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Main - Posts by BaronHaynes |
BaronHaynes |
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Red Goomba Level: 15 Posts: 21/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Awesome, ty |
BaronHaynes |
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Red Goomba Level: 15 Posts: 22/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
The board nuked my post which had a ton of feedback, because I wasn't logged in > I recreated it as best I could.
I like this so far, it's coming along well. The graphics are really detailed with a mechanical focus and remind me a bit of Install Metal in that respect. Gemini: Good stage with good enemy placement, I like the wheel room. The shootable block puzzles are a good concept though I'm not sure about the block graphics themselves (your call obviously). The cache of 3 E-Tanks might be excessive, I didn't have trouble getting up there with coil. Hard: Very cool tilesets here, a broad range of colors. The thin columns with needles are devious, especially with airborne heads. The garbage sections I wasn't as sure about, with the discolored tiles indicating pits - if you have room for them, maybe use some of the bumpy "top layer" garbage art from spark, or draw some of your own so pits are better distinguished from the flat ground? The garbage throwers are hard to deal with given their high HP and nearly undodgeable block throws, I'd recommend editing one or both, cause this section is hard to get through without just tanking damage 5 or 6 times. Top: The blocky graphics reminded me of MM1, not necesarily a bad thing. High HP cannons placed after pits mean more cautious movement to clear them out, also not a bad thing, just an interesting challenge from a speedrunning perspective. I like the water section here. The only thing that bugs me is the placement of bolts after pits, so that you hit them after jumping across, which I've seen in a LOT of mm3 hacks. I know you can tease them out by edging up to the pit, it's just frustrating and I bet 99% of players die on them the first time. Snake: Good stage, I like the contrast of gray ground and green snake bodies cutting through it. The snake heads are all well placed, everything about this level feels fair. The disjointed ground in the giant snake fight seems to still be in effect even though the graphics don't match it, though (and the explosion effect is gone). And I think you're already aware of the Snake Man glitch where he doesn't appear until you turn around after you've died to him once. This is a problem if a player walks to the right wall before turning around, cause if he hits you, his health never fills up and the game softlocks. Very good start, I hope you stay with it and I'm looking forward to seeing more |
BaronHaynes |
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Red Goomba Level: 15 Posts: 23/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Is there any documentation for known Rockman 5 hex values? I'd like to be able to change weapon ammo costs and alter the damage table for Wily Capsule, which I don't think I can do with Mega FLE X.
There's a lot of things I've seen romhacks adjust that would be great to play with, like Super Arrow drain speed, enemy i-frames, Charge Kick slide speed etc. If the locations of those values in a hex editor is already documented somewhere, it'd be a big help! Same if there's a patch for quick weapon switching in the style used by Install Metal or Air Sliding. |
BaronHaynes |
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Red Goomba Level: 15 Posts: 24/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Thanks, that's something I can work with at least
I'd like to do a full MM5 hack at some point, but for the short term I've been able to find some weapon ammo values for another project. |
BaronHaynes |
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Red Goomba Level: 15 Posts: 25/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Has anyone ever gotten the "Slippery" TSA designation to work in Rockman 4 levels other than Cossack 1? You can set it to every tile, but it doesn't change anything. |
BaronHaynes |
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Red Goomba Level: 15 Posts: 26/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Is there a quick-weapon switching patch for Rockman 4 floating around anywhere, like Korxtendo's MM3 one? I know it's been done before, but I haven't been able to find a simple way of adding it to an in-progress hack (or even a clean rom file).
Thanks in advance! |
BaronHaynes |
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Red Goomba Level: 15 Posts: 27/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Rock5Easily has a fairly comprehensive list of info for 5 here: http://rock5easily.sakura.ne.jp/5/index.html
It's in Japanese, but with Google Translate (and sometimes some trial and error in a hex editor) it's not too hard to figure out what everything is. The boss AI routines are here: http://rock5easily.sakura.ne.jp/5/boss_param.html This is far from everything, as I've seen massive AI changes in many different MM5 hacks, but it's a place to start. |
BaronHaynes |
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Red Goomba Level: 15 Posts: 28/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
At one time I had a patch that would fix the "invisible enemy" sprite flickering when certain enemies appeared on the same screen in Mega Man 5, but I can't seem to find it. Am I misremembering, or was it possible to fix this without needing to optimize for lag or make any other changes? I only want to take care of the flicker.
