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infidelity
Posted on 09-28-08 11:28 PM, in Megaman 9 In-Game Tile Sets Ripped! Any Takers? :) (rev. 2 of 09-28-08 11:29 PM) Link | Quote | ID: 91289


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Posted by Bregalad
Why not name the file *.chr instead of naming it *.nes and made all a paragraph to explain this is not a ROM ? *.chr is commonly used for tile graphics related files I guess.


because i wasnt aware that tile editing programs could load .chr, nor did I ever think of renaming it that way.

infidelity
Posted on 09-29-08 12:54 AM, in Want the metal blade in Megaman 3? Here's how... (rev. 3 of 09-29-08 01:03 AM) Link | Quote | ID: 91297


Fuzz Ball
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here you got Stufid & Googie, I got bored


Metal Blade in Megaman 3


ips download = http://www.megaupload.com/?d=LFSCJB21

infidelity
Posted on 09-29-08 01:05 AM, in Megaman 9 In-Game Tile Sets Ripped! Any Takers? :) Link | Quote | ID: 91299


Fuzz Ball
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gah your right Grey Mario :p

infidelity
Posted on 09-29-08 02:10 AM, in Galaxyman Level In Megaman Ultra 2 Link | Quote | ID: 91307


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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.


infidelity
Posted on 09-29-08 02:15 AM, in Want the metal blade in Megaman 3? Here's how... (rev. 2 of 09-29-08 02:44 AM) Link | Quote | ID: 91309


Fuzz Ball
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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
Posted on 09-29-08 02:45 AM, in Galaxyman Level In Megaman Ultra 2 Link | Quote | ID: 91315


Fuzz Ball
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thanks alot

infidelity
Posted on 10-03-08 12:59 PM, in Interest in a new MegaMan 5 hack??? Link | Quote | ID: 91637


Fuzz Ball
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looking forward to seeing your progress. MM5 is a perfect choice to use for such a massive project.

infidelity
Posted on 10-11-08 01:26 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92093


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Posted by kuja killer


http://www.a3share.com/members/1119/mm5title.PNG
mm5 title screen for example..

You have to use certain settings and setups in order to get the graphics and correct palletes to appear. And im not sure myself exactly what steps your supposed to take to do so. Matrixz would know.



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
Posted on 10-14-08 03:50 PM, in Mega Man Powered Up to NES Project (rev. 2 of 10-14-08 03:51 PM) Link | Quote | ID: 92219


Fuzz Ball
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i like the powered down text, both design & color.

Posted by RT-55J
You need to hack some sprites in to make Mega Man's face look not blue.


Same here.

infidelity
Posted on 10-16-08 01:09 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92327


Fuzz Ball
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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
Posted on 10-16-08 11:04 PM, in Mega Man Powered Up to NES Project (rev. 3 of 10-16-08 11:06 PM) Link | Quote | ID: 92341


Fuzz Ball
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Posted by koala_knight
I tried that. but the value for the arrow doesn't show up in the OAM range in PPU memory. There are 2 tiles in the PPU viewer #$86(wrong color) and #$8F(right color).
I tried looking at the OAM range in NES memory and I did find that $0201 had the value #$86 loaded into it.


$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
Posted on 10-21-08 02:35 PM, in Megaman 1 Title Screen Sound Issue [Fix] Link | Quote | ID: 92631


Fuzz Ball
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great work Insectduel

infidelity
Posted on 11-01-08 06:45 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 93222


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Posted by ShadowTails

You might need to take out a few details on this one, I was thinking the eyes could be purple instead.


That looks awesome ShadowTails!

infidelity
Posted on 11-02-08 01:30 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 93293


Fuzz Ball
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worse imo

infidelity
Posted on 11-11-08 02:09 PM, in Mega Man Powered Up to NES Project (rev. 2 of 11-11-08 02:12 PM) Link | Quote | ID: 94136


Fuzz Ball
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Where can find his new designs of the old robot masters?

Also, Dr.Hell
Posted by Dr. Hell

These are only first drafts... just saying...


Elecman & Timeman look amazing! The more I look at Timeman's facial sprites, I picture Flashman's structure. :p

infidelity
Posted on 11-19-08 04:11 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 94613


Fuzz Ball
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excellent keep it up

infidelity
Posted on 11-22-08 10:03 PM, in Mega Man Powered Up to NES Project (rev. 2 of 11-22-08 10:04 PM) Link | Quote | ID: 94775


Fuzz Ball
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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
Posted on 12-12-08 02:36 PM, in Megaman IV hacking question... (rev. 2 of 12-12-08 02:40 PM) Link | Quote | ID: 96645


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Posted by koala_knight
ASM is hard to work with but if you keep practicing it you'll start to pick things up. Hang in there.


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
Posted on 12-13-08 12:28 AM, in Megaman IV hacking question... Link | Quote | ID: 96695


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Posted by Zidanerfox
Btw, I sure looking forward to the release of Megaman Ultra 2. The first game is one of my main sources of inspiration. Keep it up! ;3


Thank you very much for that remark! Extremely appreciated!

infidelity
Posted on 12-28-08 01:55 AM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) (rev. 4 of 12-28-08 10:24 PM) Link | Quote | ID: 97706


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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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Main - Posts by infidelity

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