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Ness
Posted on 03-02-17 11:22 AM, in Mega Man V - Second Strike (rev. 3 of 03-03-17 11:06 AM) Link | Quote | ID: 164939


Red Goomba
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Hi, I'm new to this forum

I just released a Mega Man V hack called Second Strike

http://www.romhacking.net/hacks/3343/

It intends to offer classic style Mega Man gameplay by drawing into what I consider to be MM5's untapped potential.

Screenshots:








Gameplay changes:

a) Stages:
- All new stage layouts.
4 of them include MM6 style forking paths (Stone Man, Charge Man, Wily Fortress 1 and 2).

b) Enemies:
- Altered bosses behaviour. All of them, at varying degrees.
- A few other enemies also got their behaviour slightly altered.

c) Weapons:
Altered weapon behaviour for:
- Power Stone
- Napalm Bomb
- Crystal Eye, which was also renamed to Crystal Orb.

d) Other:
- The hit detection of the charge shot was slightly reduced, and its art changed accordingly.
- Reduced invicibily frame time of bosses after they get hit.
Both of these changes aim at making the regular buster shot a more viable solution in combat.
- Reduced item drop rate of enemies, making it more on par with previous MM games.
- Weaknesses of bosses were changed.
- Rush Jet and Super Arrow are acquired in different stages. Passwords were changed accordingly.


Credits:
- Steambull: Beta testing, ideas
- Anons of /vr/: Hacking help

Built using:
- The "rock5_bossroomjump" patch by Rock5easily
- MM5 hex editing documentation by Rock5easily
- MegaFLE X by Matrixz and Kuja Killer
- FCEU X emulator

Special thanks to Matrixz, Kuja Killer and Rock5easily.

Feedback always welcome.

Enjoy!

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 03-03-17 11:07 AM, in Mega Man V - Second Strike Link | Quote | ID: 164951


Red Goomba
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Posted by Stufid

RHDN doesn't allow hotlinking images, but I'll give your hack a spin, thanks for making it!


Okay I changed the pictures.

Enjoy the hack!

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 03-03-17 02:38 PM, in General Megaman Hacking Thread Link | Quote | ID: 164952


Red Goomba
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Since: 03-02-17
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Hi,

I am looking for documentation regarding MM6 hacking.

I noticed rock5easily has quite a bit on his site which is quite helpful (and of course datacrystal).

Does anyone know of any other source or document ?

Thanks

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 03-07-17 01:45 PM, in Mega Man V - Second Strike (rev. 2 of 03-07-17 01:47 PM) Link | Quote | ID: 165108


Red Goomba
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Romhack updated to v1.2!

http://www.romhacking.net/hacks/3343/

To anyone who's already downloaded it please update to this version.

It has quite a lot small of improvements and changes which make the experience a lot better.

List of changes:
- Changed some weapons damage relation toward some enemies, mainly making Power Stone stronger
- Improved hit detection for Darkman 1 and Darkman 3
- Fixed Darkman 3 so that he no longer create an infinite loop of freezing
- Improved bullet spawn placement of Darkman 4's shots (no longer possible to exploit)
- Improved hit detection for Crystal Joes (shots no longer go through their feet)
- Improved behaviour of Big Pets (Wily stage 1 boss)
- Improved behaviour of Circring Q9 (Wily stage 2 boss), also changed his palette
- Mizzile enemy (the 'Rocket going up' enemy in Napalm Man stage): fixed their hit detection,
also now they can die now and they're weak to Star Shield
- Changed placement of the 'Megaman V' letters in Wave Man stage and Star Man stage
- Gyro Man stage: improved the segment after the checkpoint,
also deleted a spike in the first row of spikes of the elevator
- Wave man Stage: changed a couple of platforming segment jumps
- Wily Stage 1: changed a couple of enemies to avoid flicker possibility
- Bossrush: fixed palette of Crystal Man room and changed the layout of Crystal's and Stone's rooms


Also FYI the hack is compatible with rock5easily's "lite" and "weapon select" patches. So if you want a lagless experience and/or to be able to switch weapons on the fly, you can apply his patches on top of the hack.

And if you want a sneak peek I've recorded a full playthrough of the hack, played on Famicom2.

https://www.youtube.com/watch?v=gFV74ljVuaE

Enjoy!

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 03-12-17 07:17 PM, in General Megaman Hacking Thread Link | Quote | ID: 165155


Red Goomba
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Posted by Ozoma
Hi i currently work on an Mega Man 5 Hack and i need to change the weapons energy which mega man uses with a shot but i haven't find any information how to change that.
Is here someone who knows which Hex editor Line in Fceux it is or if i need another program?


