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Jigglysaint
Posted on 01-05-08 05:57 AM, in Legend of Zelda Oracle of Ages minihack Link | Quote | ID: 72773


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It doesn't matter anyway. Like I said, I've got everything pretty much figured out(except graphics and sound, but they arn't my specialty). There are things like the event code that I haven't figured out yet, but given the right time, I can find just about anything. I even figured out how to make the cane of Someria produce treasure chests(although the graphic is wrong). In fact I found that the block sprite is in both OOA and OOS.

Jigglysaint
Posted on 02-09-08 06:06 PM, in Sword of Vermliion hacking document Link | Quote | ID: 76832


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I got bored, so I found data for another game. This one is Sword of Vermillion for the Sega Genesis. It's multi-perspective RPG that was good for it's time, but not groundbreaking in any way really. Still fun to play if you like random encounters with mazes.

Sword of Vermillion item list and hex bytes

00 - Herbs
01 - Candle
02 - Lantern
03 - Poison Balm
04 - Alarm Clock
05 - Vase
06 - Joke Book
07 - Small Bomb
08 - Old Woman's Sketch
09 - Old Man's Sketch
0A - Pass to Cartahena
0B - Truffles
0C - Digot Plant
0D - Treasure of Troy
0E - White Crystal
0F - Red Crystal
10 - Blue Crystal
11 - White Key
12 - Red Key
13 - Blue Key
14 - Crown
15 - Sixteen Rings
16 - Bronze Key
17 - Silver Key
18 - Gold Key
19 - Thule Key
1A - Secret Key
1B - Medicine
1C - Agate Jewel
1D - Griffin Wing
1E - Titania's Mirror
1F - Gnome Stone
20 - Topaz Jewel
21 - Banshee Powder
22 - Rafael's Stick
23 - Mirror of Atlas
24 - Ruby Brooch
25 - Dungeon Key
26 - Kulm Vase(raises AC)
27 - Kasan's Chisel(raises DEX)
28 - Book of Kiel(raises INT)
29 - Danegeld Water(lowers HP)
2A - Mineral Bar(raises STR)
2B - Mega Blast(raises LCK)


Magic Bytes:
First byte - control byte. 00 - can be used outside. 02 - can be used in battle

00 - Aero
01 - Aerios
02 - Volti
03 - Voltio
04 - Voltios
05 - Ferros
06 - Copperos
07 - Mercurios
08 - Argentios
09 - Hydro
0A - Hydrios
0B - Chrono
0C - Chronios
0D - Terrafissi
0E - Aries
0F - Extrios
10 - Inaudios
11 - Luminos
12 - Sangua
13 - Sanguia
14 - Sanguio
15 - Toxios
16 - Sanguios

Weapon and Armour Bytes:

00 - Bronze Sword
01 - Iron Sword
02 - Sharp Sword
03 - Long Sword
04 - Silver Sword
05 - Prime Sword
06 - Golden Sword
07 - Mirage Sword
08 - Platinum Sword
09 - Diamond Sword
0A - Graphite Sword
0B - Royal Sword
0C - Ultimate Sword
0D - Sword of Vermillion
0E - Dark Sword(uncursed)
0F - Death Sword(uncursed)
10 - Barbarian Sword
11 - Crittical Sword
12 - Dark Sword(cursed)
13 - Death Sword(cursed)
14 - Leather Shield
15 - Small Shield
16 - Large Shield
17 - Silver Shield
18 - Gold Shield
19 - Platinum Shield
1A - Gem Shield
1B - Sapphire Shield
1C - Diamond Shield
1D - Dragon Shield
1E - Magic Shield
1F - Phantom Shield
20 - Grizzly Shield
21 - Carmine Shield
22 - Royal Shield
23 - Poison Shield
24 - Knight Shield
25 - Carmine Shield(extra)
26 - Carmine Shield(extra)
27 - Carmine Shield(extra)
28 - Leather Armour
29 - Bronze Armour
2A - Metal Armour
2B - Scale Armour
2C - Plate Armour
2D - Silver Armour
2E - Gold Armour
2F - Crystal Armour
30 - Emerald Armour
31 - Diamond Armour
32 - Knight Armour
33 - Ultimate Armour
34 - Odin Armour
35 - Secret Armour
36 - Skeleton Armour
37 - Crimson Armour
38 - Old Nick Armour

23e70 - Monster data pointers

Each monster has 3 pointers. The first is to it's map sprite. The second is for the monster's stats, and the last one is for the in battle sprite.

