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rock5easily
Posted on 06-13-14 06:18 PM, in General Megaman Hacking Thread Link | Quote | ID: 156758


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@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
Posted on 06-15-14 05:20 AM, in General Megaman Hacking Thread Link | Quote | ID: 156783


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@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
Posted on 06-15-14 11:36 AM, in General Megaman Hacking Thread (rev. 3 of 06-20-14 08:52 AM) Link | Quote | ID: 156789


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@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
Posted on 06-17-14 12:48 PM, in General Megaman Hacking Thread Link | Quote | ID: 156826


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Posted by Trinitronity
Posted by DurfarC
I have to agree with Zieldak on this one, though if you're going to carry on anyway, at least make sure that you tried to reach the authors through every single possible channel, that they've been gone for many, many years and that you specify that your modifications are not official upon releasing them to the public.

Well, if I cannot contact DHI, then I will at least credit him, where credit is due.
Anyway, I would love it, if someone could tell me, how too contact DHI and if he understands english, because I can't speak japanese and Google Translate likes to fuck up speeches.

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
Posted on 06-20-14 02:27 PM, in General Megaman Hacking Thread (rev. 2 of 06-20-14 10:15 PM) Link | Quote | ID: 156893


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Posted by Trinitronity

Still have a problem with that.
Also, in rock5easily's RockMan 2 Editor, there is a CHR button in the first and second category. What does that button do?
Also, I still have no idea, why the scrolling screws up, if you die after reaching the first checkpoint but before reaching the second checkpoint.
And I still have no idea, how to change the sprite banks in RockMan 2...
...why do I not get any help at all?

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
Posted on 06-20-14 09:53 PM, in General Megaman Hacking Thread Link | Quote | ID: 156898


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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
Posted on 06-21-14 08:27 AM, in General Megaman Hacking Thread Link | Quote | ID: 156907


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I made "sprite auto adjustment" patch for Rockman/Megaman5.
This prevent sprite blinks by adjusting CHR-BANK assignment automatically.

IPS patch
Demo movie

rock5easily
Posted on 06-22-14 09:06 AM, in General Megaman Hacking Thread (rev. 2 of 06-22-14 09:40 AM) Link | Quote | ID: 156930


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Posted by kuja killer
Posted by rock5easily
I made "sprite auto adjustment" patch for Rockman/Megaman5.
This prevent sprite blinks by adjusting CHR-BANK assignment automatically.

IPS patch
Demo movie



thats interesting I always wondered why mm 5 was the only one of all 6 NES megaman's that did that had this weird sprite blinking/disappearing problem. None of the other games did that.

pretty cool fix there

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
Posted on 06-23-14 11:42 PM, in General Megaman Hacking Thread Link | Quote | ID: 156945


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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
Posted on 06-28-14 02:18 PM, in General Megaman Hacking Thread (rev. 9 of 06-28-14 03:10 PM) Link | Quote | ID: 157025


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@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
Posted on 07-05-14 07:15 AM, in General Megaman Hacking Thread (rev. 6 of 07-05-14 08:17 AM) Link | Quote | ID: 157195


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Posted by caesur4
...
So if I wanted to add one more animation frame, I change the Animation Definition at 0x27AF8
0A 08 01 01 01 01 01 01 01 01 01 01 02 0A ---> 0A 09 01 01 01 01 01 01 01 01 01 01 02 03
And move all values forward by 1 until I reach the unused space in Bank12-13, and adjust all of the pointers in bank12-13 for sprite frame, location, and animation so that they point to the correct address.

(ROM address) = Pointer(low) + Pointer(high)*0x100 + (BANK number)*0x2000 - 0x8000 + 0x10
---->
(ROM address) = newPointer(low)-0x01 + (newPointer(high)-0x01)*0x100 + (BANK number)*0x2000 - 0x8000 + 0x10

or something like that?



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 Trinitronity
Posted by rock5easily
@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)


Thanks.
About the pallettes during the cutscenes, do I have to find 0F-0F-2C-11 in the address range of said cutscene or are they located somewhere else completely?

The cutscenes is here?
Well, the palettes is in $16665-16684.

rock5easily
Posted on 07-05-14 01:59 PM, in General Megaman Hacking Thread (rev. 4 of 07-05-14 02:20 PM) Link | Quote | ID: 157203


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Posted by Trinitronity
Posted by rock5easily

Yep, these cutscenes.
And thanks for the info, I have no saved it.
Now I only need to find a way to change the pallettes of the weapon get sprite of MegaMan and then change the sprites of it, and then, I have finally enough to create a WIP thread of that game and reveal the identity of it.
One thing, though: The weapon get sprites are being reused for the title screen as well, so I would like to know, if it also reuses the same address for the default pallette like in the weapon get screen.


You don't have to worry. Those sprite palettes address are different.

