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TheSkipper1995
Posted on 08-17-15 04:53 AM, in General Megaman Hacking Thread Link | Quote | ID: 160681


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Hey everyone, I'm new here.

I've basically come here at a loss; I'm messing around with hacking Mega Man 4 and I've run into a very strange issue. Anyone who really knows their stuff about the game willing to help? Thanks.

TheSkipper1995
Posted on 08-17-15 08:58 AM, in General Megaman Hacking Thread Link | Quote | ID: 160684


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Posted by Termingamer2-JD

What happened? Also I hope you enjoy and keep returning, post regularly.


Thanks, man!

Let me preface this by saying I'm using "MegaFLE X" to edit the game... So I'm sure experienced Mega Man hackers are aware of the enemy graphic limitations of the first 4 games, right? How you can only have certain "groups" of enemies on certain "screens"? Well I've changed the graphic set for this particular screen so I can use the enemies I want. The screen I'm editing is the one that activates the stage's checkpoint... and this works normally... However, if I die and respawn at the checkpoint, the graphics revert to what they were in the original, un-edited version of the game. Any ideas as to how to fix this?

TheSkipper1995
Posted on 08-19-15 02:04 AM, in General Megaman Hacking Thread Link | Quote | ID: 160710


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Posted by Mike-Tech
It sounds like your hack in some spots is still being asm hard coded.
Can you record your game and show that happening ?



Sure thing!

https://www.youtube.com/watch?v=O0h_i2uE4QA

Also if it helps to clarify anything, the value I'm changing in the editor to get the enemy graphics I want is called the "Scroll Gfx Load." The value I need for the graphics I want is "13." Now here's the weird part. There's another value in the checkpoint editor called the "Initial CHR Load ID" which is what seems to control which graphics the game loads upon respawning at the checkpoint. Now, you might think that I'd just be able to change the Initial CHR Load ID to "13" and it would work, but it doesn't. The values in the Scroll Gfx Load and the CHR Load ID do not seem to correlate to each other.

TheSkipper1995
Posted on 05-24-16 07:33 PM, in General Megaman Hacking Thread Link | Quote | ID: 163123


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Apologies for not posting in so long. Real life stuff, not important. Anyway, I have some free time now and have been working for a while on a hack of Mega Man 3; the premise? "Mega Man 3, as it should have been in 1990." I'm using KujaKiller's Mega Man 3 improvement 2.1 as a base and am using MegaFLEX to re-balance enemy damage and enhance the level-design. Here's where my question comes into play--

Normally in Mega Man 3, in the boss rush stage, going into a teleporter to start a boss fight stops the Wily Stage 3/4 music and plays the boss music instead... My friend made the suggestion to have the Wily Stage 3/4 music continue playing through all of the boss re-fights; I thought this sounded like a great idea. Problem is I have virtually no knowledge of ASM or hex editing. Would anyone be able/willing to help me out with accomplishing this? Should I contact KujaKiller personally and ask him to help?

Any and all help is greatly appreciated!

TheSkipper1995
Posted on 05-25-16 09:16 PM, in General Megaman Hacking Thread Link | Quote | ID: 163131


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Posted by Insectduel
Sounded like an easy task! When it comes to music I can handle it. When the boss is defeated, the music muted before the big energy capsule dropped. I can immediately just NOP the code out. Only then it continues to play! If the boss music is set from the start, it shouldn't repeat the same loop track once the muted track is disabled including entering the teleporters.


Thanks for being willing to help! Though, it's not the boss music I want to continue playing through the boss rush, it's the Wily Stage 3/4 music. Anyway...

Would I need to PM you the patch for my hack in particular or would you just be able to use your own base 2.1 Improvement ROM?

TheSkipper1995
Posted on 05-26-16 03:09 AM, in General Megaman Hacking Thread Link | Quote | ID: 163134


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Posted by kuja killer
Wow that took a bit of work to do. it wasnt quite as easy as i thought, because some of these places to NOP out as insectduel mentioned (which is totally correct by the way) ...are shared by other places like the Doc Robot battles, im pretty sure thats the only single place that's "shared" so i took extra step to keep that untouched, and only do the teleporter wily level

--------------------------
first entering teleporter
warning this affects the doc robot battles too, so i added a fix so this ONLY happens on the teleporters in wily:

3B7FD: 20DABFEAEA
3BFEA: A522C90FF005A90C2098F860

--------------------------
defeating boss
warning this affects the doc robot battles too, so i added a fix so this ONLY happens on the teleporters in wily:

38169: A900EA

382C8: 20AF83EAEA

383BF: A522C90FF005A9F22098F860
--------------------------

leaving teleporter, returning to main room, this offset only applies to megaman 3 improvement cause the "last bank" is at 7xxxx instead of 3xxxx:

7DE48: EAEAEAEAEA


Thanks so much, Kuja! I feel like this will not only benefit me, but also tons of other people who make Mega Man 3 hacks.

TheSkipper1995
Posted on 05-27-16 06:20 AM, in General Megaman Hacking Thread Link | Quote | ID: 163146


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Hey guys, I'd like to ask for help with another aspect of my hack. Right now all I want to do is change the damage value of Doc Robot Wood Man's Leaf Shield. Anyone happen to know the address that controls this value or how I would go about finding it?

I feel like this should be a much simpler ordeal than the boss rush music change from earlier.