Monster stats format

Note: Each entry is 2 bytes except first 4

00 - Behaviour Pointers

04 - Pallete

06 - unknown

08 - Treasure Drop

0A - Max sprites on screen

0C - Monster's HP

0E - Monster's Damage?

10 - EXP

12 - Kim

14 - unknown

16 - Monster's Speed

18 - unknown


Monster hex values and drop table(for convience sake)


00 - Green Slime - Herbs
01 - Blue Jelly - Herbs
02 - Gray Ooze - Gnome Stone
03 - Gold Pudding - Kulm Vase
04 - Black Glop - Banshee Powder
05 - Red Gunk - Posion Balm
06 - Skeleton - Candle
07 - Zombie - Dark Sword(cursed)
08 - Ghoul - Skeleton Armour
09 - Cryptmastet - Barbarian Sword
0A - Dog Kobold - Leather Armour
0B - Coyote Kobold - Large Shield
0C - Hyena Kobold - Metal Armour
0D - Wolf Kobold - Knight Armour
0E - Fuit Bat - nothing
0F - Cave Bat - Herbs
10 - Killer Bat - Medicine
11 - Vampire Bat - Ruby Broach
12 - Neophyte 1 - nothing
13 - Conjurer 1 - Medicine
14 - Mage 1 - Agate Jewel
15 - Wizard 1 - Danegeld Water
16 - Eyeball - nothing
17 - Red Eye - Medicine
18 - Zap Eye - Kasan's Chisel
19 - Killer Eye - Topaz Jewel
1A - Rattler - nothing
1B - Python - Sharp Sword
1C - Cobra - Posion Balm
1D - Anaconda - Platinum Shield
1E - Puffball 1 - Medicine
1F - Toadstool 1 - Gnome Stone
20 - Shroom 1 - Agate Jewel
21 - Morel 1 - Mineral Bar
22 - Basher - Leather Armour
23 - Smasher - Metal Armour
24 - Crusher - Magic Shield
25 - Obliterator - Metal Armour(no equipment type defined)
26 - Flamer 1 - nothing
27 - Melter 1 - Lantern
28 - Scorcher 1 - Lantern
29 - Incinerator 1 - Mercurios
2A - Needler - Plate Armour
2B - Stinger - Silver Armour
2C - Injector - Leather Armour(no equipment type defined)
2D - Poisoner - Scale Armour(no equipment type defined)
2E - Creeper 1 - Medicine
2F - Oozer 1 - Medicine
30 - Slimer 1 - Agate Jewel
31 - Slurper 1 - Topaz Jewel
32 - Neophyte 2 - Herbs
33 - Conjurer 2 - Griffin Wing
34 - Mage 2 - 3000 Kim
35 - Wizard 2 - nothing
36 - Puffball 2 - Medicine
37 - Toadstool 2 - Posion Balm
38 - Shroom 2 - Agate Jewel
39 - Morel 2 - 3000 Kim
3A - Puffball 3 - 500 Kim
3B - Toadstool 3 - Agate Jewel
3C - Shroom 3 - Mega Blast
3D - Morel 3 - Topaz Jewel
3E - Puffball 4 - Medicine
3F - Toadstool 4 - Banshee Powder
40 - Shroom 4 - Agate Jewel
41 - Morel 4 - Kulm Vase
42 - Flamer 2 - Candle
43 - Melter 2 - nothing
44 - Scorcher 2 - 1000 Kim
45 - Incinerator 2 - Ferros
46 - Flamer 3 - Candle
47 - Melter 3 - Candle
48 - Scorcher 3 - Lantern
49 - Incinerator 3 - 1000 Kim
4A - Creeper 2 - Herbs
4B - Oozer 2 - Agate Jewel
4C - Slimer 2 - Medicine
4D - Slurper 2 - Agate Jewel
4E - Creeper 3 - Medicine
4F - Oozer 3 - Agate Jewel
50 - Slimer 3 - 5000 Kim
51 - Slurper 3 - Kasan's Chisel
52 - Wizard 3 - Danegeld Water
53 - Wizard 4 - Topaz Jewel
54 - Tadcaster Skeleton encounter - 3000 Kim(can't obtain due to event)

