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infidelity
Posted on 08-04-09 08:57 PM, in Megaman III Pointers (rev. 2 of 08-04-09 09:01 PM) Link | Quote | ID: 112018


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just to throw in my 2 cents

$D9 holds the current song id

MM4 uses the same register for this as well

With just about every MM game that i've encountered for the nes, you will never find an entire table dedicated to having all the sound id's in a neat row. MM4 has sound initializations going on within asm alot, *I believe the final wily battle does that*


infidelity
Posted on 08-06-09 04:29 AM, in Megaman III Pointers Link | Quote | ID: 112175


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can you be more specific as to exactly what your doing, and what you are trying to do? i read your first post, and i just dont know if your trying to find the 2byte pointers in the pointer table, or something else?

infidelity
Posted on 08-06-09 10:47 PM, in Megaman III Pointers Link | Quote | ID: 112414


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As I mentioned earlier in this thread, $D9 is the register that holds the current song id.

I'm not that familiar with Megaman 3, there's other people here that have had more hands on experience with this rom. But I did some searching, and found out that the JSR subroutine for loading a sound id into $D9 is "2098F8" or $3F898. Also, $3CD1C - $3CD2D = 8 robot masters, 4 dark robot stages, & Wily 1-4 sound id's. *heh looks like i need to take back my comment on a neat table of sound id's *

Anyways, I'll show you a method of finding the title screen sound id. This is going to seem way over your head, but i'm sure you'll do fine. I'm using FCEUXD SP 1.07 as the emu. *you can use any version of FCEU you want, since they all seem to have debugging tools*

When you load the rom, open the following windows from the "Tools" section.

6502 Debugger, Trace logger, Hex Editor

Now load the rom, and what i want you to do, is freeze the emu, pause it or something, when the screen is gray. "the gray that appears right when you load the rom."

When you have the screen frozen at this point, goto the 6502 Debugger, and click the "Add" button. A window will appear called "Add Breakpoint..."
In the address box, type in D9, then click the box that says "Write" then click "OK" You should now see the following in the Breakpoint window to the far right of the 6502 Debugger window "$00D9: EC-W--"

Now goto the Trace logger, and click the button "Start Logging"

Now go back to the 6502 Debugger, and click the button "Run"

Now, if you froze the emu at the right spot, the first line of code that should appear in the giant window in the 6502 Debugger is...

$FE3A:99 00 00 STA $0000,Y @ $00D9 = #$00

that code has nothing to do with the sound id's, this is just random code for when the rom is intialized.

if you see that code, click "Run" one more time, and you should now see this code at the top of the giant window in 6502 Debugger...

$F898:85 D9 STA $00D9 = #$00

notice the "85 D9"??? that's the register that holds the current sound id. It says that 00 is being stored into $D9. But where do we find 00???

Now, in the 6502 Debugger window, click the button "Step Into" about 3 or 4 times, it doesnt matter. *this makes it so in Trace Logger, you get a good view of the asm being logged*

Now I want you to look at the Trace Logger window. In that window, you should see these 3 lines of code somwhere in the window...

$C8E4:A9 00 LDA #$00 A:01 XF Y:08 P:nvUBdizc
$C8E6:20 98 F8 JSR $F898 A:00 XF Y:08 P:nvUBdiZc
$F898:85 D9 STA $00D9 = #$00 A:00 XF Y:08 P:nvUBdiZc

as you can see, we have A900, 2098F8, 85D9. In other words

LDA #$00 ;Load 00
JSR $F898 ;JSR to Sound Initialization Routine
STA $D9 ;Store 00 into $D9

so, $C8E4 is where it's loading 00 for title screen. So what I want you to do now, is go back to 6502 Debugger window, and scroll through the window, to find the address $C8E4. When you find that address, take the mouse cursor, and place the cursor to the left of the "$". When you do that, a bunch of text will appear at the very bottom of the 6502 Debugger window. You should see the following...