TheSkipper1995
Posted on 05-28-16 11:45 PM, in General Megaman Hacking Thread Link | Quote | ID: 163167


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So, kinda cool news-- my hack is nearing completion. After that I'll probably have a few people bug test it and then I'll find some way to release it. There's just one more feature I'd like to have in the game. Apologies if I've been annoying or anything with the help I've requested, but if someone is willing to help with this one last thing, I'd very much appreciate it...

So, I'd like to have it so that if you complete a stage with less than the default amount of lives (2), then your lives get reset back to 2. In other words, if the player defeats a boss or completes a stage that has already been completed with less than 2 lives, their live count gets reset back to 2. I imagine the most effective time for this to happen would be when Mega Man teleports out of a stage.

If this sounds like it would be too difficult, impossible, or cause a bunch of problems, that's fine; it's not a super huge deal, but I feel it would be a nice little feature to add.

Thanks again for all the help thus far, everyone

TheSkipper1995
Posted on 05-29-16 04:40 AM, in General Megaman Hacking Thread Link | Quote | ID: 163171


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Posted by kuja killer
why is that exactly if i may ask ? I dont understand the reasoning for why you'd want that. Basically just means ...you have pretty much infinite lives, and there would be no reason to "ever" put an extra life item in any level.


My reasoning for this is because most people I know who play Mega Man will get a game over on purpose to refill their lives before trying to complete a new stage if they have anything less than 2 lives. It's technically the optimal strategy even though it shouldn't be something the player should ever want or feel like they have to do.

TheSkipper1995
Posted on 05-29-16 05:51 AM, in General Megaman Hacking Thread Link | Quote | ID: 163173


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Tested. It does effect the "half way" Doc Robots.

TheSkipper1995
Posted on 05-29-16 06:00 AM, in General Megaman Hacking Thread Link | Quote | ID: 163175


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I'd prefer if it be fixed. If it isn't too much trouble, of course. If I may make a suggestion, is it possible to make it so this code executes when Mega Man "teleports away" at the end of a stage? I feel like that would be the best way to go about it, since if Mega Man is teleporting away at the end of a stage, it's guaranteed that the player has reached "the end" of that stage, right?

TheSkipper1995
Posted on 05-29-16 07:34 AM, in General Megaman Hacking Thread Link | Quote | ID: 163177


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Hm... Doesn't seem to be working for some reason. Perhaps it's the fact that I have your backwards-scrolling down+select HEX in the hack and it's interfering?

TheSkipper1995
Posted on 05-29-16 11:30 PM, in General Megaman Hacking Thread Link | Quote | ID: 163180


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Still doesn't seem to be working. Very strange, indeed. Question, should the first address (7DBC0) have all 00s in it as well? Would you like me to PM you an IPS patch so you can see if there's anything wrong?

TheSkipper1995
Posted on 05-30-16 12:31 AM, in General Megaman Hacking Thread Link | Quote | ID: 163182


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That's ok. Like I said, it's not a deal-breaker for the hack and this is obviously more complicated than we thought. I'll probably just have to learn how to do hex editing like yourself so I can do it.

TheSkipper1995
Posted on 05-30-16 12:44 AM, in General Megaman Hacking Thread Link | Quote | ID: 163184


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Not using the Japanese ROM. And all the other edits you provided worked fine without any noticeable issues (so far). Anyway...

Is there any particular thread or site you'd recommend I check out if I wanted to learn HEX editing like you? It's probably for the best that I learn how to do this myself at some point.

TheSkipper1995
Posted on 05-30-16 01:19 AM, in General Megaman Hacking Thread Link | Quote | ID: 163186


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Sorry, still doesn't seem to be working oh well... Sorry about all this frustration I've caused. You've been a huge help and I can't thank you enough.

So, how would you recommend I learn how to do this myself? Just experiment? Or are there any good tutorials somewhere?

TheSkipper1995
Posted on 10-16-16 04:23 AM, in General Megaman Hacking Thread Link | Quote | ID: 164492


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I'm curious, has there ever been documentation of the boss a.i. for Mega Man 5? Something like the Mega Man 4 ROM map on Datacrystal or the Mega Man 3 document that listed all the boss variables?

TheSkipper1995
Posted on 10-17-16 11:36 PM, in General Megaman Hacking Thread Link | Quote | ID: 164496


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Very interesting. Thanks for the info, Baron

TheSkipper1995
Posted on 12-01-18 09:54 PM, in General Megaman Hacking Thread Link | Quote | ID: 166755


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I have a question about how Mega Man 6 does screen transitions. I'm aware of object $80 and how its x and y coordinates determine scrolling, palette changes, etc. But has there ever been any documentation about what coordinates trigger what effects?

TheSkipper1995
Posted on 01-24-20 07:51 AM, in General Megaman Hacking Thread Link | Quote | ID: 167228


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Does anyone have any good documentation on MM5? Address locations for object parameters like speed, wait time between attacking, etc? I've looked at Rock5Easily's documentation as well as the MetHy's document but those only got me so far.

I'm also looking to find a way to make some of the stage elements less hard-coded. In particular, the bubbles in Wave Man's stage which are coded to only work on specific screen numbers; and the wave bike section, which has hard-coded screens for where the auto-scrolling occurs which makes it impossible to have more than one wave bike segment.
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Main - Posts by TheSkipper1995

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