I'm not sure are you talking about weapon energy consumption?

http://rock5easily.sakura.ne.jp/5/Energy.html

Or maybe you mean which energy slots each weapon use? IIRC in the RAM they're just after MM's HP which is 00B0. Each address after that corresponds to a weapon or item. Try to set a write breakpoint to them and fire with the weapon, you can probably find the point where it tells which address the weapon uses.

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 03-14-17 12:26 PM, in General Megaman Hacking Thread (rev. 2 of 03-14-17 04:51 PM) Link | Quote | ID: 165171


Red Goomba
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I'm trying to learn assembly to be able to do more with hacking.

In MM5, as far as I can tell, Star Shield weapon behaves differently depending on whether it hits a projectile (which it deletes) or an enemy (which it damages).

Does anyone know how the shield makes the difference between a projectile and an enemy? It doesn't seem to be checking object ID (unless I'm missing something) and as far as I know there is nothing that tells if an object is a projectile or an enemy.

Edit: apparently it checks some bits in the object ID which tells it if it's a projectile? is that correct?

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 03-15-17 05:46 PM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 165184


Red Goomba
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Since: 03-02-17
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Hey,

Great work with this hack. I played it through twice recently. Once on emulator, and once using a Famicom 2 and an Everdrive N8 flashcart.

There were a couple of things I thought were un-necessary and even distracting, like moving the bosses HP meters to the right of the screen and getting rid of the wait time when picking up HP, but I quickly grew over it and it was no big deal.

I still hate half of the Docbots bosses and the fact that some bosses can't be beaten with the buster, but there is nothing you can do about that without stepping into a different category of hacks. Otherwise, it made MM3 more enjoyable than ever.

However, when playing on the flashcart, I was getting graphical glitches with some of the menus (stage selection menu, weapons menu in game). It's nothing that bothers gameplay and I still played the entire game that way but it's still a bit annoying.

Sorry if it's been brought up already, I quickly glanced through this thread and so no mention of it. If it's unknown I can record a video of it.

Also I am wondering, how does lag reduction work exactly? and not just in MM3 improvement, I'm wondering in general like the several lag reduction patches made for MM3,4,5 and 6. Do you optimize routines?

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 03-16-17 10:10 AM, in Mega Man V - Second Strike Link | Quote | ID: 165194


Red Goomba
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Hey, thanks for the kind words.

Here is a mirror of the patch, latest version, until RHDN is back online:

http://www5.zippyshare.com/v/4AWu6qXr/file.html

There are still a few things I and other people noticed that should need fixing, but it's nothing major. Still, I might do another update of the hack at some point, so shout if you find anything.

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 03-21-17 10:11 AM, in General Megaman Hacking Thread (rev. 2 of 03-21-17 10:42 AM) Link | Quote | ID: 165246


Red Goomba
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Posted by JRIVA

Ness: Very good question. With regard to Megaman 5 just say that there is a file that may help you. That file is going to have to be expanded ...

Http://www.romhacking.net/documents/751/



I made that file

In regards to Star Shield, I still haven't figured out how it makes the difference between projectiles and enemies but I stopped digging into it because I found a way to do it which may be longer and take more space, but which suits my needs better.

However I'm stuck at something else now so I'll shoot. Like I said I'm learning 6502 Assembly little by little, a couple of months ago I didn't know anything about it.

So I'm trying to make deflected enemy bullets that can hurt enemies (think Protoman's shield in MM9/10), however nothing I try works.

For instance I've tried to turn enemy bullets into the object ID and attributes of buster shot upon deflection.

However that doesn't work because the EFF8 routine which determines contact between MM's shots and enemies, only checks indexes 1 to 3, and the deflected shots which I turn into buster shots remain in their original address indexes (8 to 17). For instance for object ID: ram addresses 301->303 is for MM's shots, 308->317 for enemies and their shots.

AFAIK there is no way to change the address indexes upon deflection.
So I tried to change the EFF8 (shots->enemies hit detection) routine so that it checks all object ID addresses rather than just the first 3, so I changed LDY 03 to LDY 17. That did work and the deflected shots would hurt enemies, however, on top of being a solution that should increases lag, I also got glitches like enemies disappearing on spawn.
I couldn't figure out the enemy disappearing thing. It looks like SOME enemy types (and some only...) would basically detect that they are in contact with themselves. What I don't understand is why it happens to some enemies only, and why it happens at all since onl MM's shots are programmed to dmg enemies (although it looks like it skips HP altogether and jumps directly to the 'delete enemy' part).

