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Ness
Posted on 07-21-17 12:24 PM, in Mega Man V - Second Strike (rev. 2 of 07-21-17 12:24 PM) Link | Quote | ID: 165782


Red Goomba
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Since: 03-02-17
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Hi,

I've been working on an update of the hack that fixes and improves on plenty of small things.

Does anyone have any comment / suggestion? Things they thought was unfair, didn't feel classic, glitchy ?

Here is what I've done so far:

- Gyro Man stage: Fix possibility to backtrack to the previous screen during the elevator ride
- Stone Man stage: Fix possibility to get stuck due to the destructible blocks (room with E-tank) + moved a moving platform to avoid possibility of unfair pixel jump
- Gravity Man stage: Fix possibility to get stuck (scroll after checkpoint)
- Protoman Castle stage 3: Changed some enemy placement to avoid flicker possibility + fixed some bg graphics
- Wily Castle stage 2: Made the ladder at the end of the 2nd water segment slightly higher to avoid glitch with water splash sprite. Also slightly modified enemies and got rid of a pixel jump in that area.
- Wily Capsule : made his X axis energy shot slightly higher, so that the player better understands he can slide underneath

- Reduced some speed values for Gyro Man and Charge Man
- Altered Napalm Man's behaviour: homing rockets, more likely to use them; and also changed the layout of his 2 boss rooms
- Darkman 2's "satellite" is now animated with new art
- Altered Wily Machine (the tank form) a little to make it less "hacky" and slightly more different from the original
- Graviton enemy: their shots are now time based, instead of spawning another one as soon as the first is destroyed
- Pukapucker enemy: the "head ball" comes off as soon as you hit the base once. Also the base is no longer destroyed if you destroy the ball.
- Mizzile enemy (rockets going up in Napalm Man stage): after you destroy one, there is now a small delay before another one spawns.
- Fixed the timer and explosion for MM's Napalm Bomb

thank you

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

Ness
Posted on 07-26-17 10:01 AM, in Darkwing Duck - score removal help Link | Quote | ID: 165789


Red Goomba
Level: 14

Posts: 22/38
EXP: 11985
Next: 1086

Since: 03-02-17
From: France

Last post: 1475 days
Last view: 1475 days
For the music, check out Matrixz' document on the sound engine:

http://www.romhacking.net/documents/634/

And hope that the part you want to copy is shorter than the one you want to replace. Otherwise you'll need enough free space in the sound bank for an entire new song which is unlikely.

Copy pasting the music definitions is easy, however, I'm not sure one can take for granted that the instruments will be the same, and that's something I never looked into.

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

Ness
Posted on 08-06-17 06:02 PM, in RHDN Makes a Patreon Page... (rev. 3 of 08-06-17 06:07 PM) Link | Quote | ID: 165814


Red Goomba
Level: 14

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Since: 03-02-17
From: France

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Truth be told, I wouldn't have minded making a donation, but monthly payments feels like a big commitment.

Also the way the Patreon itself is and everything about its announcement felt like it was handled poorly. Taking out subforums and already existing features, really?
Also claiming that the money would be used for things like "professional articles" sounds sketchy, it's a community of fans for fans, fans make the articles, you don't hire writers for that. And of course, there is also preventing anyone to comment on it, which only makes it seem even more shady.

I'll give him the benefit of the doubt, and keep thinking that Nightcrawler didn't turn shady all of a sudden and that instead he just handled things very poorly this one time... and like I said, would he have made a nice explanation on how the site needs money to be hosted, or that it needs help for a new theme or whatever, I'd have donated right away, but like everyone says, contributing to the patreon feels like you might be contributing to the possibility of DMCA takedowns.

I think he should probably backtail on this and use a regular donation system. I believe it'd also give more money to the site that way, especially if he does it now which could change the mind of all the people who consider this Patreon shady.

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

Ness
Posted on 08-23-17 03:33 PM, in RHDN Makes a Patreon Page... (rev. 2 of 08-23-17 03:46 PM) Link | Quote | ID: 165862


Red Goomba
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Since: 03-02-17
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Posted by Trinitronity
This is where you're only partially correct.
Whenever roms in "public forums" are bad or not solely depends on the developers of the game the rom is based on. For example, Sonic hacks as roms in "public forums" are perfectly fine, because not only does Sega allow that, they even decided to give the ROM hackers the opportunity to make them "official" mods for Steam's Megadrive emulator, kinda like how Capcom decided to turn a MegaMan fangame into an official MegaMan game that one time.