CPU Address $C8E4, Offset 0x03C8F4 in file "your roms name" (NL file: F)

now, you "should" be able to right click where your mouse cursor is, and the hex editor should take you right to the address $3C8F4. If it doesn't, then goto you hex editor, click "View" then goto "ROM File" and scroll to the address $3C8F4

When you get there, you should see "A900". change the 00 to whatever sound id you want. You can now click the "Stop Logging" button on the Trace Logger window, and close it. Now go back to your 6502 Debugger window, and double clck over the following in the Breakpoint window...

"$00D9: EC-W--"

after the double click it should now say...

"$00D9: -C-W--"

what that does is disable the 6502 Debugger from snapping on you during gameplay when a sound id is initiated.

Now, click the "Run" button in the 6502 Debugger, and the game should resume. You should still hear the title screen song. This is normal. Even though you changed the id, the new value you put in hasn't been logged.

So what you need to do, is reset the rom, when you do so, you should now hear your new sound id for the title screen.

OK, i'm done here. You've all been a wonderful audience. Thank you, good night!

*crowd cheers.......fades.........gone*



infidelity
Posted on 08-15-09 10:33 PM, in Proto Man (Mega Man 3 Rom Hack) (rev. 4 of 08-15-09 10:41 PM) Link | Quote | ID: 113512


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Posted by Insectduel

If you haven't know, I created the Proto Man whistle intro before the main music starts like on MM9 for Mega Man IV.


Are you saying that you did the whistle sfx for MM4 from scratch? If so, the whistle is already in MM4. I found it when working with the sound engine years ago
Capcom never used it. I believe that it was meant to be used when Protoman delivers Kalinka to Megaman.



Edit - Just checked the vid. Very nice how you have the whistle during the READY sequence. If it's either sfx or music, i'm guessing it was just a simple A9 *sound id* 20 *BC* or *BE* F6, then the READY sequence. And I'm also taking a guess that the 20BCF6 (initalize sound id) kicks in after megaman's standstill frame appears in $30 (which will contain 00 for standstill) oorrrrr, when his teleport animation in $558 is completed, then that would be the time for the initialized sound id to kick in.

infidelity
Posted on 08-15-09 11:09 PM, in Proto Man (Mega Man 3 Rom Hack) Link | Quote | ID: 113518


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ahhh that's right, the ol'e .nsf file

I wish I knew about those back then, heh.

infidelity
Posted on 08-21-09 11:24 PM, in Proto Man (Mega Man 3 Rom Hack) (rev. 3 of 08-21-09 11:30 PM) Link | Quote | ID: 113941


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I got curious about the Knockback ASM

To amarcum81 & Insectduel, I did some sniffing around, took about 3 mins. I found out exactly what it is that determins *how far Megaman gets knocked back.*

This is the culprit
$3D752 = ADA005 C909 D02F

it's reading his sprite animation at $5A0, it has 09 frames. when it reaches the 9th frame, that's when his knockback movement stops. I watched $5A0 and I was correct.

$34351 is where his knockback gfx are...

0902 0D 0E 0D 0E 0D 0E 0D 0E 0D 0E

09 = how many frames
02 = speed in between frames
0D & 0E = GFX

$34021 = (41) Low Byte Pointer for $34351
$340A1 = (83) High Byte Pointer for $34351

quick shoutout. hey kuja killer. MAN those are some small pointer tables!

since I didnt take time to find free space, just paste the following for kicks to see what i mean.... (hoping no enemies get overwritten)

$34021 = D0

$340A1 = 97

$357E0 = 20020D0E0D0E0D0E0D0E0D0E0D0E0D0E0D0E0D0D0E0D0E0D0E0D0E0D0E0D0E0D0E0D0E0D

$3D756 = 20

So, it's up to you how far you want him to go. All you got to do is adjust how many frames.

Hope this helps

*plays robot master defeated music from MM2*


EDIT - Gee, maybe if I read the actual thread about the Knockback asm before I posted this, I would've saved some time here. heh. Good work on finding it, Insectduel.

infidelity
Posted on 09-01-09 03:49 PM, in Megaman Odyssey Project (rev. 3 of 09-01-09 03:55 PM) Link | Quote | ID: 114337


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Loved the demo as well.