BTW - I also thought of a completly different solution: upon deflection the enemy shot would disappear and I'd make a buster shot appear instead (rather than giving the enemy shots buster shot attributes); however I'm afraid that this would have impact on other things such as the "3 shots per screen" limit, meaning that the player couldn't fire 3 times if there is a deflected shot on screen...

Any idea?

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 04-04-17 11:46 AM, in General Megaman Hacking Thread Link | Quote | ID: 165305


Red Goomba
Level: 14

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Since: 03-02-17
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Hey,

I'm trying to use the CSA editor to edit MM5 sprites, but most sprites look like garbled mess in the editor. For instance when I look at sprite number 07 which is supposed to be MM shooting while running, not only the tiles are completely out of place in the editor but it looks like it's not even the right tiles showing.

Anyone experienced with the editor knows what's up here? I think Zynk used it for his Roll hacks?

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 04-04-17 02:36 PM, in General Megaman Hacking Thread (rev. 3 of 04-05-17 12:37 PM) Link | Quote | ID: 165308


Red Goomba
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Since: 03-02-17
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Ah! Thanks a lot that worked, this is going to help a lot. Those settings are in the txt file so I didn't even look at them.

However sprite number 10 is the jump frame, but it's anim number 07. The issue is that the CSA editor calls "sprites" what I'd be calling anim numbers, and it calls "frames" what I'd call sprites.

Tiles -> sprites -> anim using several sprites. That's how I see it.

Then again I've seen documentation call tiles "sprites", and then what I call sprite would be a "series of sprites".

Confusing.

Anyhow. The character hacking I'm planning requires a couple more tiles for several sprites (frames). The issue being that if I set more tiles to a current sprite (frame), its pattern definition will be longer and thus it will step over to the definition of the next sprite (frame).
So, I'm planning to change the address defs and step over unused sprite/frames in the first bank, but there aren't many unused sprite/frames in bank 0 (IIRC about 4 frames of MM having a hand instead of his cannon which are unused).

So, the question is can I use bank 0 for some anims, and bank 1 for some others without causing flicker? I know that the weapon MM fires for instance are in bank 1 while MM himself is in bank 0, so in theory this should work ?

So the real question is, what is the cause of flicker and how to make sure it doesn't happen?

Edit: to answer my own question, seems like it's possible. Thanks again for the help.

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 04-16-17 12:31 PM, in Capcom Music Editor *First Release* (rev. 5 of 04-16-17 05:00 PM) Link | Quote | ID: 165387


Red Goomba
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Since: 03-02-17
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Hey, great work with this editor.

Not directly music related but I'm trying to edit a sound effect in MM5. Is anyone aware of free space location I could use for sound?

Edit : any idea if the rom area between 35F60 and 3600F is use-able free space? I set my sound def there and it works, but I'm unsure if I overwrote something else.

BTW I have a small request for your editor. Can you make it so that the Song/sounds IDs at the bottom right matches with in game? Making it start from 0 instead of 1 and having them in HEX. For instance if I take "song ID 33" refering to address 350B7, it's actually sound 22.
Or rather, since sounds don't matter for the editor, music ID 1 should be 00 and 11 is 0A in game.

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 04-22-17 10:56 AM, in General Megaman Hacking Thread (rev. 2 of 04-22-17 10:56 AM) Link | Quote | ID: 165414


Red Goomba
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Since: 03-02-17
From: France

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Using the official Bass design is possible, but not that simple.
Most frames for Bass probably require a total of 2-3 more tiles.
Plus, he's less symetrical than MM, meaning that sometimes you wouldn't be able to use the same tile mirrored, but another one.

This means that he'd need to find the pattern and placement definitions, make them bigger, which means moving them. Then, you have to worry about tile allocation in the CHR bank.
I'm sure a lot of the addresses used for MM are already full, so it would mean moving some of the tiles and frames to another offset.

And that's granted there is even enough free space available in the sprite bank for the longer defs. Adding 2-3 tiles per frame eats up extra space rather quickly. I'd recommend checking if there is enough free space in whatever is the main PRG bank (there should be one that's on at all times) to move some of the defs there and save space.

All of this should be possible though. I've been working on a similar character hack, though not for MM3.

I wouldn't worry too much about tile flicker. Some MM games like 5 already have some insane tile flicker by default. I've already added tiles (1 or 2 depending on the frame) to MM in the hack I'm making and I don't notice any more tile flicker than there originally is. Maybe just a little, barely noticeable.

