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BaronHaynes
Posted on 05-22-15 12:19 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 3 of 05-22-15 03:52 AM) Link | Quote | ID: 160146


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This is really good! Luckily it patches fine on top of my in-progress rom which had already been patched with Korxtendo's weapon switch.

The only thing I wish it had is quick-switching in both directions, with select for right and down+select for left, and getting back to buster with select+start. You can bind select to right trigger on a SFC pad and switch backwards while sliding, which is great for speedrunning. Only being able to switch right makes it hard to get between different weapons rapidly in the late game.

I know this is a subjective thing for the official release, but if there's an easy way to modify that and anyone knows how to do it, I'd really appreciate it.

Thanks for putting this together, it's really cool.

Edit: This patch breaks a lot of the tile graphics I drew (replacing them with squares) and Mega FLE X no longer displays any structure or enemy graphics correctly upon loading the rom file. I assume that's from the upgraded ROM? Either way, I can't use the patch if it doesn't work with my editor anymore, which is a bummer.

BaronHaynes
Posted on 05-22-15 12:36 AM, in Rockman 3 - questions about weapon switching Link | Quote | ID: 160147


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Hey all, I'm making a MM3 hack, and aside from using Mega FLE X and a little bit of hex editing, I'm very new to hacking this game. I'm okay working around these limitations for my first hack, but there's a few things I'd like to be able to do and I don't know how.

The most important thing I want to do is to reorganize the weapon menu to put more useful weapons closer to buster (particularly Rush Coil), for more efficient use in a speedrun. Coil is right in the middle of the menu and hard to get to for quick jumps.

I've designed the hack in a way that Rush Jet isn't needed as well, with more emphasis on Coil and Marine, to get around how easy it is to exploit jumping on Jet to save ammo. If there's a way to remove Jet from the game, that would be ideal -- my quick n' dirty alternative is to make it use all ammo immediately, but this seems messy and it might come off as a mean trick.

Finally, I'm using Kuja Killer's most recent patch and I'd like to be able to quick-switch left with down+select and get back to buster with select+start in addition to switching right with select.

If anyone knows how to do this, I'd greatly appreciate it! There's a million other things I'd love to be able to change, but these are the things I really need for the hack to work. Thanks for any help!

BaronHaynes
Posted on 05-22-15 04:01 AM, in Rockman 3 - questions about weapon switching Link | Quote | ID: 160150


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Down+Select and Start+Select combos work very well when select is bound to right trigger on a SNES or SFC-style pad, otherwise I don't think they'd be viable. Select+Up is weird, I've never heard of that...down+select works because you can plan your weapon switches around sliding.

I hope someone knows how to do them, because I think I'll have to stick with Korx's patch otherwise. Unfortunately, it can't switch weapons during a slide and yours can. Having both would be perfect.

No problems with the dual patch so far, the version I applied worked fine (it's been updated a few times to fix glitches, so I hope the one I have is stable). I patched it early on so I'd have to redo a lot if I started from a fresh rom file. Patching yours over top of his had no problems, but patching his over top of yours caused the game to crash when pausing with a weapon out, lol.

That sucks about the boss order, but I guess it can be worked around. Thanks for the info.

BaronHaynes
Posted on 05-22-15 04:49 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160153


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Whoops, apologies. I was so focused on the changelog and making sure the weapon switching worked with the earlier patch I glossed over the notes. A lot of this is new to me, so I'm missing obvious stuff from being overwhelmed.

You might consider releasing two versions, if the only need for upgraded rom is lag reduction and story intro? The lag reduction is amazing, I definitely wanted to use the patch as soon as I saw it, it makes a lot more things possible for what I'm trying to do.

BaronHaynes
Posted on 05-22-15 04:52 AM, in Rockman 3 - questions about weapon switching Link | Quote | ID: 160154


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That would be ideal for emulator play, though people playing on console with a flashcart wouldn't be able to switch in both directions (a lot of speedrunners prefer console due to input lag from LCD/USB). I'm not sure if there's a way around that?

As obnoxious as it is, down+select would work for both groups, and I'd still want start+select to switch back to buster. I've speedrun (speedran?) a lot of MM5 romhacks and having all those quick-switching options available makes an astonishing difference.

I'd definitely take the second controller fix if you really don't want to do down+select, especially if select+select(2) simultaneously (or whatever button was used) would go back to buster as well. The patch's weapon switching is smoother than anything I've seen in other hacks.