If anyone has it, I'd greatly appreciate it! |
BaronHaynes |
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Red Goomba Level: 15 Posts: 29/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Is anyone aware of an existing patch for quick-weapon switching in the US version of Mega Man 5? I'd like to patch Second Strike and some of the Ridley X hacks with it for speedrun purposes, but the Rockman 5 patch doesn't work correctly on these hacks since they're based on the US version. |
BaronHaynes |
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Red Goomba Level: 15 Posts: 30/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Ahhh, thank you. I couldn't remember if there was a separate patch for quick-switching and was just using the standard optimization patch. Appreciate it, and thanks for the hack as well! |
BaronHaynes |
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Red Goomba Level: 15 Posts: 31/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
I have a small suggestion/request - it seems like Protoman's jet and coil won't summon while there's a dust sprite on the screen from sliding. He just fires like jet or coil is already out. Once the sprite despawns, the summon works fine.
This is a very minor thing, it just reduces the functionality of jet and coil in a speedrun setting. It will probably only bug me, so if it would take real effort to fix, don't worry about it. Fun hack |
BaronHaynes |
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Red Goomba Level: 15 Posts: 32/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Will do.
Here's a speedrun routing demonstration I did in FCEUX, I'm still working on castles (and considering getting the Proto Dash to make those levels easier): https://www.twitch.tv/videos/172715294 |
BaronHaynes |
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Red Goomba Level: 15 Posts: 33/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
I'm having an issue trying to use the 2nd bank of tile graphics in Doc Gemini - on Scroll Map 1 the game loads CHR bank 41 (Snake stage graphics) into that spot and I can't figure out how to tell it not to do that. Any ideas? |
BaronHaynes |
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Red Goomba Level: 15 Posts: 34/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Is this for the US or JP version? I'm on Rockman 3 and it's having some strange results (game crash in Gemini, warped Mega Man graphics in Doc Gemini). Sorry, I should've specified! |
BaronHaynes |
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Red Goomba Level: 15 Posts: 35/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Appreciate it! |
BaronHaynes |
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Red Goomba Level: 15 Posts: 36/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Kuja, do you know if it's possible to move the parallax effect on Gemini screen 1 onto a different scroll map? I'd like to start the stage higher up and eventually drop into a screen that has a scrolling backdrop (mountains instead of stars, I already know how to remove the starfield object though)
https://www.youtube.com/watch?v=go-YVduIU2s&feature=youtu.be |
BaronHaynes |
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Red Goomba Level: 15 Posts: 37/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
This mostly works, but the position of the background shifts once the screen is fully loaded (by 2 structures to the right, it looks like). Any way to make them match? This is on scroll map 03, if that matters.
https://www.youtube.com/watch?v=FnBaMVvWGtU&feature=youtu.be Also, I actually need the parallax in Gemini but NOT Doc Gemini - however, if they're linked in a way that's awkward to change, I can make the accompanying scroll map in Doc Gem a vertical fall with no background or something. (I'm gonna pick and choose parts of the Improvement but I'm waiting until I'm further along in the hack and know which ones I want) |
BaronHaynes |
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Red Goomba Level: 15 Posts: 38/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Ok, I think it's working now - I set the scroll map to 4 (which is also the 4th screen) and made a downward exit to that scroll map. When I was using a horizontal exit to the parallax screen, the game loaded screen 4 visually no matter what screen I set for the next map (scroll map 5), and seemed to be permanently offset on the correct screen to display after that.
I'm gonna do a temporary level layout all the way to Gemini Man to make sure everything's working properly, but it seems ok so far. Appreciate the help! ---------------- Small glitch: If you die during the parallax, screen 1 is garbled and offset when it first loads, but then corrects itself after Mega Man teleports in. This doesn't matter to me, but figured I'd document it. |
BaronHaynes |
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Red Goomba Level: 15 Posts: 39/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Kuja - do you remember specifically what this bit of code from the MM3 Improvement Patch notes does? A friend and I are looking for some free space to modify Spark Shock's behavior and he was planning to put it in the same place as this:
-------------------- Sprite projectile no disappear bugfix for several enemies and bosses english only: 88B8: 20D8A8 3A57B, 3BB5B: 4CB0BF 3A763: 20BEBF 88E8, 3BFC0: BDE003D0034C79F7A9009D000360 3BFCE: 18BDE003D0F44C42F6 __________________________________________ japanese only: 88B8: 20D8A8 3A559, 3BB19: 4C70BF 3A741: 207EBF 88E8, 3BF80: BDE003D0034C79F7A9009D000360 3BF8E: 18BDE003D0F44C42F6 |
BaronHaynes |
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Red Goomba Level: 15 Posts: 40/43 EXP: 16127 Next: 257 Since: 05-22-15 Last post: 2386 days Last view: 2369 days |
Gotcha, thanks. I think we found a way to do what we wanted with Spark without using that space, so I'll probably use that in the final rom. |
Main - Posts by BaronHaynes |
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