That's interesting, but are those just assumptions based on the fact that the workshop exists or did Sega actually stated they were okay with it?

I've always thought the workshop was just a blunder they didn't particulary care for, since after all, you need to at least buy one of their games for it to work.

However, some of the things on it are definitely NOT okay, even if "Sonic romhacks, as roms" are allowed. Since you can just upload a rom, any rom, there are full games on there that have nothing to do with Sonic, or even Sega, as some were not even published by them. And those roms of full games that have nothing to do with Sega are still on the workshop, further underlining it's just a blunder they don't care about.

edit : in any case, because Sonic roms are allowed on the workshop, doesn't mean they're okay with it anywhere else. Like I said the difference is that you have to buy the game for them to work on the workshop. Big difference.

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

Ness
Posted on 08-29-17 01:54 PM, in General Megaman Hacking Thread (rev. 6 of 08-29-17 05:04 PM) Link | Quote | ID: 165870


Red Goomba
Level: 14

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Since: 03-02-17
From: France

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I know some of you have edited MM4 in the past, so I have a question.

I'm trying to use subroutine DA05 to load new things to the pattern table in the middle of gameplay.

For instance I was trying to make it load the debug screen pattern table when MM is jumping. So, when move (ram address 0030) is updated to "01" I jumped to free space in the main PRG bank and added "LDX 12 JSR DA05", but it doesn't work, I'm only getting gibberish.

If I change the X for JSR DA05 when opening/closing the weapons menu it works though. So, what's wrong here? What are the conditions for JSR DA05 to work?

I've looked at the JSR itself and I've started to understand what it does, but I've never dealt with PPU commands before. I've also looked at the routine that loads enemy sprites in the pattern table when switching screen, but that seems too slow to be used in the middle of gameplay.

Edit 2 : deleted my 2nd question, that one I figured out.

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

Ness
Posted on 08-31-17 09:33 AM, in General Megaman Hacking Thread (rev. 2 of 08-31-17 09:35 AM) Link | Quote | ID: 165875


Red Goomba
Level: 14

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Since: 03-02-17
From: France

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I've noticed that loading new pattern tables for enemies in between scrolls was particularly slow, however it seems pretty fast when opening/closing the weapons menu.

But maybe I'm wrong and it all happens while everything is black and disabled, and that's why it's so fast?

Should I try to write my own routine instead of using the ones the game has then? I've never dealt with PPU stuff yet (which is why i'm having such a hard time comprehending this) but then again 6 months ago I couldn't read assembly at all so I just keep learning. Perhaps I could look at how MM5 does it and take inspiration from that.

Who's Puresabe and what's Sakugarne?

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

Ness
Posted on 09-04-17 10:12 AM, in General Megaman Hacking Thread (rev. 2 of 09-04-17 10:32 AM) Link | Quote | ID: 165892


Red Goomba
Level: 14

Posts: 27/38
EXP: 11985
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Since: 03-02-17
From: France

Last post: 1475 days
Last view: 1475 days
Which patch are you trying?

Rock5easily's patches all worked perfectly fine with the "Mega Man 5 (USA).rom", including the weapon select one:

https://www.himaq5.xyz/rock5easily/ips.html

It used to worked for v1.2 of Second Strike as well, but v1.3 uses a lot more code written in free space so there is the slight chance we used the same free space location which is why it wouldn't work. In in the readme of v1.2 I used to mention that rock5easily's patches are compatible with Second Strike, but in the v1.3 readme I took that out because I didn't take the time to check they were still compatible.

Edit: actually I just tested it out, and the weapon select still works perfectly with v1.3 of Second Strike, and it even works with both versions of Protoman Edition as well (the OG one and the Second Strike one), so you can use rock5easily's patch:

https://www.himaq5.xyz/rock5easily/archive/rock5_weaponselect.zip

His "optimization" (lag reduction) patch wouldn't work with Protoman Edition for sure though, because I know we both edited the hit detection routine in different ways at the very least. I doubt it'd work with v1.3 of Second Strike either.

