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Main - Posts by DannyPlaysSomeGames |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 1/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Hey there, I'm new here, although I've seen this thread a couple of times.
Now that I finally decided to get an account, I was wondering if I could get some help. So I've had a couple of old trash Megaman ROM hacks of my own for a while now and I decided to actually make something decent with them. Right now, I'm trying to rework and redesign the sprites for a MM1 ROM hack. I was wondering if there's a way to change the x/y pos of some of the sprite tiles and if you can even swap them to take advantage. The thing I wanna change specifically is Megaman's face's position. I know there's like a disassembly floating around there, but it's only partial, and I couldn't find any details on the sprite layouts. Anyways, thanks! ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 2/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Posted by gazou Yes, those are 3D glasses, cool. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 3/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Honestly, this seems pretty useful. I'll probably use this as a reference for hacking the game. Thanks!
EDIT: You should also add or at least check out this document, although I have no idea if it's useful, since it's partly in spanish, with some english here and there. Maybe I could translate it? I dunno. Regardless, just a suggestion. https://www.romhacking.net/documents/92/ EDIT 2: noticed a typo:
When it should be:
____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 4/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Sorry for the double post, but I ran into a problem:
I was tinkering around with Bomb Man's weapon and now it no longer does damage. I think editing the delay of when the bomb goes off and when the explosion disappears might screw around with its hitbox, although I'm unsure. 1649A was 42 (time until bomb explodes) 164A4 was 03 (explosion sprites after bomb explodes) 164C3 was 62 (time until explosion disappears) ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 5/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Sorry if late, but I still wanted to express my opinion
1 is pretty nice and efficient, so you don't have to go back and forth between weapons. 2 is from Megaman CX (an impressive MM2 rom hack) actually, and while I think it's pretty convenient, I feel like this should be its own item. Like maybe it works like the beams in Super Metroid, where they don't work in combination but rather as a seperate item you equip, although I feel that would complicate things a bit. 3 is just 1 but worse. In my opinion do 1, but maybe make 2 a seperate option. Or not, I'm just suggesting. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 6/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Posted by GoogiePosted by DannyPlaysSomeGames Thanks. Posted by InsectduelPosted by DannyPlaysSomeGames You think a quick look at the disassembly or a keyword could help me find it? ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 7/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
I had the idea of essentially reevamping the Doc Robot concept. Instead of just having 2's robot masters just be thrown in with half-assed AI, instead they were these sewn-together, creepy and decayed versions of the robot masters of 3, taking a little bit from both halves, like mixing weapon abilities, or combining AI patterns. This could also reflect in the level design as well, mixing bits and pieces from both stages, like enemies and gimmicks. It would also fit pretty well with the whole decayed/widowing themes of the Doc Robot stages in the first place. I think the fusions would be as follow:
-Spark and Snake: Honestly, combining their designs would be cool, and having snakes that deal paralysis can make some tricky jumps is done right. -Hard and Spike: Honestly, only these two feel like they'd fit together. Earthquakes mixed in with Needle's random patterns could be interesting. -Shadow and Top: I feel like taking the speeds of both would make for an intense boss fight. Targeting stars would be cool, too. -Magnet and Gemini: Double seeking fast lasers. That is all. I think this would be too complicated for it's own good, but I thought I'd share nonetheless. If any other combinations would work instead, feel free to suggest. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 8/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Thanks, Zieldak, now I can properly finish my protag's sprites. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 9/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Posted by Trinitronity That's something you gotta ask kuja, since he's like the MM3 god. Also I was curious about the Item usage pointers for each weapon in MM2, since I was screwing around with some patches. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 10/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Posted by Trinitronity Okay, since nobody's responded, I'll bite. While I still have no clue where the ROM and RAM sections begin/end, there is a Megaman 3 disassembly I found, so you can just check it out and see if it specifies the ROM/RAM addresses you need. I would help, but I have been somewhat busy, so yeah. There's also the Data Crystal entry, which does have some info on the ROM/RAM maps, although it's less extensive and probably less useful. And I would say check kuja killer's docs, but it seems you already did, so yeah. I'm unsure if this helps, but I tried. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 11/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Wow, this is damn impressive.
