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Main - Posts by rock5easily |
rock5easily |
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Goomba Level: 12 Posts: 1/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
@caesur4
Please permit it by machine translation. This problem is caused by the fact that you must certainly perform Interrupt Request line of IRQ in MMC5 by designation. The problem is revised by renewing NES file as follows. 7C26B: 1F -> A0 |
rock5easily |
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Goomba Level: 12 Posts: 2/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
@caesur4
Big Pets' raster scroll effect generates IRQ twice a frame. That fixed the second IRQ timimg for MMC5. The specification of IRQ line is different in MMC3 and MMC5. MMC3: http://wiki.nesdev.com/w/index.php/MMC3#IRQ_latch_.28.24C000-.24DFFE.2C_even.29 > IRQ latch ($C000-$DFFE, even) > ..., this value will be copied into the MMC3 IRQ counter at the end of the current scanline. (relative value) MMC5: http://wiki.nesdev.com/w/index.php/MMC5#IRQ_Counter_.28.245203.29 > IRQ Counter ($5203) > All eight bits specify the scanline number to generate IRQ at (absolute value) |
rock5easily |
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Goomba Level: 12 Posts: 3/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
@caesur4
Your understanding is right! When I played the MMC5 version, 1st IRQ worked correctly. But 2nd IRQ didn't work. So I guessed something wrong with its setting. Following pictures express the differences between MMC3 and MMC5 IRQ line specification. (Scanline $80 is 1st IRQ line.) MMC3 MMC5 @Trinitronity Thank you for using my editor. (Characters were garbled in English environment...) I'd like to help you, if I can do. |
rock5easily |
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Goomba Level: 12 Posts: 4/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
Posted by TrinitronityPosted by DurfarC I agree with Zieldak and DurfarC. I do not desire to participate in the modification, while permission has been ambiguous. DHI is active by the name of DhiArk. But I don't know he is still continuing MM hack... By the way, I translated my editor in English. There are probably many translation mistakes. http://rock5easily.sakura.ne.jp/archive/r2e_eng.zip |
rock5easily |
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Goomba Level: 12 Posts: 5/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
Posted by Trinitronity The feature of "Reload CHR" button is to redraw graphics with the ROM file reloading. Buttons in Both "Map" and "32x32 tile" tab are same function. http://rock5easily.sakura.ne.jp/tmp/r2e_eng01.png |
rock5easily |
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Goomba Level: 12 Posts: 6/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
If you want to confirm MM5 sprite animations, my tool can be used.
http://rock5easily.sakura.ne.jp/archive/r5spriteviewer_eng.zip Screenshots: http://rock5easily.sakura.ne.jp/tmp/r5sv01.png http://rock5easily.sakura.ne.jp/tmp/r5sv02.png |
rock5easily |
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Goomba Level: 12 Posts: 7/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
I made "sprite auto adjustment" patch for Rockman/Megaman5.
This prevent sprite blinks by adjusting CHR-BANK assignment automatically. IPS patch Demo movie |
rock5easily |
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Goomba Level: 12 Posts: 8/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
Posted by kuja killerPosted by rock5easily Thank you, kuja killer I'm glad if hacks of Megaman/Rockman5 are created more and more. @caesur4 Did you change the value at $27AF8 from 0A to 09? The number of animation frames is often referred by Megaman's routines. So it is better is to edit the number of frames so that does not change. For example, 27B04 : 02 -> 01 |
rock5easily |
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Goomba Level: 12 Posts: 9/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
I upgraded Rockman5 Sprite viewer.