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

Ness
Posted on 09-16-17 09:18 PM, in Mega Man V - Second Strike Link | Quote | ID: 165918


Red Goomba
Level: 14

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Since: 03-02-17
From: France

Last post: 1475 days
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Good point, I didn't think of that. I moved which slot the sliding cloud sprite uses so that I could use slots 5, 6 and 7 for deflected shots; so now it uses the same slot as P/R Coil.
I noticed that the cloud wouldn't appear if Coils were on screen, but I didn't think of the contrary.

I could easily make it so that it deletes the cloud if there is one. If I ever do an update, I'll include that.

Let me know when your videos are up.

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

Ness
Posted on 12-04-17 12:36 PM, in General Megaman Hacking Thread Link | Quote | ID: 165998


Red Goomba
Level: 14

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Since: 03-02-17
From: France

Last post: 1475 days
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Posted by Insectduel
Photobucket is POINTESS and unreliable when it used to be since I am required to pay to continue sharing my photos. Say HELLO to Imgur!

https://i.imgur.com/Ej2efry.png[/img] [img]https://i.imgur.com/ny6jZ4V.png

I have finally transferred the Protoman Data and this game is on beta-testing before I release it to the public. It's not just a sprite-swap version but a new gameplay. Blues and Rockman have different versions. Yeah, I was never a fan of Chiko's projects but DWL seems original when it's actually not.

My next projects, I might try the expand the Mega Man 5 rom to experiment to 1024KB. Both modes will be Mega Man and Proto Man mode with 2 different rom data.

Roll Chan Mobile to Rockman 5. I seriously need to do Roll Chan official into Rockman 3 or 5 since the fourth series is way to complicated. Rockman AF which is my original Rockman hack series will eventually go back on my feet soon.



So it looks like you're using both Chiko's hack as a base and my Protoman hack?

Did you ask Chiko? Just saying 'cause I don't seem to have been asked about this.
I would never say "no", that'd be an asshole move considering my hacks wouldn't exist without other people's work (rock5easily and matrixz tools and notes etc), but I think it's always nice to ask first.

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

Ness
Posted on 12-06-17 10:10 AM, in General Megaman Hacking Thread Link | Quote | ID: 166004


Red Goomba
Level: 14

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Since: 03-02-17
From: France

Last post: 1475 days
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Well whatever, good luck to you. I'm sorry I know my code is a mess, there are TONS of jumps to different free space locations, back&forth, and TONS of things which are unoptimized both in terms of space and speed.

I'm aware of it, I sort of wanted to make an optimization update one of these days but I also needed a break from romhacking. Some lines of codes were written when I was barely starting to understand what I was doing and I didn't change them since.

There are also tons of very hacky things, for instance to make sure that every sub weapons work as intended when deflected bullets are on screen, if Chiko's hack uses different weapons you'll have to check that yourself as the game really isn't thought for having more than one type of player's weapon on screen at the same time.

There are also hacky things for certain enemies which code got in the way of the deflection code, for instance I modified Gyro Man's and Crystal Man shots code and I think a couple of others too.

So that's a short list of things you have to watch out for.

BTW I saw your comment on that MM6 Protoman sprite hack. I did 'dream' of making a Protoman hack for MM4 and also MM6, and I still dream of it, but I like I said I needed a break. I did try to start doing it for MM4, but quickly realized it was a LOT harder than for MM5 and in the end it's a lot less worth it for MM4 since there wouldn't be much shield use in that game (most stages would barely have 1 or 2 possible shield use, there really isn't a lot of projectile based enemies in 4). I got stuck on trying to come up with a system that updates the sprite pattern table based on which movement the player does and that's when I decided to take a break.
MM5 really is the easiest one to hack. I'd have to keep learning new things to do it for 4 and 6, but it's still a possibility I invision in the future but not the near future.

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

Ness
Posted on 08-22-18 12:32 PM, in Hacking Mega Man 5 (rev. 8 of 08-22-18 01:28 PM) Link | Quote | ID: 166487


Red Goomba
Level: 14

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Next: 1086

Since: 03-02-17
From: France

Last post: 1475 days
Last view: 1475 days
Hi,

Use Rock5Easily's documentation.
It's in Jap but google translate does the trick.

https://www.himaq5.xyz/rock5easily/
https://www.himaq5.xyz/rock5easily/5/index.html

I also documented a few minor things to complement that
http://www.romhacking.net/documents/751/

Don't bother with the other document on RHDN, the one about Mega Man's palette, it's all wrong.