Rockman3(not Megaman3) is below:
Title screen palettes(BG&sprite): $31BDF-31BFE
Basic palette in Weapon get screen(BG&sprite): $31CF2-31D11
Each weapon palette in Weapon get screen(sprite): $31B93-31BD2 (weapon / 8bytes)
Order of weapons:
00 needle
01 magnet
02 gemini
03 hard
04 top
05 snake
06 spark
07 shadow

And Megaman3(not Rockman3) is below:
Basic palette in Weapon get screen(BG&sprite): $31D26-31D45
Each weapon palette in Weapon get screen(sprite):$31BC7-31C06 (weapon / 8bytes)

rock5easily
Posted on 07-06-14 05:11 AM, in General Megaman Hacking Thread (rev. 2 of 07-06-14 05:11 AM) Link | Quote | ID: 157269


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Posted by Trinitronity
Posted by rock5easily

And Megaman3(not Rockman3) is below:
Basic palette in Weapon get screen(BG&sprite): $31D26-31D45
Each weapon palette in Weapon get screen(sprite):$31BC7-31C06 (weapon / 8bytes)


Thanks.
I guess, I have to search for the values of the sprite pallettes in the same order in the title screen of MegaMan 3 as well, right?
If yes, then I might have found them at $31C23-31C32. Is that the right location of the sprite pallettes for the title screen?

Yes, title screen palettes are at $31C23-31C32!

rock5easily
Posted on 07-15-14 01:18 PM, in General Megaman Hacking Thread (rev. 2 of 07-15-14 01:56 PM) Link | Quote | ID: 157438


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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
Posted on 08-04-14 11:05 AM, in General Megaman Hacking Thread (rev. 3 of 08-04-14 01:07 PM) Link | Quote | ID: 157664


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A new hack, Rockman 4 Burst Chaser x Air Sliding was released!
The author is TSUKIKURO.

You can download it from a link below.

http://rockman2ips.tripod.com/index_en.html
Megaman 4: Completed. -> Rockman 4 BCAS (BURST CHASER X AIR SLIDING) [zip]

Oh, The download link is unavailable...
Direct link below:
http://rockman2ips.tripod.com/Rockman4BCAS.zip

rock5easily
Posted on 08-31-14 12:12 PM, in General Megaman Hacking Thread Link | Quote | ID: 158024


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I'm making a new rockman5 hack named "Double Jumper".
Now I can only say this.
demo video


rock5easily
Posted on 08-31-14 12:26 PM, in General Megaman Hacking Thread Link | Quote | ID: 158026


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Posted by kuja killer
Posted by rock5easily
I'm making a new rockman5 hack named "Double Jumper".
Now I can only say this.
demo video




very nice i absolutely am in love with that song on the gravity man level, i listened to it like 5 times over, repeatedly. I dont have any idea what game it might be from...but i love it


Thanks!
This music is "Cherif" from Album "Megaman-like music" composed by @hydden0310.
You can listen the original song here!

rock5easily
Posted on 08-31-14 12:46 PM, in General Megaman Hacking Thread Link | Quote | ID: 158028


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Posted by Korxroa
Change Palette Color Health Bar like Weapon Bar in MM4?
change color type 2nd (Original Hex 0F 30 37) to 1st



7DF69: 01 -> 00

rock5easily
Posted on 11-24-14 10:22 AM, in General Megaman Hacking Thread Link | Quote | ID: 159053


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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
Posted on 12-02-14 12:07 PM, in General Megaman Hacking Thread (rev. 9 of 12-02-14 01:03 PM) Link | Quote | ID: 159098


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Please forgive me my lousy English...


Misty's memo about weapons


弾を出すとき
 3DCB5~ 弾出し処理・下桁
 3DCC1~ 弾出し処理・上桁

各武器(アイテム含む)は、ここで指定したアドレスから弾を出す処理へ。
大体はこの弾出し処理中で消費処理も行っている。
------------------------------------------------
The address table of generating each weapon object (including item1,2,3)
 3DCB5- low
 3DCC1- high




出した弾の制御
 3DD11~ 弾制御処理・下桁
 3DD21~ 弾制御処理・上桁
 ここは黄金配列順ではないので注意。
 具体的には バスター・ヒート・エアー・ウッド・
         バブル・クイック・クラッシュ・メタル・フラッシュ・
         1号・2号・3号・ウッド弾かれ・
         クイック弾かれ・エアー弾かれ・(未使用?)・水しぶき
 となっています。

 見れば気付くかもしれませんが、バスターとヒートが同じアドレスを指していたり、
 メタルが他処理の命令の途中を指していたりします。

 これは、
  (0420+X)の2ビット目が0の時は命令を受け付けずに直進する。
 という命令が別の箇所で設定されているからです。

 メタルやバスターに特殊な動きをさせたい場合は、弾を出したときに初期設定(3D45E~辺り)を
 弄ると良いでしょう。

 また、被弾した時の煙(?)や水中の泡、水しぶきなどもこの法則により動いています。
 (これらはバスターと同じIDで動かすように無茶に計算されているので、
  バスターを弄るには、これらと分離する処理が必要になります)
------------------------------------------------
The address table of each weapon object's handler
 3DD11- low
 3DD21- high

The order of weapons is as follow.
Mega buster - heat - air - wood - bubble - quick - crash - metal - flash
- item 1 - item 2- item 3 - wood(reflected) - quick(reflected) - air(reflected&unused?) - spray

You may notice if you look , Mega buster points to the same address of heat , metal points to the middle of an instruction of other processing.

This is, operation as below set in another place.
 When bit2 0f ($0420+X) of RAM is 0, An weapon object goes straight on.

If you want to make a special motion of metal and Buster, the initial set when you put a object the (around 3D45E) Tampering.


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