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Main - Posts by infidelity |
infidelity |
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Fuzz Ball Level: 66 Posts: 61/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Posted by Bregalad because i wasnt aware that tile editing programs could load .chr, nor did I ever think of renaming it that way. |
infidelity |
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Fuzz Ball Level: 66 Posts: 62/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
here you got Stufid & Googie, I got bored
Metal Blade in Megaman 3 ips download = http://www.megaupload.com/?d=LFSCJB21 |
infidelity |
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Fuzz Ball Level: 66 Posts: 63/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
gah your right Grey Mario :p |
infidelity |
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Fuzz Ball Level: 66 Posts: 64/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
just felt like sharing this, trying to get it as close as the photo release from nintendo power. the grid lines are diffefent from the magazine, cause I drew the grid while looking at my hdtv when megaman teleports down. still need to insert the asteroids and planet in the backround, but i need the actual game to run so I can get the exact spots.
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infidelity |
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Fuzz Ball Level: 66 Posts: 65/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Stufid - your welcome
Googie - I know how to locate where the music and sfx are in MM2. The sfx engine used in MM1-2 is extremely different from MM3-6. In one of the videos Matrixz released awhile ago, he has the sound pretty much identical. I've tried creating custom "instruments" that MM4 uses to try to manipulate the sound the Metal Blade makes. I used the Shadow Blade sfx, and try screwing with the instruments and the original notes used in the sfx. Music is easy, but sfx are such a pain in the arse. :-/ |
infidelity |
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Fuzz Ball Level: 66 Posts: 66/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
thanks alot |
infidelity |
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Fuzz Ball Level: 66 Posts: 67/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
looking forward to seeing your progress. MM5 is a perfect choice to use for such a massive project. |
infidelity |
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Fuzz Ball Level: 66 Posts: 68/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Posted by kuja killer In order to make that screen appear correctly, you need to make a custom .map file in a hex editor. I figured out how to make my own years ago. I'll explain the best I can. In MegaFLEX, Matrixz never setup the "non-gameplay" screens to be viewable. When I first started hacking, he created custom ".map" files for me when I was hacking Megaman 4. I never knew how he did it, but I decided to open one of them with a hex editor, and I realized how it worked. Below is a screenshot of Tile Layer Pro and a hex editor that I use. Tile Layer Pro & Hex Editor You'll notice the red lines I drew, and the blue numbers i placed in certain areas. Basicly, the offset found in Tile Layer Pro is what's used in the .map file, but reversed as you can tell in the screenshot. So 00,07,10,10 is the offset in TLP. In a hex editor, you write it as... 10,10,07,00 10,20,07,00 10,30,07,00 10,40,07,00 10,50,07,00 10,60,07,00 10,70,07,00 10,80,07,00 10,90,07,00 10,A0,07,00 10,B0,07,00 10,C0,07,00 10,D0,07,00 10,E0,07,00 10,F0,07,00 11,00,07,00 11,10,07,00 etc etc There's alot of trial an error if you don't know what is exactly loaded in the PPU. So in the future, open up the PPU Viewer and remember what is stored in it, look in TLP, and get your offsets. Now below is the finished product. MegaFLEX Now when you start MegaFLEX for Megaman 5, you have to click "Scene Screen Mode" at the top left of the editor. Then you goto Waveman's level, open the Screen Editor, and you'll be at the title screen. Take the file I uploaded here "mm5title.map" have it typed in the CHR PointerMap Filename box EXACTLY AS IS, (ALSO THE FILE NEEDS TO BE IN THE SAME DIRECTORY AS THE MEGAFLE.EXE) then you click Import CHR PointerMap, and everything will look correctly. To display the correct palette. You have to goto the Level Data Pointer Mod box at the top right of the editor, and scroll down to the Palette section, then in the box you type "2eb8b" that's the beginning of the palette. (Technicly it's 2eb8a, but the editor doesn't count 0F as a color, so when you find a palette set for a level, just go up 1 byte when writing it in the editor. Phew, done, hope that helps. Thank you kuja killer for explaining how to display the title screen in the editor. http://www.megaupload.com/?d=P65QU6I5 |
infidelity |
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Fuzz Ball Level: 66 Posts: 69/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
i like the powered down text, both design & color.
Posted by RT-55J Same here. |
infidelity |
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Fuzz Ball Level: 66 Posts: 70/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
NetSplit is saying open your PPU Viewer during the title screen. Look in the window that houses sprite tiles only. Find the arrow, hover your mouse cursor over the tile. Below the window, it will tell you the exact number of the tile.
When you've found the number, goto the title screen of MM5. open fceuxd's hex editor, *View NES Memory* Goto 200-2FF, and find that number. A little advice. Starting at 200, a sprite tiles makeup, is set with 4 bytes. So... 200=X position 201=tile id 202=palette 203=Y position etc etc etc etc When you find the tile used, look at the address the tile is at from the top of your hex editor. add a breakpoint to that address. When the debugger snaps, locate the address it's loading the tile from. Bingo! |
infidelity |
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Fuzz Ball Level: 66 Posts: 71/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Posted by koala_knight $2ECA7 is where the tile is being loaded from (it's tile 86) I'd suggest running the Code Data Logger from the second you start the rom, and play the shit out of this game, so you can see where there are unused areas to insert whatever you want. |
infidelity |
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Fuzz Ball Level: 66 Posts: 72/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
great work Insectduel |
infidelity |
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Fuzz Ball Level: 66 Posts: 73/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Posted by ShadowTails That looks awesome ShadowTails! |
infidelity |
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Fuzz Ball Level: 66 Posts: 74/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
worse imo |
infidelity |
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Fuzz Ball Level: 66 Posts: 75/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Where can find his new designs of the old robot masters?