23B28 - Encounter table pointers.
23C40 - Encounter tables data. Each table is 8 bytes, and holds four monsters.
23A7C - Encounter map for overworld. 128 bytes.
23AFC - Encounter map for dungeons. 43 bytes.
21FB0 - Shop pointers. Each row is one town, and from left to right, shops are Item, Equipment, Magic, unused.
220B0 - Shop price pointers. Each item is 4 bytes long.
200B7 - Events pointers for overworld. Each pointer is for one column of the 16 x 8 map. 16 pointers in total.
200F6 - Start of events placement for overworld. Column terminated at FF.
2039E - Event data for overworld. Accessed from placement data.
20780 - Dungeon placement pointers. One pointer is one map.
20830 - Placement data for Peak Cave.
20C8E - Dungeon event data.
3DFD4 - Overworld map pointers. Arranged from left to right, top to bottom in a 16 x 8 block.
3e1D4 - Start of overworld data. One byte = one tile. Set 7th bit to access RLE where first byte is length and second byte is tile ID.

Tile ID bytes:

00 - Path
01 - Trees
02 - Stone
03 - Cave which cannot be entered
04 - Town entrance which cannot be entered
05 - Cave walls
06 - Gate
07 - Ladder down to last spot entered
08 - Ladder up to last spot entered
09 - Can't pass but shows empty space
0A - Can't pass
0B-0E - Can't pass
0F - Town Tile(can't pass)

Caves:
10 - Peak Cave
11 - Cave of Troy 1
12 - Cave of Troy 2
13 - Verlin's Cave 1
14 - Verlin's Cave 2
15 - Bremen's Cave 1
16 - Bremen's Cave 2
17 - Sanguios Cave 1
18 - Sanguios Cave 2
19 - Asti's Cave 1
1A - Asti's Cave 2
1B - Blazon's Cave 1
1C - Blazon's Cave 2
1D - Harmony Cave 1
1E - Harmoey Cave 2
1F - Cave of Burgandy 1
20 - Cave of Burgandy 2
21 - Cave of Burgandy 3
22 - Darmon's Cave 1
23 - Darmon's Cave 2
24 - Methune's Cave 1
25 - Methune's Cave 2
26 - Ivory Cave
27 - First Cave to Excalabria 1
28 - First Cave to Excalabria 2
29 - Second Cave to Excalabria
2A - 3rd Cave to Excalabria 1
2B - 3rd Cave to Excalabria 2
2C - Whisby Cave 1
2D - Whisby Cave 1
2E - Whisby Cave 1
2F - Whisby Cave 2
30 - Cave of Thule 1
31 - Cave of Thule 2
32 - Cave of Thule 3
33 - Sapphire Cave 1
34 - Sapphire Cave 2
35 - Sapphire Cave 3
36 - Sapphire Cave 4
37 - Sapphire Cave 5
38 - Ruby Cave 1
39 - Ruby Cave 2
3A - Secret Cave
3B - Cave to Malaga

80 - Wycliff
81 - Parma
82 - Watling
83 - Deepdale
84 - Stow
85 - Glitchy Town
86 - Ketwick
87 - Malaga
88 - Barrow
89 - Tadcaster
8A - Helwig
8B - Swaffham
8C - Excalibria
8D - Hastings
8E - Glitchy Town
8F - Cartahena

Ladders Up - Same as Caves but starting at 90 - BF

Jigglysaint
Posted on 02-25-08 06:52 AM, in Help on OoA overworld map editing. (READ NOW T_T) Link | Quote | ID: 78858


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It's hard to explain. I think what's happening is that the byte you changed was an ID byte that defines a group of tiles. See, how it works is that each set of 16 tiles are defined using two control bytes. For each control byte, you read right to left(so the bit at the end right is read first). A 1 will mean that the next byte after the control bytes will be repeated everytime the control bytes encounter a 1. For example, if the two control bytes were FF FF, and the third byte was FC, then the game will place 16 tiles of deep water on the screen. If the bytes are arranged differently, like FE EF FC 1B 1B, then the row will look like this: 1BFCFCFCFCFCFCFC FCFCFCFCFCFCFCFC1B

Notice that for the first control byte, FE, the bit marked with a 0, which comes at the end, is read first?

