomba Level: 16 Posts: 27/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Update 4/18/15: I've uploaded a patch of my progress so far. Apply to a clean MM5 (US) rom.
Proto Man Sprite has been implemented for most of the playable game Proto Buster charge shot resembles MM4 Charge Kick animation changed Airslide code borrowed and manipulated (used with Charge Kick) Bullet reflect is 'somewhat implemented'. It's more like, when hit while jumping, don't take damage, and automatically shoot a bullet--there are definitely some bugs. ProtoMan 0.0043 If anyone would be able to help me figure out how to only allow one airslide per jump... I can't seem to get it right. Let me know what you think so far. -------------------------------- Original Message: Finally making a thread for my project. I've been hanging around the General Mega Man hacking thread for a bit now, and I've finally decided to start showing what I'm working on. So here it is! For the most part, the sprite and animations are done. I imagine the idea's probably been done a lot. I want to make the gameplay as similar to the MM9/MM10 Protoman modes as possible. I chose MM5 because, despite it's lack of difficulty, it was one of my favorite MM games growing up, and It's already got a lot of Protoman motifs. Not to mention lots of room in the ROM to work with. My end goal is to modify just about everything: graphics overhaul, possibly new game mechanics (gimmicks), new boss graphics with new AI, to name a few things. This is my first *real* attempt at hacking beyond graphic/palette editing, but I've started to establish more of an understanding for ASM, and I'm getting much more comfortable with the tools of the trade now. Anyways, I thought I'd put this out here for people to see. |
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Red Goomba Level: 16 Posts: 28/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
I'll put a video of some gameplay up later today.
Here's the sprite sheet I used to make the PM sprite. His shield is on his back while he's standing (you can see like 5 pixels of it when his scarf is down). My ASM plans include making bullets reflect, but I'm not all there yet. I found where MM takes damage, I made a subroutine to check to see if he's jumping, and if he is he doesn't take damage, and he "produces" enemy bullets. It doesn't hurt enemies though, and I can't get it to work exactly how I'd like. I'll post more on that later. For now, I've changed MM's charge kick to a Shield Bash, based on Bass' dash in MM10. So it's not completely useless, it just doesn't work yet. I'm not familiar with CV2. The title screen's not final, and the "V" doesn't really make sense there, so that will be changed. I used TLP for most of the graphics editing, and I used the fceux hex editor and rock5easily's MM5 spriteviewer to piece it together correctly. I don't have any plans to release a beta yet. Eventually, when I get the shield ASM figured out I'll release a "Play as Protoman" patch. I'll get to making that video now. |
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Red Goomba Level: 16 Posts: 29/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Thanks Insectduel! I remember seeing you post that somewhere before, and I think I grabbed it then. I haven't gotten around to adding it yet, but I most likely will! I am getting a lot of sprite flicker--especially during charge shots. I might transfer my work over to the MMC5 mapper with Kuja Killer's patch if I run out of room for coding, but for now I'm going to build it in the native MMC3.
I really don't mind the flicker much. Here's a bit of gameplay. The last bit is me playing with the shield reflect code... which is obviously unfinished. |
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Red Goomba Level: 16 Posts: 30/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Shouldn't it just be as easy as having a specific hex value in the RAM be constantly written to or loaded with the "dpad right" input value?