BaronHaynes
Posted on 05-22-15 06:04 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 2 of 05-22-15 06:15 AM) Link | Quote | ID: 160156


Red Goomba
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eep

https://drive.google.com/file/d/0B221Ata07BF_ZG5ld1VaR3VJWUU/view?usp=sharing

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Worst case scenario, I can redo the tile graphics I've done, which weren't a lot. I'm using MM3's base graphics for the most part and in some cases extending or animating them, making foreground layers from them etc. It'd be annoying but I can redraw them (only 2 stages had extensive tile work done).

BaronHaynes
Posted on 05-22-15 06:50 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160158


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lol, I figured it'd be something like that.
Graphics are fixed, but this happened:

https://drive.google.com/file/d/0B221Ata07BF_S0hmZU43c2VLdlU/view?usp=sharing

BaronHaynes
Posted on 05-22-15 07:24 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160161


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That's ok, I appreciate the help!

Jump and bubble graphics are fixed, and I found the tile editor you were using and swapped the stage exit text. Everything seems to be working again

BaronHaynes
Posted on 05-24-15 05:07 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160176


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That sounds really awesome, I'm looking forward to it!

BaronHaynes
Posted on 05-24-15 05:10 AM, in General Megaman Hacking Thread Link | Quote | ID: 160177


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Is there a way to change which bank of sprites an enemy pulls from in MM3? I've tried rearranging GFX sets to put different enemies on the same screen (the Dark Bulb and Submarine enemies), but because they both pull from Bank 1, it doesn't work, even though all the Dark Bulb sprites are available in Bank 0.

BaronHaynes
Posted on 05-25-15 03:10 AM, in General Megaman Hacking Thread (rev. 3 of 05-25-15 03:27 AM) Link | Quote | ID: 160186


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Does anyone know if there's something weird happening with spikes in Shadow Man's stage? Whenever I make spike tiles, I can safely stand on the top of any spike on the left of a structure. The side of it kills me, and the top of a spike on the right kills me, but the left is completely safe no matter what I do.
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Actually, on closer inspection, it seems that I can stand on either the left or right side, and only die when I'm touch both at the same time. This doesn't happen in other stages. Help?
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Got it -- seems like whenever you're standing in a water tile, you have to be touching both spikes in order to die. Well, that's annoying.

Posted by Zieldak
Well, I think you should be able to change which animation frame uses which tile and etc. But it is a bit complicated. You can find an enemy's code with the code data logger. Then according to the PPU viewer, rewrite all of the sprite id values.

I couldn't figure it out, so I guess I'll have to skip it. Thanks for the info!

BaronHaynes
Posted on 05-27-15 08:55 AM, in General Megaman Hacking Thread (rev. 2 of 05-27-15 08:57 AM) Link | Quote | ID: 160210


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2 questions:

1. Is there a way to move the Gemini star field out of the first screen, or to put it on more than one screen? My Gemini stage starts in the caves and eventually makes its way out to the surface, and I don't know how to access whatever causes the parallax background in that screen. I'd like to put it on a later screen in the stage if possible.

2. Does anyone know the address for Top Spin's recoil? I've seen hacks that removed it (Dr. Wily Visits Indonesia) and I was hoping it was documented somewhere.

Thanks in advance!

Posted by Zieldak
Posted by BaronHaynes
seems like whenever you're standing in a water tile, you have to be touching both spikes in order to die. Well, that's annoying.
I've asked Kuja about it once, and he said he is unable to fix it.
I've managed to work around it, thanks for the heads up

BaronHaynes
Posted on 06-02-15 10:10 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160226


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Kuja: Did you document the hex code for changing the water physics? Mega Man feels floatier in water after the improvement patch (it feels like Star Man physics from MM5, and the 1/3 chance of fast knockdown from getting hit is identical to that).

I'm not sure which one I prefer, but it'd be nice to be able to switch back and forth and test, and the code doesn't seem to be in the 2.0 notes. My water levels were designed with MM3 water physics and they play pretty differently now.

BaronHaynes
Posted on 06-03-15 06:11 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160231


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Nice work, the weapon icons look really cool! I like the new sound effects too. Full IPS is fine, I would have to manually fix my rom anyways since I started working on the unpatched one again for now.