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 05-02-17 11:26 AM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 165524


Red Goomba
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Since: 03-02-17
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Hey,

This hacks looks promising. Great job implementing enemies from MM5/6/9.

TBH a lot of MM romhacks are not to my liking, either they're kaizo, or random questionable stuff, but this one looks great.

Those MM5 tigers trying to jump when they have no place look a bit retarded though. Also the Mummies look out of place in that modern tech background, they're the kind of enemies which are hard to fit outside of their original level without looking 'random'.

Is that music your own as well?

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 05-02-17 11:59 AM, in Mega Man 4 Voyage (Update: Out NOW) (rev. 4 of 05-02-17 12:04 PM) Link | Quote | ID: 165526


Red Goomba
Level: 14

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Since: 03-02-17
From: France

Last post: 1462 days
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The good thing about your backgrounds is that they're animated (either pal or chr anim). Lot's of romhacks borrow backgrounds from other games, but don't bother building the animations, which make them feel stiff.

Your lion's alright. Though that made me have a look at them and even before inspecting them carefully I thought their rear paw during the idle anim looked fat. In comparison with the original tigers, the paw is taller and looks more square. It's just a couple of pixels that differ though, but with sprite editing NES games even one single pixel can make a huge difference in how one percieves the whole thing.



____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 05-02-17 07:08 PM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 165528


Red Goomba
Level: 14

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EXP: 11954
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Since: 03-02-17
From: France

Last post: 1462 days
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I've been doing some sprite editing in MM5 lately. From what I can tell MM5 is very close to MM4. If there is free space in the CHR banks the lion uses, you should be able to change tile allocation and thus do whatever you want easily, make it so that shared tiles aren't shared anymore, etc

Though you probably know this already considering the amount of enemies you've included from other games.

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 05-03-17 10:07 AM, in Mega Man 4 Voyage (Update: Out NOW) (rev. 3 of 05-03-17 10:14 AM) Link | Quote | ID: 165535


Red Goomba
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Since: 03-02-17
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Posted by DurfarC
As for graphics loading, it's actually quite different, MM5 has an automated system which makes the graphics for each enemy load automatically, allocating the free tiles. Mega Man 4 however, doesn't, you have to manually specify what graphics should load for each room/hallway. It did get fixed nicely now though so it wasn't a problem. There are similarities as well though - so I could copy the sprite data straight out of MM5 with some editing.


I'm aware of the difference between the way MM4 and MM5 handle pattern load, but I was talking about sprite pattern definitions. If two sprites share the same graphics, and as long as there is still free tiles left in the part of the CHR bank that enemy uses, you should be able to change the definition so that whatever shared tile isn't shared anymore, for instance if enemy sprite's tile 1 and 2 are shared and both use offset 30, you can probably change it so that tile 2 uses offset 31 instead, and if that one is empty, draw your stuff there.

I've been doing this a lot in MM5 lately. Though I assume this is more limited in MM4, because in MM5 things aren't loaded "automatically" but rather, instead of choosing pattern load offsets per room, you choose it per frame for each entity. This means that you can very well switch to another offset in the CHR bank for any frame if you need more space, very convenient, and I doubt that'd be possible in 4.

BTW - have you been editing sounds as well? To try and give all these enemies their original sounds? I'd be very interested if you found any interesting info about the game's sound system, since it is in the same in other MM games too. I'm aware of Matrixz's documentation on the subject, which was very helpful, but it mostly deals with musics rather than sound.
You can probably copy-paste sound definitions from other MM games, but I doubt they'd work as is since the sounds themselves will be different.

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 05-09-17 10:25 AM, in General Megaman Hacking Thread (rev. 2 of 05-09-17 10:25 AM) Link | Quote | ID: 165584


Red Goomba
Level: 14

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Since: 03-02-17
From: France

Last post: 1462 days
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I can't help but I wish you good luck. I'd love to see a MM&B hack.
Maybe try to get into contact with the people who did the translations for it?

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 05-09-17 10:26 AM, in My Zelda 2 Editors Link | Quote | ID: 165585


Red Goomba
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Great work!

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 07-18-17 10:49 AM, in General Megaman Hacking Thread Link | Quote | ID: 165778


Red Goomba
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Apparently you're supposed to jump on the boulder to shoot at the Sphinx's head. I read that somewhere, I think it was on TCRF.

Also apparently that boss was recreated in MM 2.5D. Never played that myself.

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/
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