edit: nope! nevermind, my thought process was a bit too simplistic. But maybe if you AND the input value with the "dpad right" input (looked like it was #$01) before loading it where it needs to go each time? Looked like 0x06FC and 0x074A all had something to do with controller inputs, just from looking at the RAM map on datacrystal. |
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Red Goomba Level: 16 Posts: 31/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Posted by Superjustinbros I've kind of got plans for that idea already. This hack will take place in one of the last years before Proto Man dies and the whole Mega Man paradigm shifts. I'm going to rely a bit on Mega Man cannon; Proto Man was the first robot built, and from him plans were made for not only Mega Man, but also Sniper Joes. I think Mega Man: Powered Up establishes this. My plan is to make all of the bosses beefy versions of the different "Joes" (instead of "____ Man", it'll be "____ Joe"). Proto Man is fed up with Wily making these bots so he goes out and takes care of them. I'm like... eons away from being able to add story into the hack right now though. I'm still fumbling around the code to figure out how to make a bullet shoot back automatically when he gets hit jumping. |
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Red Goomba Level: 16 Posts: 32/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Posted by Jro0 lol. I'll definitely consider it. looks like it shouldn't take up too much more space than the current damage sprite. If I add in the double recoil it might look a bit unnatural, though. |
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Red Goomba Level: 16 Posts: 33/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Really, any of the history of Mega Man/Proto Man I'm getting from the Mega Man Wiki. It's got dialogue from all of the games, and I"m just kind of fitting the pieces together as I want to... because they're ambiguous anyways! |
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Red Goomba Level: 16 Posts: 34/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Posted by Thanatos-ZeroThanks for the name ideas! I haven't given much thought to that yet. I'm saving most of my easier changes until after I modify the engine to how I want it, level design, and change up boss and enemy AIs. Eventually I want to replace the music with something more fitting for Proto Man--generally more jazzy/bluesy. As for the title screen, I'm a long way away from giving that much thought. I really appreciate the offer to help, and I may take you up on it later. For now I'm going to try to get some game mechanics to work how I want them to. |
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Red Goomba Level: 16 Posts: 35/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Hey!
I'm a huge mega man fan, and started romhacking back in 2008, but abruptly stopped because I just wasn't getting it. I learned a bit more about programming and I'm trying to get back into romhacking now. I'd been lurking here for a bit because it had a lot of information on what I was trying to do, and finally decided to join up because I thought I might be able to get some questions answered. Anyway, I'm the guy working on a Protoman hack. I spend about 95% of my time on this board in the "Rom Hacking" section. I really like how accessible the more elite members (the ones with legitimate hacks out) are here. That's my two cents, anyway. |
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Red Goomba Level: 16 Posts: 36/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Posted by Model FZx I think whatever you'd have the most patience focusing on would be easiest (and naturally NES would probably be the easiest to map because you wouldn't have to deal with data compression, and the roms are generally smaller). But seriously, if you don't plan on using your editor yourself, what're the chances you'll make it as good as it could be? So I think what would make the most sense, is to pick a game you want to work on. |
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Red Goomba Level: 16 Posts: 37/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Congratulations on your finished project! |
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Red Goomba Level: 16 Posts: 38/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Hey, so one year later I'm back into it. I figured it'd be better to keep all of my thoughts in one necro'd thread than to make a new one.
So, as far as story goes--If I ever get to finishing the gameplay part of the game, then I'll work on the story. I like the title screen ideas, but it's one of my lower priorities, and I won't be acting on any ideas any time soon. My main goal is making the shield work. I want it to work like MM9/MM10. What I have now is a ways away from perfect, but I think I'm on the right track still. I'm also working on a dash-jump routine similar to MMX. sidenote: Posted by Insectduel I like the authenticity of flicker and scanlines, but I very well might upgrade to MMC5 Mapper and figure out some bonus stuff to add in. My ultimate goal would be to take a cart and flash the game to it, and I had heard the MMC5 Mapper was harder to find a compatible cart for than other mappers. I appreciate all the support and comments so far. I look forward to more, and hopefully I'll have something to show soon. |
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Red Goomba Level: 16 Posts: 39/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
Posted by kuja killer Oh, I did a bit of testing on that actually; somewhere on the General Megaman Hacking board I mentioned it worked for MegaMan 5--some title screen stuff got mixed up, or something though. Nothing game breaking. There was an IRQ error on the Big Pets boss, IIRC. But that's exactly the patch I was planning on using if/when I decide to expand the rom. Thanks! |
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Red Goomba Level: 16 Posts: 40/47 EXP: 19426 Next: 830 Since: 05-20-14 From: Iowa Last post: 1766 days Last view: 669 days |
I've uploaded a patch of my progress so far. Apply to a clean MM5 (US) rom.
Proto Man Sprite has been implemented for most of the playable game Proto Buster charge shot resembles MM4 Charge Kick animation changed Airslide code borrowed and manipulated (used with Charge Kick) Bullet reflect is 'somewhat implemented'. It's more like, when hit while jumping, don't take damage, and automatically shoot a bullet--there are graphic, bullet speed, knockback bugs associated with this. ProtoMan 0.0043 If anyone would be able to help me figure out how to only allow one airslide per jump... I can't seem to get it right. Let me know what you think so far. |
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