I'll try to get cracking on one of the songs you suggested/requested about 2 months ago. I'm still trying to get better with this sound engine, even though some of the songs that i've done were praised by yourself and Matrixz. When you get a chance, give me a list of what you would like for your hack, so I can start getting used to listening to them, and get ready to write them. I just hope that they live up to your standards, and what you would like to expect.

Also, if you can give me the names of the games they come from as well that will help. (if the songs you request are not from the following)

MM 1-6 (NES)
MM 1-5 (GB)
MMX 1-6 (PSX)


As always, keep up the amazing work. Hands down, the best MM3 rom hack ever!

infidelity
Posted on 09-22-09 02:58 PM, in Megaman Ultra 2 - The Rise of X Trailer 9-22-09 (rev. 2 of 09-22-09 03:05 PM) Link | Quote | ID: 115827


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I would like to share with everyone that has been so supportive for this project, a very small, but very exciting preview, of Megaman Ultra 2. This video highlights some of my asm achievements throughout the years. I really really wanted to keep the vast majority of what is presented here a surprise, but that has changed. So this is my present to all of you that have been so patient with me through the years.

Please enjoy, and goodbye.


infidelity
Posted on 10-13-09 03:55 PM, in Mega Man X editor starting to take form! Link | Quote | ID: 117072


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IMO, X and X4 are the ultimate best of the X series.

Looking forward to giving this editor a try when more is implemented. Thank You to all that are involved!


infidelity
Posted on 10-17-09 01:24 AM, in Megaman Ultra 2 Continues. New ASM Video! (rev. 2 of 10-17-09 01:26 AM) Link | Quote | ID: 117358


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Not to get too much into it, but the situation has been resolved, so there will be no more issues, that's all I'm going to say about that.

Now, I would like to show you some very special custom asm that I've been working on. Again, I honestly don't have a time frame for when this hack will be completed, but I just wanted to share this with everyone here.

The video included here, shows my attempts of re-creating the Megaman X physics. They are...

Air Jump
Dash
and...
Wall Jump/Slide!

The Dash & Wall Slide Sprites, were created by Thanatos-Zero.

The only thing that I need to finish, is for Megaman to release his mid/full charge buster shot, while in mid dash.

Please enjoy. Any comments/questions are welcome.

Thanks again to everyone here at Acmlm


infidelity
Posted on 10-17-09 04:16 PM, in Megaman Ultra 2 Continues. New ASM Video! (rev. 2 of 10-17-09 04:16 PM) Link | Quote | ID: 117419


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Posted by RT-55J
So you can dash AND slide!? How exactly does that work?


For now, I have it setup so you have to double tap the direction your currently facing (just like in MMX). I'm debating on making it so you can hold UP, and press A to dash, while maintaing DOWN and A for the slide. I received a request to create an option to switch between using the slide or dash for DOWN and A, but I'm not interested in that.

Posted by KP9000
Holy Shit.

I wonder how bad it breaks how the game is played, if at all. There's a lot more Megaman can do now, so how does that affect level design? Are some of these acquired skills like MMX?

I also think you should do something about Megaman spazzing out on the wall, it just looks silly.


Well with these new physics in the rom now, it definitly opens some doors for exciting & crazy level designs. None have come to mind yet since I'm still developing sprites. About Megaman spazzing out on the wall....yeah it's still a WIP. :-/ I still need to work out having him stay away from the wall a bit, while the player is still holding the direction of the wall MM is facing.

And yes, these are going to be acquired skills just like in MMX. Capsules, dialog, etc, etc. I have 1 right now that is in working order. Just never got around to finishing the other 3 introductions for the rest of the upgrades.

Posted by RetroRain
Infidelity, are you accepting ideas for your game? Can I PM you any?


Not at this time. I honestly feel down the road that I'll be open to suggestions/advice on levels and such. It's really hard trying to create 16 new levels, and custom writing sprites! We'll see.

Posted by boingboingsplat
If I were you I'd figure out some way to disable single-wall wall jumping, because that would essentially make any pit with at least one side completely meaningless.


