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alucardark
Posted on 08-05-15 02:43 PM, in [Help] Ghost'n Goblins NES Remix (ASM help) (rev. 9 of 08-07-15 09:22 PM) Link | Quote | ID: 160556

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Hello!

About 1 month ago i've started to make a remix of Ghost'n Goblins on NES using a Megaman engine (Megaman 3 aka Megaman Odyssey made by Kuja Killer and his MegaFLE made by Kuja Killer ) to reach the arcade version of the game.

That's what i've done so far :







But the problem is that i'm just a graphic artist and not an asm programmer. So i will go step by step, the first on was to finish the 1st level with all the tiles from the arcade game. The second will be to make the sprite of Arthur look close to the arcade game.

if someone could help me i will appreciate.


So now i want to edit the sprite and begin with Arthur, but i can't use the CSA editor with this version of Megaman. :/

P.S. : Even if i could use the CSA editor with this version of Megaman, it can only add additional sprites with Megaman 4. :/

alucardark
Posted on 08-05-15 08:33 PM, in [Help] Ghost'n Goblins NES Remix (ASM help) Link | Quote | ID: 160560

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Posted by "ShaneM"


What are you asking? I see no questions on your original post. Are you wanting the CSA editor or some ASM help? You need to be more clear or else no one will be able to assist you. --ShaneM, the Master of ASM


Sorry for the misunderstanding (and my bad English) and yes, i need an ASM help.

alucardark
Posted on 08-05-15 11:44 PM, in [Help] Ghost'n Goblins NES Remix (ASM help) (rev. 2 of 08-05-15 11:45 PM) Link | Quote | ID: 160564

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Posted by Inccubus
Why not just use MM4 as a base instead? Then at least you can take advantage of CSA while you wait for help or learn ASM yourself.


Because it was impossible to have all the arcade tiles with Megaman 4 (or any other Megaman games, don't forget that i use the modified MegaFLE by Kuja Killer with an extra ram).

alucardark
Posted on 08-07-15 11:59 AM, in [Help] Ghost'n Goblins NES Remix (ASM help) (rev. 4 of 08-07-15 09:36 PM) Link | Quote | ID: 160586

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Posted by Inccubus
I believe it's a MM3 hack meant to recreate GnG Arcade more closely than the official NES GnG.
And I believe he is asking for help with ASM work on making the sprites behave like the GnG ones.

This what i attempt to do, Ghost'n Ghoblins on NES with a Megaman engine (the Megaman engine i use is the kuja killer hack of Megaman 3, Megaman Odyssey) to look more close to the arcade game. But for now, i have to do it step by step (my first step was to finish the level, my second will to do the sprite of Arthur look more close to the original).

Edit :

For now this is the sprite i attempt to do:



And this is the sprite with separate colors :



So now my questions are if it's doable, and how to do it without CSA editor please?

alucardark
Posted on 08-11-15 12:08 PM, in [Help] Ghost'n Goblins NES Remix (ASM help) Link | Quote | ID: 160625

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Posted by infidelity
What you are doing with sprites you posted, is sprite layering like the Megaman games do, like how Megaman has a different color for his face, apart from his body.

The image on how you broke down the different layers of colors you want to use, is doable. But the more you layer on the same horizontal field, the more you increase to the 8 tile sprite limit (8 horizontal sprite tiles) and once you exceed 8 tiles, whether its your creation, or an additional enemy or sprite object is on the same horizontal field, you will experience either clipping/flickering, or an 8x8 sprite tile simply not visible.

If you could care less about the sprite flickering, then you should he fine.


Yes i know, but the red arremer from Gargoyle's Quest 2 on NES uses assembled tiles (even some enemy's uses addembled tiles).

Posted by infidelity
For a hands on experience with screwing with sprite tile placement, use the FCEUX debuggers hex editor, and goto the nes /ram mode. Goto address $200-$2FF ram, that is the Sprite DMA. I always forget the order of the first and last of these, but for example.

$200 is the X position of the sprite tile.
$201 is the sprite tile id (you can see them within the PPU viewer window)
$202 is the color and flip position of the tile (colors use the right most bit. #0,#1,#2,#3. The 0,1,2,3 represent which nes palette to use for the sprite tile. And I think the flip values are 0#,4#,8,C#. You can flip the tile horizontally and vertically.
$203 is the Y position of the sprite tile.

Again I apologize if I have certain things backwards, its been awhile and I'm away from any kinda of emulator.

Now $200-$203 represents 1 sprite tile. It does this all the way to $2FC-$2FF.

Mess around with that to get a feel for it.

Thanks for your help, it was really useful. Unfortunately, it's really difficult for me to do asm hack, the only thing i've done now was to make a begining of the sprite i want (but some parts are still missing since i have to add more tiles with asm...and it's really hard for me to do that :/ ).

Here is what i've done :


As you can see, some tiles are missing or in the wrong places.

Posted by kuja killer
wow i never looked at this post ever before until now. I think that's really super cool you want to use odysey as a base. that's totally fine and awesome.

Never would of imagined in a million years that anyone would ever care to take over odyssey for whatever they want... since i'll never be able to finish it in my lifetime..

Anyway so your just talking about like.. a sprite hack like when people change the main character to something else. like mario to yoshi or megaman to protoman or whatever.

--------------
well first read infidelity's post he explained it the best. --- megaman's frames datas are located around 34650 - 34A00 or later. Almost all megamans frames and animations are in that area.

The X/Y positions data is somewhere in the early 32000's. For each frame. I apoligize but i do not have any of this kind of stuff documented whatsoever. It's all in my head sadly...and i never made any notes for any of this stuff.

Its best to use FCEUX's "code/data logger" cause that's the most efficient way to log 1 animation at a time to edit and so on.

I've never thought you will read this thread, i am truly honored. But if i've choose Megaman Odyssey as a root of my project it's because the Mega FLEX you made is really effective and it's the only one who uses the mapper 5 (like the extra ram or the fact that I can apply the palette to any individual 8x8 tile) and this is very important in the design of levels specially if i want them close to the arcade.


Posted by grimlock
I'm a huge fan of all the Ghost'n Goblins themed games (NES being my favorite). That said, your project sounds pretty awesome! Have you considered creating your own unique Ghost'n Goblins game rather than molding the Megaman engine into a copy of the arcade version of the game? (A unique Ghost'n Goblins based on the Megaman engine).

Releasing an updated graphics version of Ghost'n Goblins (NES) would be pretty neat also, I've considered working on a project like that in the past. The first game I dabbled in ROM hacking with was Ghost'n Goblins (level modification), the editor was rather limited as was my skills at the time.

Thanks grimlock, it's good to see that i'm not the only one who love this game and who want to see another version of this game. Unfortunately, i'm not a programmer and it's really difficult for me to do even asm hack. :/

alucardark
Posted on 08-20-15 09:51 PM, in [Help] Ghost'n Goblins NES Remix (ASM help) Link | Quote | ID: 160751

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At last it's done (juste the begining of my sprite, but now i think i know how to add tiles on a sprite ^^ ).


So my next step will to add the tomb stone as a sprite, so my question (if someone can answer it) is how to modify a sprite that can resemble a platform like in this video of Megaman Odyssey (that i don't have, unfortunately )?
https://www.youtube.com/watch?v=dJUUmYeBfqk

Main - Posts by alucardark

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