With that you should be able to identify all the main engine routines. Once you've digged into them, you might be interested in looking in Rock5Easily's optimization patch as well, which gets rid of all the lag in the game, see what changes he made to improve those routines.

Edit: as for bugs, I already fixed a few in my Protoman and Second Strike hacks. Although whether or not some of these are bugs (like not being able to charge a chage shot during sliding and rotating) is arguable, so here is my list:



- Charging up a charge shot now works during a slide and during the "360° rotation" animation (on moving platforms)
- Underwater slide-jumps are now possible
- During a slide, you can't jump if holding "down" on the d-pad. In reverse gravity this remained the same, while it should be when holding "up". Fixed.
- While charging, if the player would release the B button during a slide or during the "360° rotation" animation, the palette could freeze with one of the charging palettes. Fixed.
- When dying in a pit while charging the charge shot, palette gets reset to default to avoid items on the screen (1up, tanks, etc) being 'frozen' with the wrong palette.
- Falling crystals gimmick in Crystal Man stage: when 'destroying' a crystal with Star Shield, the following crystals falling from the same tube would go through the player. Fixed.
- Fixed the possibility to skip most of the boss rush by sliding through the wall (at least I think I fixed it)
- Jetski segment: fixed the possibility to "miss" the jetski during the cutscene and play the segment without the jetski, glitching the entire part. (At least I fixed the easiest way there was to pull that glitch, it might still be possible to do it with the S.Arrow but since I can't pull it off, I can't check)
- Title screen: Slightly shortened the time it takes to loop back to the intro, so that you can no longer hear the title screen song start again for a split second.
- Boss intro screen: fixed the Y-axis location of the bottom flickering light of the teleporter (the lights flickering before bosses appear)
- Getting frozen by Darkman 3's onion rings during a Charge Kick will nullify the charge kick (turn the animation into regular sliding), to avoid C.Kick working while being frozen.
- Protoman Fortress stage 1: When dying and loading either checkpoint, a colour of the foreground would change. Fixed.
- Napalm Man stage: Fixed a wall that was set as "foreground", that the player could slide into.


Edit 2: BTW - all of Rock5easily's docs and hacks are made for the Jap version of the game. However lucky for us the US version is practically identical, all the code and are all the offsets are the same, only some minor graphical things (logo etc) are different, so everything is compatible.
IIRC the PAL version does have different offsets but fuck that version anyway.

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

Ness
Posted on 08-22-18 01:24 PM, in Megaman: The Wily Wars - Classic Fluency (rev. 2 of 08-22-18 01:24 PM) Link | Quote | ID: 166488


Red Goomba
Level: 14

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Next: 1086

Since: 03-02-17
From: France

Last post: 1475 days
Last view: 1475 days
Good job.
Like stated before I really hope you fix MM's hit detection.
Considering MM's sprite is bigger than on NES, I suppose this could make things harder and not in a good way at times, but I suppose it's the only solution.

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

Ness
Posted on 08-22-18 05:15 PM, in Hacking Mega Man 5 (rev. 2 of 08-22-18 05:15 PM) Link | Quote | ID: 166490


Red Goomba
Level: 14

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EXP: 11985
Next: 1086

Since: 03-02-17
From: France

Last post: 1475 days
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I don't think there is any other optimization patch for MM5 no.

In the bossrush room with all the teleporters, there is one of the walls on the right you can slide into. IIRC just above the middle teleporter. Then it scrolls directly into the level boss room. If you check some speedruns you should find it.

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

Ness
Posted on 09-13-18 10:17 AM, in Hacking Mega Man 5 (rev. 2 of 09-13-18 10:19 AM) Link | Quote | ID: 166516


Red Goomba
Level: 14

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EXP: 11985
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Since: 03-02-17
From: France

Last post: 1475 days
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Posted by Thanatos-Zero
Only MM3 was optimised, though I wonder if Kuja Killer could optimise MM5 or 4 or even 6 for that matter.


rock5easily did 5 and Neo ragsuku did 4/5/6 as well. So I guess I was wrong with my post earlier, I had forgotten Neo ragsuku did 5 as well.

https://www.himaq5.xyz/rock5easily/ips.html

http://www.geocities.jp/borokobo/neo/download.html

There is a patch for 3 in there as well but I don't remember what it does.