I'm not sure if I understand what you mean. But I agree with having a level, or levels, that may have some pixel perfect timed jumps for pits, but would be completely useless when you have the wall jump/slide feature. It's all about creative level design, and staying fair to players that may have received the upgrade or not.

infidelity
Posted on 11-14-09 03:45 PM, in Chip'n'Dale level editor: Y/N? (rev. 4 of 11-14-09 05:03 PM) Link | Quote | ID: 119399


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Well well.....You guys are talking about a Duck Tales editor, heh heh....

More than a year ago, I tried makeing an attempt of learning Visual Basic 6, with some major assistance from Matrixz. The purpose, there was 2.

1. To create a level editor for Duck Tales, a game and cartoon series, that I loved to death as a child growing up so very very much.

2. To give back to the rom hacking community. I've always wanted to create something that people could enjoy and use.

Before I even attempted to begin creating the editor, I spent a whole month dissecting the entire game!

I have about "99.8 percent" of the rom dissected and documented.

The ONLY thing I cannot figure out, is the scrolling. Even to this date, I have no knowledge of having the freedom to create new scrolling/directions/etc.

I have just about every sprite documented. *I think the only sprite that gave me trouble, and probably still will if I looked again, is Gizmoduck on The Moon level*

I have all the levels documented.

I have everything that is needed for a hefty level editor for this game.

AND....Kuja Killer lent me some asm assistance in creating palette animations for Duck Tales as well. (palette animations were only in Duck Tales 2) I wanted this because I've ALWAYS pictured Scrooge bouncing around in Heatman's level, lol.

I also made more custom asm, so that each level's data is seperate. *this rom shares alot of shit from eachother* so I did some asm to enable the user to have full control of each level, without the other levels screwing up.
I documented all the levels that share eachother as well.

And now......2 proof of concepts...

Screenshot


All of My Notes!
http://acmlm.kafuka.org/uploader/get.php?id=2454

So far, the only working thing, is the ability to edit all TSA blocks.

(Palette,Tile,Physical Property)

With Megaman Ultra 2 taking all my time, it's been very hard to set time aside to learn VB6. As you can tell from the pic, this editors style is heavily based off of MegaFLE. I cannot thank Matrixz enough for spending alot of time with me going over how VB6 works.

Well, for all you Duck Tales fans out there, there may be still hope

infidelity
Posted on 11-14-09 06:14 PM, in Chip'n'Dale level editor: Y/N? Link | Quote | ID: 119403


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I'd like to continue it, but it's hard for me to learn something completely new, when i've been learning/still learning asm for over 4 years. But I feel this will get done someday.

infidelity
Posted on 11-17-09 01:15 PM, in Megaman Odyssey Project Link | Quote | ID: 119577


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WOW!

infidelity
Posted on 12-03-09 03:00 AM, in Mega Man Regeneration (Mega Man 2 Hack) Link | Quote | ID: 121330


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When I worked on MMU, I had to use DOSBox to run visine, or else my pc would just decide to shutdown on it's own.

infidelity
Posted on 12-10-09 01:03 PM, in Music in Mega Man Hacks Link | Quote | ID: 122077


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Posted by Insectduel

Wrong! Because using other MM2 musics without permission is prohibited. You must create it as your own or use musics from other Capcom MMC1 games.


Well what if he wasn't able to get permission, but gave credit to the composer of whatever song(s) he/she wanted to use? I mean with Megaman Ultra, should I have contacted Capcom, to use they're music that I inserted/edited?

Where does it say in rom hacking, that it's prohibited to use someone elses created music in a rom hack? Personaly, I would be flattered if someone wanted to use my music from Megaman Ultra, as long as they just give credit to where it's due. Nothing against you Insectduel, I have the highest respect towards you, this is just how I feel about this particular situation.

infidelity
Posted on 12-13-09 04:52 PM, in Megaman Powered Down? Any Word? Link | Quote | ID: 122492


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Has anyone heard anything on the progress of Megaman Powered Down? I was really looking forward to it. I loved the 8-bit conversion for Cutman's stage as well.

infidelity
Posted on 12-20-09 12:38 AM, in Megaman Ultra 2 - The Rise of X "Mini Beta v2.0" Release (rev. 12 of 01-02-10 03:37 PM) Link | Quote | ID: 123515


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Megaman 4 Representitive Poll http://acmlm.kafuka.org/board/thread.php?id=5989

Time for an early Christmas gift! I love Christmas time :p

This beta contains 3 levels for you to tinker with. It's a bit buggy in some areas, so I hope that you take a look at the readme file, before attempting to load this rom.

