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infidelity
Posted on 02-10-09 11:42 PM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) (rev. 2 of 02-10-09 11:51 PM) Link | Quote | ID: 100684


Fuzz Ball
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just wanted to share this with everyone. I made a new YouTube page, and a new video obviously. I apologize for the poor quality. I'm no good at doing this stuff. Here's the summary of the following video...

"A hack I've been dying to do for myself, and wanted to share with you all. Every die hard Megaman fan knows that Megaman X5 was the first introduction of Megaman's X buster not being able to go through walls. I've always loved this addition, and I have finally implemented for my rom hack Megaman Ultra 2. This video shows my modification in a non modified Megaman 4 rom. Please enjoy! "


Megaman 4 - Mega Buster Wall Absorb "MMX5 Style"

infidelity
Posted on 02-12-09 10:41 PM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) Link | Quote | ID: 100838


Fuzz Ball
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i had to also modify the speeds of the M buster, for some reason when i modified the asm for this, the speed was super fast *even though I didn't touch any speed settings* so I had to add a custom speed setting for the M buster to make it shoot at normal speed. I randomly threw this in the bank the M buster asm is in just to show that it worked. I'll look through Matrixz notes on MM4 to see where there is free space, and I'll redo it, and release an ips.

Also, if I really want to do this the right way for myself, I'll have to remodify all my boss/enemies shot detections for when it's about to hit any kind of wall.

infidelity
Posted on 02-14-09 12:06 AM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) (rev. 2 of 02-14-09 12:07 AM) Link | Quote | ID: 100926


Fuzz Ball
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yeah i already have some custom asm weapons in this, but i believe your correct on the additional code making the speed change. I do like the idea of adding the extra sprite gfx when it hits the wall. I've also wanted to add the flash sprite gfx over the X buster like you see in X4, but this game has alot of sprites going on as it is and it would be just overkill for me, but I'll consider the extra gfx when the bullet hits the wall.

infidelity
Posted on 03-03-09 05:50 PM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) Link | Quote | ID: 102075


Fuzz Ball
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Another milestone for myself in 6502 asm. I've finally decided to take a crack at creating asm for the select button to cycle through the weapons megaman has obtained. So far right now, i only have it manualy selecting the Thunder Bolt weapon. Right now I'm trying to come up with the proper method of cycling through what megaman has/doesnt have for weapons. Just wanted to share my success with all of you. Also I'd like to thank Matrixz for telling me about the fceux emu that has avi. support. Enjoy


Megaman Ultra 2 - The Rise of X (Select Button ASM)

infidelity
Posted on 03-03-09 07:26 PM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) Link | Quote | ID: 102084


Fuzz Ball
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RetroRain

1. FCEUX 2.0.3

2. I did this weapon a very long time ago, so my asm skills then were crap. This is just an image overwrite of an old weapon. But since my skills have gotten alot better, I will be able to actualy make this work like the original MM1 thunder bolt.

infidelity
Posted on 03-28-09 11:37 PM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) (rev. 3 of 03-28-09 11:40 PM) Link | Quote | ID: 104192


Fuzz Ball
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Thank You for your kind comments, Mr Type 4

When I worked on Megaman Ultra back then, my asm skills were crap. I could easily go back an redo Ultra 1, but I honestly don't want to. That rom is like a diary to me, it shows my skill level of asm at that time period. Ultra 2 however, is a completely different story. I'm now at the point where I can write my own code, and have wiped out the entire sprite engine to Megaman 4, and have been writing new sprite asms from scratch. This rom will also feature very different weapons, *that was a big downer for me when working on Ultra 1*

I'm also very happy with the feedback I've been getting from the pre-intro. Even after I released the latest beta, I went back an added some new asm to a certain cutscene. The text I know is kinda rushed, and most likely I'll be trimming it down. Everything in this rom is still not finished. So what everyone has seen with the pre-intro, will see some corrections, additions, fixes, etc etc.

I'm also glad you took the time to fight the last boss, and admited it took you that many times to try an beat him. I'm an old school gamer, and miss the days before "Save States" Back when there were no emulators, you had to actually figure out the patterns to whatever game it was you were playing back in those days. And when you defeated it, you have this great feeling of accomplishment. Today, everyone just wants to blow through whatever game it is they're playing. And if they die, they'll say *oh it's too hard, I need to use save states, blah blah.* I'd feel horrible if that feature was available when Ninja Gaiden was out back in 89.

Hmm, sorry for the rant there, heh. I love Duck Tales, and I always wanted to do a snow level based off of The Himalayas. I hope I can do it justice. And dont worry about graphical glitches, there's some quirkynes going on during scrolls in my rom for some reason, but those will be sorted out & fixed.


infidelity
Posted on 04-04-09 04:04 PM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) (rev. 2 of 04-04-09 04:34 PM) Link | Quote | ID: 104546


Fuzz Ball
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RetroRain, I honestly don't think so. I'm trying to keep as much as possible a surprise/secret.

I can say that progress has been on a very heavy pace since February. My wife bought me a new HDD for my laptop on my birthday, and I have been working on this non stop for 7 days a week, 4 to 5 hours each day. So I'm really flying now. I've wiped out the entire sprite engine, and have been writing ASM from scratch. It's very gratifying bringing my invisions to life. About friggin time lol, so many years of trying to learn are finaly paying off.

infidelity
Posted on 04-05-09 01:21 AM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) Link | Quote | ID: 104569


Fuzz Ball
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Insectduel, I'm fortunate to have some decent time after work. I usualy get home around 4:30, take care of stuff, and around 5/5:30 I start work on the rom. I usualy last until 10:30/11 pm. The weekends are my biggest amounts of free time.