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

Ness
Posted on 04-10-20 05:50 PM, in General Megaman Hacking Thread (rev. 4 of 04-10-20 07:36 PM) Link | Quote | ID: 167289


Red Goomba
Level: 14

Posts: 35/38
EXP: 11985
Next: 1086

Since: 03-02-17
From: France

Last post: 1475 days
Last view: 1475 days
I need help with MM4's sound system, please.

I can't seem to make sense out of the Sound Effect Address Table.

With help from documentation, I found the Address Table starting at 3C010+A43

Then, by substracting 8000 and adding the Sound Bank offset, you're supposed to get the ROM address of sounds, but I can't make it match. Yet, this system worked flawlessly when I edited sounds in MM5.

Example:
- Charge shot charging looping sound, is sound id 27.
- In the table starting at 3CA53, that leads me 3CAA1-3CAA2 which reads CF 2B
- That CF 2B seems to be correct as changing it to another sound address like CE 48 does indeed change the charge shot looping sound into another sound

However, if I do the math to get the ROM address out of CF2B, no matter what I do it never matches the address of the Charge Shot looping sound which I had previously found manually, which is at 3CD09. That 3CD09 seems to be correct as editing the bytes starting from there will indeed edit the charge shot sound.

Feels like I'm missing a tool to translate CF2B to a Rom address and that it doesn't work like in MM5 andd like the documentation says, does anyone know? or is it something else that I got wrong?

Thank you

Edit: Okay the documentation actually had the solution. The charge shot sound def is at 3AF3B and not 3CD09 and the conversion from C2FB to 3AF3B is quite simple (3A010 + 2FB); I wish I knew why modifying 3CD09 modified the sound of the charge shot then, I'm still running blind regarding MM4.


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

Ness
Posted on 04-14-20 10:56 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 2 of 04-14-20 10:58 AM) Link | Quote | ID: 167294


Red Goomba
Level: 14

Posts: 36/38
EXP: 11985
Next: 1086

Since: 03-02-17
From: France

Last post: 1475 days
Last view: 1475 days
Hello,

It looks like MM's invicibility frame time isn't completely fixed in v2.22, it looks like it's still almost inexistant against SOME bosses.

For instance you can get hit several times in a row by Hard Man and die almost instantly, yet Snake Man and his entire stage were fine.

Hope you can fix it! I was lucky enough to have an older version of the hack on my HDD but I it's probably not the case for everybody. You'll probably be glad to know I'd rather play this hack over the original and that's what I do when I play MM3 from times to times.

P.S: can't believe my last post, 3 posts above, was 3 years ago!

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

Ness
Posted on 04-17-20 06:45 PM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 167299


Red Goomba
Level: 14

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Since: 03-02-17
From: France

Last post: 1475 days
Last view: 1475 days
You're right, my bad. I didn't realize it was the same in the original game. I suppose it might be something worth fixing for a potential future update.

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

Ness
Posted on 04-17-20 06:56 PM, in General Megaman Hacking Thread (rev. 2 of 04-17-20 06:56 PM) Link | Quote | ID: 167300


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

Last post: 1475 days
Last view: 1475 days
Okay, here is what the previous post was about, small hacks that make the charge shot charging sound fade out instead of looping forever for MM4, 5 and 6:

http://www.romhacking.net/hacks/5072/
http://www.romhacking.net/hacks/5066/
http://www.romhacking.net/hacks/5067/

The MM5 one was initially a small part of my previous hacks but since I decided to give the charge shot sound the same treatment for 4 and 6, I thought I'd release a standalone version of the 5 one as well. The point is, the MM5 and 6 ones should be compatible with the vast majority of hacks out there. The MM4 one probably less but should still be compatible with quite a lot of hacks.

Fun facts:
- MM6's sound system seems to identical to the one in MM5, down to the sound instruments. It looks like sound definitions can be copy pasted pretty much as is from one game to the next and will sound the same. I doubt the same can be said for musics but I haven't checked.
- The looping of the sound in MM4 is actually handled by code. I wonder if they did that due to all the sounds that can cancel it?

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