To sum it all up, the byte you changed was the ID byte right after the control bytes, which means that for the 16 tiles, any instances of 1 in the control bytes will be replaced with that value. The rest will be read normally. Don't forget the control bytes are read right to left(as single bytes, not as a word).

Jigglysaint
Posted on 03-25-08 04:37 AM, in For all Mega Man fans :) Link | Quote | ID: 80951


Red Paragoomba
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I want that song. The hack is nice too. I have a megaman 4 hack as well, but it's certainly not as nice looking as that one is.

Jigglysaint
Posted on 04-21-08 05:30 PM, in Tell us what's in your Vault Link | Quote | ID: 82175


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Let me see:

NES:

Unfinished Guardian Legend hack that is playable but needs all block designs to be re-added except for the one with powerups(which are all obtainable).

Legend of Zelda ASM hack that adds lock blocks and a more complex secrets system(more like Zelda Classic). Temp iced due to problems trying to reduce save files from 3 to 1 and using extra ram for saving and stuff.

Megaman 4 DX that adds a new twist to the game. Each robot master holds a key to it's domain that when you beat the boss and re-enter the stage and find a certain enemy, a wall will blow up and you can assess a hidden area with the boss' weapon as a collectable. Also the items are now found in each stage as well as new powerups like a double jump, spike barrier, and a grapple upgrade for the wire.

Legacy of the Wizard DX that extends the game by adding 4 extra crowns that you find after you find the original 4. There are crown blocks that open only if you have the right crown. Ability Gems that will permently alter the stats of the family. One for each stat. Poochi no longer has rapid fire, and the fire rod is called the Rapid Rod and anybody can equip it. Shops are now snobbish, and may refuse to sell you things unless you have certain crowns. The Power Knuckle has been replaced by the Cross, which does the same thing as the pickup only it costs 10 MP and can only be used by Roas.

SNES:

Equinox hack: Basically it's a level of Equinox for the SNES. It can only run on Zsnes 1.36 thus without it, playing the hack is not possible.

There are many more, but those are some fo the incomplete hacks I have. I've only released one hack, Blaster Master Pimp Your Ride, and it is basically complete even though not all the levels are changed.

Jigglysaint
Posted on 06-23-08 11:51 PM, in Brings back memories Link | Quote | ID: 85804


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Way to take us back to the past(to play the shitty games that suck ass?)

I actually can't believe I've been in(and somewhat out) of the community for at least 8 years. It's feels so long ago that I was downloading AIM for the first time to talk to Zeldafreak about Link Studios, and then whoosh, I got picked up by DES. I still have my DES avatar somewhere.

I'm still hacking. Right now I am trying to make more headway in an Equinox hack. I still have Legacy of the Wizard to finish, and Megaman 4 as well. I also started to hack Zelda 1 and add lock blocks to it. For the most part it was a success, and I may actually(redo) the code and release it as an improvement hack.

Jigglysaint
Posted on 06-28-08 01:23 AM, in Story/Details of Mega Man: Fully Loaded Link | Quote | ID: 86064


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Nice to see more Megaman ASM hacks in the works. If I ever get my butt going and finish Megaman 4 DX, things will be good.

For my hack, I took the concept of aquiring the boss weapons and now you get them seperately from the bosses. Each boss will give you a key to it's level where you need to come back and find a hidden secondary path that will lead to the bosses weapon. What's interesting about this is that it throws out the window the suggested boss order. For example, to get Rain Flush, you need to have beaten Toadman, then go find the Wire, then get the Grapple upgrade(that let's the wire attact to ladders), then go back and find the hidden area(under a waterfall) and get the Rain Flush.

Anyway enough advertising. Like I said before, it's nice to see some more Megaman ASM hacks.

Jigglysaint
Posted on 09-04-08 05:11 AM, in I've come accross a few interesting 6502 ASM things... Link | Quote | ID: 89836


Red Paragoomba
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So I've been hacking the Guardian Legend...again, and I've noticed a few odd things that seem to not make any sense. The first is that for a specific spot in the rom, the pointers that lead to data all lead to the last byte of the previous code. So basically the pointers lead to an RTS, but the data the pointer is getting is one byte to the right of it.