Hope everything works out for you

infidelity
Posted on 04-05-09 02:45 AM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) Link | Quote | ID: 104573


Fuzz Ball
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Thank You Googie I really hope this will live up to the hype. I've got some really neat incredible things going on in this

infidelity
Posted on 04-30-09 02:09 PM, in Mega Man: The Return of Wily Link | Quote | ID: 106157


Fuzz Ball
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I love the Cutman BG tiles. Very nice! Looking forward to a demo. Keep up the great work!

infidelity
Posted on 05-01-09 05:07 PM, in Megaman Forever Unabridged demo 1 Link | Quote | ID: 106241


Fuzz Ball
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looking forward to trying it out however when i obtain the rom it gives a gray screen, and only a size of 219, not 512?

infidelity
Posted on 05-01-09 05:08 PM, in Mega Man Showdown IV v1.0 Released Link | Quote | ID: 106243


Fuzz Ball
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excellent work, Insectduel! Can't wait to sit down with this on my psp! Very nice asm changes in some of the bosses actions!

infidelity
Posted on 05-05-09 08:00 PM, in Megaman Forever Unabridged demo 1 Link | Quote | ID: 106530


Fuzz Ball
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Brilliant work Matrixz! The asm in this is amazing! You have inspired me to work even harder than I have before. Thank you for sharing this with all of us, and thank you once again for all your help/advice thoughout the years! *bows to monitor*

infidelity
Posted on 05-18-09 05:11 AM, in Intrest in Snake Rattle n Roll hacking? Link | Quote | ID: 107090


Fuzz Ball
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my wife and i play this game constantly on my ol' xbox with an nes emulator, heh. she got me addicted to it when we first met. the latter levels are insanely hard, some of the jumps your required to do in that game are insane. too bad "rare" wont consider redoing this for nex-gen consoles. :p

infidelity
Posted on 06-17-09 07:20 PM, in Megaman Hero Link | Quote | ID: 108841


Fuzz Ball
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I absolutly love the design of Megaman. Good luck with this project

infidelity
Posted on 06-17-09 07:25 PM, in MegaGirl Another Fight Story - Beta Release (rev. 2 of 06-17-09 07:28 PM) Link | Quote | ID: 108842


Fuzz Ball
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Zidanerfox, very nice work there!

I'd like to know why the face can't have it's own palette. Are all the BG palettes used up? Are you or Insectdual able to insert custom asm to allow the face to be setup as sprites?

Please let me know, cause most likely I could make that face a sprite, exploiting all the sprite palettes

Insectdual, if you have the image already inserted into your rom, and if you would like for me to see if i can do this, please resend me an updated .ips patch of your current work.

infidelity
Posted on 06-17-09 08:00 PM, in MegaGirl Another Fight Story - Beta Release (rev. 7 of 06-18-09 06:22 PM) Link | Quote | ID: 108847


Fuzz Ball
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also, i need to know the routine in MM1 that allows you to select what gfx to appear in the ppu.

I already have the code up and running. all i need is the gfx of the new face, and the ppu routine. so let me know.

another thing, insetead of sending the .ips again, how about sending me the image of the face already resized for your rom? I looked in TLP and noticed that MM1 has a funky way of inserting the gfx of the face into the rom. Maybe take a desktop snapshot of your PPU in action???

again, the code is all set, just need the pic

EDIT = i found the routine used for the title screen ppu setup, $10D30. And, i have the pic ripped properly, working with it in YY-CHR now. My next post will be my result

EDIT 2 = Done!

Screenshot Result


Zip File Containing .ips of my work
http://www.megaupload.com/?d=AC29DYD6

insectduel, inside you'll find a readme explaining where i put the asm and such.


infidelity
Posted on 06-20-09 03:09 PM, in Look what I started doing. ;) Link | Quote | ID: 109014


Fuzz Ball
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Looking good RetroRain!

Looking forward to seeing more from this.

infidelity
Posted on 06-20-09 03:13 PM, in MegaGirl Another Fight Story - Beta Release Link | Quote | ID: 109015


Fuzz Ball
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Posted by Insectduel
That was a nice piece of work. And I never noticed that he already did this before I get to lend infidelity the ROM image. I guess he proberly asked Zidanerfox.


Actualy what i did was copy the title screen photo Zidanerfox posted in this thread to my desktop, converted it to 256bmp in paint, used YY-CHR to insert it into your rom, then I began removing the face from the helmet. I just took your existing hack, and studied how the tiles were setup in it, and I was able to figure it out with ease.

infidelity
Posted on 06-23-09 02:21 AM, in Megaman Ultra 2 - The Rise of X (MINI LEVEL BETA V1.0) (rev. 3 of 06-23-09 04:12 AM) Link | Quote | ID: 109214


Fuzz Ball
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just wanted to share with you an update I did, on X's image. got bored and decided to fix it up a little better than i had.

Original


New


the most noticeable edit besides the BG color, is the correct colorization of his helmet *the white part* I had to redo/shift, all his sprite tiles to fit those 2 extra sprite tiles. another edit i did, was i added shading in his fist, just like in the SNES version. (if your really that curious, or your eyes are going, just save the new photo and use paint to enhance the image to see the shading)

now, the reason why i used the gray BG, is so you can see the outline in his ears, and where his knees meet his legs (the silver lines).

i wanted to actualy make it look like he's lying on some sort of table, like in the "Megaman - Maverick Hunter X" FMV. but my ppu is crammed just with his image, and also, my structure table is pretty much used up as well, since this shares alot of the pre-intro.

so I feel that this is truly the last edit of this image of X. *patting myself on the back* see ya.
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Main - Posts by infidelity

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