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Please chime in on a proposed restructuring of the ROM hacking sections.
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Jigglysaint
Posted on 03-25-09 12:55 AM, in Mega Man 7 editor and general hacking (rev. 2 of 03-25-09 01:03 AM) Link | Quote | ID: 103849


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I should have clarified. When I mean level order, I meant how each level's map screens are loaded. For example, in Megaman X3, it can get one screen at a time, or load a chunk of it at once. This is unlike tradditional Megaman games where screens are loaded sequentially. The X games use scroll boundries that are triggered when X reaches certain points. The NES games reads a scroll index that includes the amount of screens before a scroll. Basically I am asking if 7 does the former or the latter.

As for object data, sure I can try. Just give me an offset to work with. We are talking sprites right?

Edit: Just from pictures, I can see that it's exactly like X3. This means that logically, a sprite controls the scrolling, and there is data somewhere that tells what each index does. That also means that more than likely, the sprite data is similar in structure. That means it's coded top to bottom, left to right, and it contrains compressed co-ordinate values. Hell, you might as well just make a Megaman X3 editor while you are at it.

Jigglysaint
Posted on 04-17-09 09:55 PM, in Rom expanding Link | Quote | ID: 105398


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I found out recently that it's very easy to exapand a Gameboy rom. As for NES, I don't know. I do know that the main data bank is typically the last, but there are many games that have CHR ROM which is after the main program.

Jigglysaint
Posted on 05-04-09 12:18 AM, in Megaman Forever Unabridged demo 1 Link | Quote | ID: 106409


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I loved the concept that was used in one of the levels. I won't spoil anything, but watching what happens, then playing the level, it brought back a cool fusion between nostalga, and the progress the Megaman series made since then. In fact, an entire game based around that concept would be neat.

Jigglysaint
Posted on 05-05-09 03:40 AM, in Megaman Forever Unabridged demo 1 Link | Quote | ID: 106476


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What are those red things you find lying around the levels supposed to be? Placeholders for special items? The air dash would work better as an upgrade rather than a weapon, but perhaps it can work with the upgrade to give it extra speed, distance, and power.

I can't say that when it comes to upgrades, that I can think of anything that Megaman hasn't done already. Perhaps a visor that can spot hidden passages like in X2(in this case it would be an arrow pointing at a directional scroll). How about the power to walk through walls? Spike immunity? A grappling hook adaptor for the Wire that lets it hook onto ladders? How about make the Wire into a portable ladder? How about having to go back and forth in a level to find all the keys nessicary to unlock certain items? I noticed in one stage there was a Rush Marine icon on the floor. Will that mean Rush items will be found instead of gotten by beating levels?

Jigglysaint
Posted on 05-06-09 05:25 AM, in Megaman Forever Unabridged demo 1 Link | Quote | ID: 106564


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Posted by Matrixz
Jigglysaint: The things you talk about are the "gems". They're not placeholders, but rather some extra stuff if the player feels like an extra challenge.
Spike immunity is coded in. If it works in the demo, it can be bought in Light's Lab as Shock Step.
Rush works like this: Once you beat the levels you find those icons in, you will be able to use those rush items anywhere.
Making the Wire latch onto ladders, i have to remember that, its a good idea.
Too much upgrades will ruin some of the challenges in the game. And those challenges are collecting those gems for the most part.

Thanks, thanks and thanks.


Spike immunity is really easy to do anyway. All you need to do is create a trigger that bypasses the spike detection. There is one section of code for colission above and below Megaman, and one for left and right. In my hack, getting an upgrade will let you walk on spikes if your Megabuster is charged.

As for ladder grapple, I kind of cheated a bit and made ladder tiles solid as long as you are in the wire animation. The downside is if you are standing on solid ground and touching a ladder square, but not enough to climb, you will die because the game is set to kill you if you are inside a solid object. It works well in areas where the Balloon and Rush items won't reach, like tight spaces. It's true too many upgrades will ruin the challenge, but upgrades should be looked upon as a means to reach those challenges, rather than a means by which to overcome them. I've noticed a total lack of double jump. Good for you, that's so cliche and not really a Megaman type move anyway. Of course I am a big fan of overpowering the characters. Just look at my Blaster Master hack that totally breaks the game after you get all the new upgrades. I also did that with Megaman 4 as well. Of course new upgrades means new challenges.

Jigglysaint
Posted on 07-09-09 10:38 PM, in Zelda II ASM Hacks Link | Quote | ID: 110225


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I would rather see the temple stone thing used to alter the landscape, rather than make areas un-visitable. I mean you could have each crystal control a specific gate that when you place the crystal, opens an area that has items and stuff. In fact there would be some great ASM hacks that could be added that could expand the gameplay somewhat. Perhaps the stones could work in reverse, being stoned untill you get the palace key, then it shows up when you find it.

Jigglysaint
Posted on 12-04-09 10:56 PM, in Public Service Announcement: Use of the term "TSA" Link | Quote | ID: 121523


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Squaroid needs to be put in the dictionary. BTW, who came up with TSA anyway?

Tile Set Assembly sounds good, Block Assembler is good too. In the end though, TSA is just one of those things that were born during the formitive years of rom hacking, and it just stuck.

Jigglysaint
Posted on 12-07-09 12:18 AM, in 6 to 8 lettered game genie codes (rev. 2 of 12-07-09 12:29 AM) Link | Quote | ID: 121681


Red Paragoomba
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Para, I thought the compare value only checks the individual value, not the rom bank. If there's no compare, then all addresses in the game are affect, but with the compare, only bytes that match the compare value will be altered. Correct me if I'm wrong though.