Data reference count can be seen in "Data Reference Info" tab. http://rock5easily.sakura.ne.jp/archive/r5spriteviewer1.1.zip |
rock5easily |
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Goomba Level: 12 Posts: 10/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
@Trinitronity
Megaman's Palettes Address in the ROM is below: 1.Basic megaman's Palettes(0F 0F 2C 11): 3C8A8-3C8AB 2.The palettes after closing Weapons menu: 4650-467F (weapon / 4bytes) @caesur4 Thank you for using the viewer. I will implement the query function, so please wait for a little. MM5's Sprite Animation Data in the ROM is below: 1.Pointer to each sprite frame: BANK12-13: 24010-2420F(low), 24210-2440F(high) BANK14-15: 28010-2820F(low), 28210-2840F(high) BANK16 : 2C010-2C20F(low), 2C210-2C40F(high) 2.Pointer to each location data: BANK12-13: 24410-2450F(low), 24510-2460F(high) BANK14-15: 28410-2850F(low), 28510-2860F(high) BANK16 : 2C410-2C50F(low), 2C510-2C60F(high) 3.Pointer to each animation: BANK12-13: 24610-2470F(low), 24710-2480F(high) BANK14-15: 28610-2870F(low), 28710-2880F(high) BANK16 : 2C610-2C70F(low), 2C710-2C80F(high) 4.How to calculate ROM addresses from pointers: (ROM address) = Pointer(low) + Pointer(high)*0x100 + (BANK number)*0x2000 - 0x8000 + 0x10; 5.Unused space in each BANK: BANK12-13: 27F4E-2800F BANK14-15: 2BF94-2C00F BANK16 : 2D18E-2E00F if these spaces are not enough, you can use the unused space of last BANK(BANK 1F). |
rock5easily |
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Goomba Level: 12 Posts: 11/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
Posted by caesur4 I don't think it is a very good way, inserting a frame to the existing animation data. Because it is mistakable and its quantity of work is large. So I recommend writing one complete animation data to unused space, and fixing a pointer to the animation data. I forgot to write the format of sprite frame data earlier, it's below: sprite frame data: byte0 -> CHR bank number byte1 -> Number of tiles - 1 byte2 -> Location data number byte3 -> Tile number #1 byte4 -> Tile attributes #1 byte5 -> Tile number #2 byte6 -> Tile attributes #2 ... Tile attributes: HIGH bit7 -> Flip vertically bit6 -> Flip horizontally bit5,4,3,2 -> unused bit1-0 -> Palette LOW Posted by TrinitronityPosted by rock5easily The cutscenes is here? Well, the palettes is in $16665-16684. |
rock5easily |
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Goomba Level: 12 Posts: 12/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
Posted by TrinitronityPosted by rock5easily |
rock5easily |
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Goomba Level: 12 Posts: 13/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
Posted by TrinitronityPosted by rock5easily Yes, title screen palettes are at $31C23-31C32! |
rock5easily |
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Goomba Level: 12 Posts: 14/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
Did you apply Rockman5AirSliding.ips?
If so, the code of Air slide begins from $37E80 and ends to $37EDE. And you have to add the all new code following $37EDE. The original air slide code is here writing... |
rock5easily |
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Goomba Level: 12 Posts: 15/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
A new hack, Rockman 4 Burst Chaser x Air Sliding was released!
The author is TSUKIKURO. You can download it from a link below. Oh, The download link is unavailable... Direct link below: http://rockman2ips.tripod.com/Rockman4BCAS.zip |
rock5easily |
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Goomba Level: 12 Posts: 16/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
I'm making a new rockman5 hack named "Double Jumper".
Now I can only say this. demo video |
rock5easily |
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Goomba Level: 12 Posts: 17/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
Posted by kuja killerPosted by rock5easily Thanks! This music is "Cherif" from Album "Megaman-like music" composed by @hydden0310. You can listen the original song here! |
rock5easily |
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Goomba Level: 12 Posts: 18/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
Posted by Korxroa 7DF69: 01 -> 00 |
rock5easily |
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Goomba Level: 12 Posts: 19/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
In order to change the color of stage decision, you have to change the value as follows.
2E208: 3F -> XX where, XX = $0F xor [desired color] if your desired color is $16, XX = $0F xor $16 = $19. |
rock5easily |
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Goomba Level: 12 Posts: 20/24 EXP: 7057 Next: 864 Since: 06-13-14 From: Japan Last post: 3036 days Last view: 2542 days |
Please forgive me my lousy English...
Misty's memo about weapons
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Main - Posts by rock5easily |
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