Let me know what you are willing to do about weapon-switching options when you get a chance, if you're still interested. My hack absolutely needs all 3 switching options (ideal layout being: select, down+select, and start+select back to buster) and I'll have to find a way to keep Korx's patch if I can't get those options with yours (but yours is much better since you can switch while sliding and while a shot is out). I know you're not a fan of that layout but I've been speedrunning romhacks with it for about a year and works really well for sliding Mega Man when you rebind select to a trigger button. I like everything about this patch, and I'm in an awkward position of needing the switching options for my hack to work, but knowing my hack would be much better with a lot of the fixes you've done -- some of which I don't know how to manually apply since they're not in the 2.0 or 2.1 notes.
--------

So I tried applying just the lag reduction code from 2.0 (after doing the ROM Expansion) and the game crashes as soon as I teleport in on any level (the palettes in stages seem to be going haywire as well). I was careful and did it twice, using only the Japanese code where indicated (as well as code indicated for both JP and English). I tried it on a fresh copy of Rockman 3 just to be sure. I didn't apply the Improvement IPS or change anything else, just ROM Expansion and Lag Reduction from 2.0 notes. I enabled SRAM as well but it didn't help.

It also seems to break the cursor on the title screen, so that it doesn't appear until I press up or down (just pressing start goes to password).

BaronHaynes
Posted on 06-03-15 07:27 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160233


Red Goomba
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Hmm, ok. Multi-directional switching is more important than the snap-back to buster, so if select+start doesn't work, it's not the end of the world. It's convenient, but swapping during a slide or a misfired gemini laser is probably a bigger help

Are the earlier versions of the patch archived somewhere? I'd be willing to try 1.3 for example and then do the lag reduction manually and see if it works. I think in the end if left/right switching is doable, it'd be easiest for me to apply the whole patch rather than try to add lag reduction and other things manually. I want most everything in it and I can live with anything I don't (or use the notes to try and revert a few things).

BaronHaynes
Posted on 06-03-15 09:09 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160238


Red Goomba
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It would actually be pretty easy to redraw those graphics in a tile editor from that screenshot. Top Man's stage has a lot of unused tiles, so there's plenty of room. I might try that in my hack (at least the city background, idk if I like the ceiling fence).

BaronHaynes
Posted on 06-03-15 01:55 PM, in Megaman/Rockman 3 Improvement 3.0 (rev. 2 of 06-03-15 01:57 PM) Link | Quote | ID: 160242


Red Goomba
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Thanks Kuja, I really appreciate it.

Since select+start won't work, if you want to try putting a snap-back to buster command on a second controller button, that might be interesting (although I remember you disabled second controller, so I don't know how difficult that would be). It'd be easy to bind that command to the other trigger button.
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Posted by RushJet1
Another thing - I know this one is probably impossible but there are Magnet Man Doc Robot stage tiles in the ROM too. Would have been cool to see that, but not sure what you'd actually put in the level. Other than Quint. Yeeeah no.
Yeah I tried using some of these in Magnet's stage, but they don't easily blend with the existing tiles and my stage design didn't call for much broken stuff in the end. I did use a few of the broken wires though.

I also like the smiley faces in the tiles for Magnet. I wonder what the story is there.

BaronHaynes
Posted on 06-04-15 04:50 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 2 of 06-04-15 09:50 AM) Link | Quote | ID: 160249


Red Goomba
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Works perfectly! Thanks a bunch, this will make a big difference for my hack.

If you later find anything out for select+start, or want to try binding a snap-back to buster command to a second controller button, let me know, but this is a huge help already, I really appreciate it.
---------------------

It seems like some of the weapon values have been transplanted 40k lines in the code (the energy tables have moved from 3DF24 to 7DF24) after applying the patch. Some of the earlier values stay the same, though, like the two controls for Hard Knuckle's speed at 3896D, 3896F (presumably anything before the lag reduction code stayed where it is?).

This is probably obvious in retrospect, I just got a little worried when the energy table values weren't where I was expecting them from the doc So I thought I'd make a note of it in case anyone else gets confused.

BaronHaynes
Posted on 06-04-15 04:21 PM, in General Megaman Hacking Thread Link | Quote | ID: 160254


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Does anyone have any idea how to fix the giant snake eye glitch in Snake Man's stage? I thought I read something about it recently but I can't find it anywhere.



The eye gets "stuck" inside the wiggling animation, even when I import the entire giant snake sprite group and leave it in the default position. Nothing I do seems to fix it. Help?

BaronHaynes
Posted on 06-04-15 05:26 PM, in General Megaman Hacking Thread (rev. 2 of 06-04-15 05:42 PM) Link | Quote | ID: 160257


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Awesome, good find
It seems to work properly upon loading without needing to re-sort IDs.

I may have been having trouble with the hex code because I removed body segment 8 to disable the snake zip glitch, where you can zip through the wall by sliding against the last segment.

Thanks for your help!
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Edit: Removing the last body segment seems to disable the Init. enemy that removes the wall after the boss dies. But I was able to get the same effect by moving the segment down and to the right.
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