Edit: Found a document on it: http://tuxnes.sourceforge.net/gamegenie.html

Jigglysaint
Posted on 12-27-09 05:27 AM, in ZLADE - Link's Awakening DX editor Link | Quote | ID: 124229


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I know that stuff. For stuff I don't know, I can easily find out.

If you have AIM, my handle is Jigglysaint(like it is everywhere).

Jigglysaint
Posted on 12-28-09 12:33 AM, in Merry Xmas: Reuben 1.0 and flaghsip hack: Mario Adventure 3! Link | Quote | ID: 124321


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That reminds me of the prank I pulled on the Zelda Classic beta testers many years ago.

Jigglysaint
Posted on 05-23-10 10:38 PM, in Air Man's Stage foreground Link | Quote | ID: 131428


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You can also use that location as an entry point for an ASM hack that can have more than one stage use foreground, or even have it so each stage could have a list of what screens have foreground. Toadman's stage in Megaman 4 is kind of like this too, though more than one stage in that game use foreground.

Jigglysaint
Posted on 08-10-10 05:05 AM, in Megaman Forever Demo 3 Link | Quote | ID: 134152


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I just tried the demo. Well I tried all 3 demos and I enjoy the hack. I guess this is why people tend to keep their propjects secret untill close to release date. I haven't read what people think, but if it's on youtube, expect people to do what they can to suck the life out of somebody.

I think what gets me is that people who are not rom hackers don't appereciate what goes into to creating a hack from start to finish. Back in the old days, the standards were alot lower, and stuff like Zelda Challenge was extra special in that it wasn't a Mario hack with a penis. Nowadays everybody expects amatures to release content like a professional. I blame XBLA and stuff like that for a lack of apperciation for what it takes to make a great hack. Perhaps why I end up never releasing stuff is because people don't care about all the cool new things you add. All they care about is that it has different graphics and isn't too hard.

Anyway, hacking is supposed to be about having fun. I mean, it sure don't pay the bills, does it? If the fun is gone, then a break is certainly in order. Real life should always come first. I cheer for anybody who is out to make a new game out of an old classic. You know for all those whining idiots who have no patience there are many more who are estatic just to play a Megaman game where you can screen transition to the left and take multiple paths.

Is rom hacking a dyng art?

Jigglysaint
Posted on 09-08-10 05:01 AM, in Ice Metal 1: Uninstall (Super metroid hack) Link | Quote | ID: 135380


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I see to be having trouble with the patch. Rom seems to be fine, but when I use the patch, it stops working. I tried unheadering the rom, but it didn't do anything. Should I be using the older versions, or is there a specific emulator that it doesn't work on?

Jigglysaint
Posted on 01-06-11 11:48 PM, in Megaman Odyssey Project Link | Quote | ID: 139033


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What if you used ripped graphics as a placeholder, then use them to build up the city, and from there perhaps inspiration as to what fits the actual level will surface.

Jigglysaint
Posted on 05-22-11 12:34 AM, in Zelda: Oracle of Ages editing Link | Quote | ID: 142294


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Posted by kuja killer
well then you have my total pure 100% support if you do, i really hope.

I just recently was in the mood a week ago to try searching on google for any kind of possible known rom hacks of any of the zelda gameboys and only found one link's awakening hack called "zelda nightmares illusion"

It only had modified dungeons. nothing else was changed, no world map or text or anything except dungeons. But...well it was pretty glitchy and fustrating...because it placed the main weapons you get in the wrong order, so if you get stuck somewhere, it's permenate and no way to get out unless you reset the emulator...or worse, if you saved recently, may be forced to delete the whole entire save file. it happened to me at least 3 times and i was pretty pissed off by then until i quit playing

i'd like to play a real gameboy zelda hack


There is a somewhat updated patch that does allow you to get to the 6th dungeon. It's still a pretty crappy hack considering I made it while with DES.

Jigglysaint
Posted on 08-09-11 02:37 AM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145769


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So far it looks pretty good, though I am not sure what to do after I finish the first dungeon. There are lots of places, and some items I found, but nothing that leads to a dungeon I can get anywhere in. I even checked the waterfall and I can't find anything.

Jigglysaint
Posted on 08-10-11 01:25 AM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145797


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Yes, but I can't get far in either of them. One has an unopenable chest, and another has 3 torches and a floor switch that does nothing.

Jigglysaint
Posted on 08-10-11 09:40 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145812


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I found what the problem was. Of course now I am stuck in the dungeon where you need 4 keys from 4 different caves. I got the keys, but there's a crystal switch blocked by an unreachable block I can't hit. The floor marking indicates a secret is there, but the only item that can get past the block is bombs, and you can't throw them far enough.

Jigglysaint
Posted on 08-11-11 04:09 AM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145831


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Wow, I would have never figured that out, and yet it makes perfect sense. You can tell I haven't played ALTTP for quite some time.

Jigglysaint
Posted on 08-12-11 08:11 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145882


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And now I'm stuck in the ice palace and I think I used the wrong key on the wrong door and have no idea what to do except cheat.

It's a pretty interesting hack, but one thing I'd suggest is to at least ad in the Red Mail. I understand it wasn't put in for cosmetic reasons, but the enemies take too much damage, and the projectiles are relentless. God only knows how hard this game would be without at least one shield upgrade.
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