The second oddity is that there are pointers that are defined, but the code that defines them runs right into the list without an RTS to signify the end of the code. Say for example that we have the code, followed by a JSR xx xx, but then I see a $47 $C0 followed by the pointer list. I've seen this happen with the Z80, but not with the 6502. In fact, $47 is considered future expansion.

So does anbody know what's going on with this?

Jigglysaint
Posted on 09-06-08 04:51 AM, in I've come accross a few interesting 6502 ASM things... Link | Quote | ID: 89957


Red Paragoomba
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Ahh that would explain it then. It's pretty much a creative use of the RTS to exploit it's function. I've seen JSR's before, followed by a list of pointers. The two bytes inbetween are most likely a pointer to the first in the list, which in this case is the "No Use" option. So in this case, the JSR must actually work as a JMP, but the RTS is the pointer in which to return. Basically a way to make an indirect JMP, but to save space. This case does not need to use an X or Y value, nor does it need to access a large array of pointers. Both examples are actually directly connected, as the pointers in the list lead to the RTS.

Jigglysaint
Posted on 09-06-08 09:29 PM, in I've come accross a few interesting 6502 ASM things... Link | Quote | ID: 90005


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Posted by optomon
The plate analogy is good, but it doesn't tell me exactly what it is. Is it just a register (or something) used to temporarily store bytes when you need them? So if an RTS is sneaking the original location of the address right after the JSR location from the stack... would a single PHA or PLA before the RTS corrupt the return address that would be pulled from the stack?

EDIT: While we're on the subject of Guardian Legend, what are you doing to the game exactly Jigglysaint? If anyone's interested in a Guardian Legend hack it is definitely me.


Well truth be told I did create a hack a while ago, but I never got around to finishing it. The overall labyrnth is done, and all items are obtainable, but other room interiors were not added. That's a shame because I wanted to do some creative things with the interiors. Currently I am checking to see how things are coded so I can made some changes to things like weapons and corridor seals. So far I made the Saber weapon spin arround instead of stay straight(except in corridors), and I've discovered how the game handles the 4th seal. The only problem is there is little to no space to add new code, and even so, the passwords would not be able to hold any additional information, such as new upgrades. Seriously though, if anybody is interested in making a TGL hack, contact me because I've got almost all the data, save that for the Corridors.

Jigglysaint
Posted on 10-01-08 03:40 AM, in MM3 Teleporting Blocks Link | Quote | ID: 91477


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Ahh, so that's how they work. I've always wondered that.

BTW, it should be easy to make it work for any level. All you need to do is instead of compare the values and do it accordingly, you could first load the current level in ram, then use that value to grab a value as the first byte of a pointer, save it to ram, get the second, then use a jmp indirect and have all the data to be excecuted ready to go in the format. Levels without blocks will just automatically return, and levels with can go to a routine that sets up the blocks.

That is, if room is available. If not I guess you can only pick 2.

Jigglysaint
Posted on 10-01-08 03:43 AM, in Mega Man 5 Data (by Setz) Link | Quote | ID: 91478


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It's pretty much the same for Megaman 4 too.

Jigglysaint
Posted on 10-01-08 03:50 AM, in List of games you want to hack Link | Quote | ID: 91479


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Right now I'm hacking Megaman X3, but really when I say hacking, I mean finding data. I feel that if I find data on my favorite games and share it, people will try and either make an editor, or maybe just try to edit the game.

Jigglysaint
Posted on 10-08-08 05:24 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 91913


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Well the good news is that making custom items to enable sliding, Mega Buster, etc, is quite easy to do. At the sacrifice of all 8 bits netting you Beat, you could make each item grant a special ability. I would suggest you use that possiblity to the limit, and don't just concentrate on doing things exactly from Powered up.

For example, besides sliding and mega buster, consider a speed boost, armour, energy reducer, and you can map the Rush Coil, Jet, and Super Arrow to the list. You can then use the Super Arrow and Rush Jet boss items for other upgrades, like say a Double Jump.

That's only a suggestion, but I like getting upgrades. No I won't suggest Heart Tanks.