I honestly think you could just release this with the gameplay alone, because this ASM is pretty stellar. Chorus of Mysteries has nothing on this, it seems. But yeah, I'm glad you're still working on this project after 10 years. That in itself is impressive dedication. Cheers this releases somewhere in the next 10. EDIT: Whoops, sorry for the necro. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 12/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Primarily, I've been focusing on level designs on paper and conceptual sprite work, but I'm still making some progress. So in the meantime, have the first phase of the "Wily" machine.
On the left is how it would (kind of) look like without moving the position of tiles (in case that screws up the hitbox or I can't find out how to edit it or something) and on the right is basically how I initially envisioned it as. Obviously, Saucer is still not done, but just wanted to share this at least. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 13/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
So the machine's graphics (at least the first phase) have been integrated for the most part.
Now I want to check if I can move the tiles in any way, since it's apparent they're not regular blocks. The one on the left is how it looks in game and the one on the right is what tiles I want to switch around (the squares, with brown being background and blue being entity). I'm pretty sure I'd need to check the tile position data for the entity, but I'm unsure about the background tiles. There's also a tile I wanted to change as well, since they reused another tile from the body (for some reason). I also want to check out if I can change the palettes applied to some of the tiles. Again, I'm pretty sure I need to check the sprite data for the entities, but not about background tiles. If anyone can help at all that'd be appreciated. Thanks . ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 14/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Oh yeah, I kind of remember this. Or to be more specific, I remember there being a sequel to this which was made by the same dude.
https://www.romhacking.net/hacks/9/ Yikes, it's ID is a single digit. That's the level of old we're dealing with. So yeah, I don't remember much of it, but I didn't find it bad, just kind of mediocre (it's probably Bass' weird sprite that turned me away). I'm not gonna try it, but hey, at the very least, it looks decent. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 15/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Honestly, to save up space, I'd say either make his grey black, or do what Zieldak did with Mega Man Reloaded's Bass Edition and use his R7FC sprite instead and tinker around with it:
I highly doubt you could completely fit Bass' 9/10 design into actual Megaman, due to him using 4 colors on himself abundantly (black, yellow, grey, and white) while the NES limitations are 4 colors including transparency (which means it's actually 3 colors you can have). While not impossible, I think it's more trouble than it's worth. Treble is probably doable in CSA, without removing or adding tiles. Dr. Light shouldn't be that hard. He has a fairly simple design to base on Wily, and I think he already has a few custom made Wily-esque sprites floating around (like the afformentioned Mega Man Reloaded's Bass Edition, which has Light as the final boss, or even the recent Rockman CX, which is pretty great btw), so that should be a pinch. Seems interesting. I would help sprite but life has been pretty busy rn so I haven't had the opportunity to work on much. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 16/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
It'd be honestly a good idea to say what in specific you want to edit instead of just giving us a vague idea. Like, do you want to edit the text of the title screen? The logo itself? The intro message? Maybe the palettes too? All of it, even? We're not mind readers, so please use precision while discussing requests like this whenever you can. Being vague is pretty much miscommunication, which isn't liked much in the community. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 17/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Working around limitations in creative ways, and just screwing around with it in general. I can get a lot of mileage with just a disassembler, a level editor, and FCEUX + TLP. It's generally pretty fun to see how I can make something work with the tools and limitations at my disposal. I always like a good challenge, and game making has always been an interest of mine, but programming can be tedious and difficult for me if it's not basic. With ROMs, though, the game's done for me. All I gotta do is screw around and get interesting results. It's fun ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 18/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Dead thread; throw it in the trash, please. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 19/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Oh, dope! I remember seeing this hack a while back and I'm glad you're done with it! Can't wait to try it out. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 20/29 EXP: 7104 Next: 817 Since: 09-16-18 From: Somewhere Last post: 1725 days Last view: 211 days |
Does anyone here know how to edit the palettes applied to the text in the title crawl of Zelda 1? I've been trying to rewrite the original game's script and right now the title crawl kinda looks like this:
When I want it to look like this: Does anyone know how? If so, please respond and thanks! P.S. Ganon is represented with the color blue and Zelda with the color red in order to reflect their physical, in-game colors. If you think vice versa looks better, let me know. ____________________ Hey there |
Main - Posts by DannyPlaysSomeGames |
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