The most signifigant change to this rom since my last beta, is the conversion from MMC3 to MMC5 *Kuja Killer & I worked on this before the summer* the reason for this is so I can have more CHR gfx to perform CHR Animation, so again, check out the readme before you try it.

I would also like to make a statement. I want everyone to know, that my hack is NOT an entire "Super Mario Bros" themed game. Megaman Ultra 2 is a completely new Megaman game *aside from reusing bosses already in the series,* I say this because I don't want people labeling my hack that way when they play "Mouser's" level. The reason for the over the top usage of SMB2/SMB3 gfx/music in Mouser's level, is because of the positive responses I've gotten over the years for my Woodman SMB1 level in Megaman Ultra, and, I wanted to show off my asm skills, trying to stay as close to the original as possible *wether it be gfx, enemy movements/attacks, and music*

I would also like to thank Matrixz, for the custom sfx he created from scratch for my SMB2/SMB3 level! I don't want to ruin the surprise, but you'll know what it is when you hear it!

The reason why this is taking such a long time, is because I'm writing this asm from scratch. All the enemy/bosses you encounter were written by me, and not ripped from other games. You'll clearly tell when you see the different AI's that I've given bosses, and certain enemies.

I'll post some screenies, nothing major, just so I don't get flammed for making a huge announcement, and not have any images :p

I'm extremely excited to get your responses on the music, and other goodies that I have installed into this hack, which I know that every true diehard Megaman fan will love!









Another exciting feature to this beta, you will be able to gain access to 2 Hidden Capsules. As to what the enhancements are....you'll have to find out!

I hope that you all enjoy this, and all comments are welcome. Again, I'm sorry this is taking so long, but I've got other things to attend to in life, and the fact I'm writing this hack from scratch is another hassle.

And one more thing. Some of you may get very frustrated with some of the boss fights, but I can assure you, they can be defeated without getting hit. I designed/created/developed it to the point where if I can do it without getting hit, then that will be the limit to their extreme attack patterns.

And another thing. Only 3 levels are accessable (the ones with mugshots) if you try picking one with no mugshot, the game will hang. So don't touch them.

EDIT I forgot about 1 other glitch in the game. In the "Forbidden Forest" I did some asm where Megaman can walk behind the waterfalls in the level. Sometimes, his BG property doesn't reset. So, if you experience Megaman still staying behind the BG after coming out of the waterfall, open the hex editor in the emulator, and at address $528, put 90 in there to fix it.

Enjoy!

http://acmlm.kafuka.org/uploader/get.php?id=2611

-infidelity

infidelity
Posted on 12-21-09 01:41 PM, in Megaman Ultra 2 - The Rise of X "Mini Beta v2.0" Release (rev. 2 of 12-21-09 01:53 PM) Link | Quote | ID: 123659


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I apologize for some of the frustration with the difficulty. I setup the enemy placements in a way that deals with timing when to move/get around them.

This is just a beta, so what you see with enemy setups are not the final version. I've never wanted the casual fan to be turned away.

Also the Ninji, yes, are very unforgiving, since I was having difficulty with the hit detection. I can only suggest, that the second you see them come on the screen, to shoot them quickly (take 3 hits)

This will be worked on, thank you for bringing it to my attention, and sorry for the frustration.

kuja, thanks for that link. very gratifying to watch.

infidelity
Posted on 12-22-09 01:13 PM, in Megaman Ultra 2 - The Rise of X "Mini Beta v2.0" Release Link | Quote | ID: 123749


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I have a question for everyone that has made it to Slashman. When you defeat him, are you experiencing any kind of video tearing, or vram glitching of any kind?
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