Jigglysaint
Posted on 11-08-08 06:05 AM, in Mega Man Forever - One-level demo release Link | Quote | ID: 93855


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Well for my megaman 4 hack that never went anywhere, I decided that I wanted players to search for items and upgrades, so what I did was I used the wire and balloon item and used them to add weapons and items instead of killing bosses. What happens is you kill a boss, get it's key, then return and find a robot that makes a path open where you can find the weapon. Also in that level is an upgrade. The 3 rush items, plus wire and balloon are there, but also there is what I call a Buster Shortcut, which allows you to use a fully charged buster shot anywhere, anytime, and with any other weapon equipped. Second, there's the spike guard that lets you walk on spikes when your buster is fully charged. Lastly, there is a speed upgrade that also works while the buster is charged. You sacrifice the ability to attack for extra mobility.

Also added was a double jump and a grapple upgrade. The double jump does what it says, and the grapple upgrade lets the wire attach to ladders so you can pull yourself up in spaces that are so tight that the balloon and regular wire couldn't reach.

The plot was that Cossack wanted to be smarter than Wily, and had each robot keep it's energy source locked away in it's lair. Using remote technology, the robot master could use energy from that core, and megaman could not get the weapon.

Anyway, seeing as how this hack(matrixz's) is going to emphasise exploration, I suggest a similar feature where perhaps extra upgrades can be found. Perhaps weapons could be upgraded this way too. It seems some sort of currency system is in place, so adding power that way could work too. Also Heart Tanks, gotta have heart tanks.

Jigglysaint
Posted on 11-09-08 04:42 AM, in Mega Man Forever - One-level demo release Link | Quote | ID: 93925


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The main reason I stopped working on the hack was because I didn't know what to do with the password system. The second one was that I had no plans to update the graphics, and in fact was stumped on a couple upgrade graphics and how to draw them. I am NOT an artist, and anything I do is using the original sprites. Lastly, I just switch projects too fast. On top of this I have a Legacy of the Wizard hack I haven't finished, and an Equinox hack that's only done up to level 2. That, and I was messing with Megaman X3, and now Megaman X(found scrolling data for X3 and sprite data for X). I was tempted to start hacking Soulblazer and find stuff on that game too.

As you all know, my strength is in finding stuff, not making hacks. I churn out data in hopes that people will be interested in using it.

Jigglysaint
Posted on 11-11-08 05:40 AM, in Mega Man Forever - One-level demo release Link | Quote | ID: 94091


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BTW, how did you enable scroll-back? What about multiple paths? I know you can only have 4 per level. Reason I ask is because if I can get that to work, then maybe it could help with my stage design. As for password, I could disable it, but it would feel kind of empty. I'm not sure how to add a battery backup, although if I did I would only need to save a few bytes. I still have lots to learn about NES hardware and stuff.

Jigglysaint
Posted on 11-12-08 01:58 AM, in Mega Man Forever - One-level demo release Link | Quote | ID: 94159


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Ah, okay. I know Megaman 4 didn't have support. I was just curious what you did. When I think of that kind of design, I think of putting the level on some sort of grid, and have each screen have a bit associated with it that derminmes scrolling. So for example, if the top part of the level was like 01 01 02 04 00 00 00, then the first 2 screens are in one room, and the 02 means scroll to the right(no backtrack). The 04 would mean scroll down. The levels could be custom sized, like in Megaman X. In fact, I bet I could save lots of room by implementing a similar system. In the X games, the first 2 bytes are how long and tall the level is. After that what it does is it is just RLE code. You can either define a series of one screen to repeat, or it will take the first screen, then for how many spaces it will increase the screen value for each space. For Megaman 4, this might not save space, but it could be used to optimize a more adventure based level and make it easier to map.

Jigglysaint
Posted on 11-12-08 04:26 AM, in Mega Man Forever - One-level demo release Link | Quote | ID: 94168


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There is one thing that I don't think anybody's tried yet. That is, to make a screen scroll in the middle of a room. For example, in a room with 3 screens, you can have an exit anywhere(provided a l/r scroll is implemented), except for the middle screen in which case falling in a pit will make you die, and climbing a ladder won't do anything. If I could change that so that scrolling was determined based on what was above or below that screen, it might work(although not done right would make bugs). I should go check that out.

Jigglysaint
Posted on 03-22-09 04:09 AM, in Mega Man 7 editor and general hacking Link | Quote | ID: 103709


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Need me to find anything? It sounds to me that MM7 might actually share a similarity to Megaman X. Any idea how the level order is loaded yet?
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