Also, Dr.Hell Posted by Dr. Hell Elecman & Timeman look amazing! The more I look at Timeman's facial sprites, I picture Flashman's structure. :p |
infidelity |
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Fuzz Ball Level: 66 Posts: 76/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
excellent keep it up |
infidelity |
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Fuzz Ball Level: 66 Posts: 77/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
That is fantastic. I hope your asm skills can match what you've done graphicly so far. I've been keeping a very close eye on this thread every single day. Fantastic work koala_knight
Once again just excellent |
infidelity |
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Fuzz Ball Level: 66 Posts: 78/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Posted by koala_knight Cannot agree with you more. I've been working with asm since 06, and just 2 months ago I've been able to do some serious concrete work on my own without major assistance from other asm hackers. It's also incredibly difficult to learn when you have so many things in your personal life going on. I mean if I stumbled on all of this when I was 16, this would be a completely different story for me. It's so cliche, but if you really want to accomplish asm, just keep at it, it'll come along. As to your 2 questions 1) it's very easy to disable the password "system." But if your looking to include a battery built in game save system, that's alot of work. I myself have no idea on that. But just the simple task of disabling the password "system." is fairly easy. 2) to jump to wilys castle you need to edit the stage cleared bits. Matrixz has a wonderful doc which he has dissected MM4. this is from his notes... A9 : Clear Bits for Regular Stages MSB bit7 : Skullman bit6 : Diveman bit5 : Dustman bit4 : Ringman bit3 : Pharaoman bit2 : Drillman bit1 : Toadman bit0 : Brightman LSB AA : Clear Bits for Cossack / Wily Stages MSB bit7 : Wily 4 bit6 : Wily 3 bit5 : Wily 2 bit4 : Wily 1 bit3 : Cossack 4 bit2 : Cossack 3 bit1 : Cossack 2 bit0 : Cossack 1 LSB So basicly if you want to jump right to wilys castle when you start the rom, you need to have $A9 written as FF and $AA written as 08 I suggest looking around the $72### area when you begin the rom, so you can write the code in there, or just do a jsr somewhere that's free, and write to those registers. Go to that area during the copyright intro. Good luck EDIT - not sure if matrixz has his notes wrong, but it's 80 written in $AA, not 08. So put 80 in $AA |
infidelity |
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Fuzz Ball Level: 66 Posts: 79/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Posted by Zidanerfox Thank you very much for that remark! Extremely appreciated! |
infidelity |
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Fuzz Ball Level: 66 Posts: 80/968 EXP: 2370182 Next: 91669 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Before I begin. I'd like to just take a moment to give some very big thank you's to "kuja killer" & "Panophobia aka Matrixz"
If it wasnt for kuja killer, this hack would not be what it is today. I began this hack back in 06, I was still very terrible at ASM. kuja killer layed out the foundation pretty much to this MM4 rom. He converted this rom to CHR-ROM, edited the XY engine to mimic MM5's (so i don't need to have seperate tables for left facing sprites, and right facing sprites, so basicly i only need 1 table) And he also expanded the rom to it's max size for a MMC4 mapper. Those 3 key ingredients have given me the ability to do things that I've never imagined. He also did some pretty cool asm for my boss select screen, (you wont be able to fully notice it until the final release) He has been extremely patient and kind to me over the past 3 years, and has taught me a whole lot. I'm now at the point where i can do extensive asm on my own without major assistance. I'd also like to thank Matrixz for his incredible MegaFLEX level editor. I'd also like to thank him for teaching me very vital asm as well. Because of him, I can now create sprites, and make them shoot, make them move how and where ever I want on my own! So with that said, I'd like to give everyone a very small taste of what I've been doing. I will be revealing the storyline, the title screen, boss select screen, some custom music, and 1 very very small level, (bout 8 screens worth) It was difficult to choose what to show, but I felt this would do fine. There's tons and tons of stuff that I have completed, so there's a ridiculous amount of surprises when the final rom is released. Everything here is not sketched in stone. So please keep the criticism to a minimum. I'm not looking to wow players with amazing level design and enemy layouts right now, this is just something i threw together really quick. Lastly I'd like to thank everyone that has taken an interest in my work for their patience. My free time is pretty much zilch, so it's incredibliy difficult to put constant work on this, hence why it's been almost 3 years. When completed, this rom will be released as a rom for emulators, a .wad file for the Wii, and it will be also released for play on an actual nes cartridge. This rom will also be released in US and JAP text. I've decided not to show screenshots or videos, that's all up to you if you feel the need to show something and comment on it. I'm hoping to get this out in 2009. NEW LINK TO ACMLM UPLOADER http://acmlm.kafuka.org/uploader/get.php?id=707 I hope my 2nd installment can live up to all the expectaions and hype. Please enjoy! EDIT - this ips patch is for Mega Man 4 (U) |
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