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Please chime in on a proposed restructuring of the ROM hacking sections.
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koala_knight
Posted on 10-14-08 04:43 AM, in Mega Man Powered Up to NES Project (rev. 2 of 10-14-08 04:50 AM) Link | Quote | ID: 92199


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Unless some one has any suggestions this here will be the final tittle screen:


koala_knight
Posted on 10-14-08 01:26 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92217


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I was going for the shadowy figure thing, but if a big deal i can change it. Is the Powered Down text ok?

koala_knight
Posted on 10-14-08 04:42 PM, in Mega Man Powered Up to NES Project (rev. 2 of 10-14-08 04:43 PM) Link | Quote | ID: 92220


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I know just the sprite that I want to use. The Megaman face on the stage select screen is perfect. The graphics bank it uses is even loaded on the title screen.

The only thing is that Mega FLE X doesn't seem to support it. How then would I go about placing that sprite into the title screen? I don't even know what the sprite ID is. Is there some way to manually load sprite data for the Stage Select / Title / Pass Word screens?

koala_knight
Posted on 10-15-08 12:37 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92233


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Posted by NetSplit
You'll need to write a routine that runs only on the title screen that puts the necessary sprite information into sprite RAM (typically 200-2FF). It could be as simple as finding a spot that's only run on the title screen and then loading the values and placing them in the right spots. Doing it a tile at a time without any looping might take up too much space, though; you should be able to condense it down using a loop and a few tables.

I think it's time to start picking up some assembly.


Indeed, my friend, indeed. Learning 6502 ASM was one of the reasons I wanted to do this hack so here I go! It looks like what I need to do in this case is pretty simple, though. I'm thinking that I'm going to need to locate the code for the title screen and insert a jump to my custom code? =)


Posted by Logical Operand
This one is better.


How come you made him ice blue like that?


And I agree with NetSplit. You should do the hard ASM coding first. If you can't do the ASM, then all of this easy stuff is going to waste. That's why I coded my engine for MMFL first, before really getting into the graphics work.


The first one is a mock up and the ice-blue one is supposed to be a shadowy representation.

What do you think of this one? It just needs the face sprite to be inserted:

koala_knight
Posted on 10-15-08 05:50 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92268


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Posted by NetSplit
I prefer the colors in the old screenshot, and I think you went overboard with the copyrights in the new one (furthermore, I feel that putting a copyright symbol next to your credit on an unauthorized use of someone's intellectual property is bizarre, at best).


That was supposed to be an 'H' in a circle. =P



If I were you, I'd figure out where the code is for the arrow sprite (#$86) that's onscreen, since that's drawn at the very start and seems to not show up when the title screen begins fading in exclusively because its palette is #$16 (2x palettes appear before 1x, and 1x before 0x). That's a reliable place to put the new code. Find it (easy), jump from there to some free space in the same bank, and put your routine.


Now that I know what the sprite number is for the arrow I actually have something to work with! Thanks for the info! =)

koala_knight
Posted on 10-15-08 05:51 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 92269


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A shame, it's pretty awesome! =)

koala_knight
Posted on 10-15-08 09:13 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92284


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But would the tile number equate to the sprite number in this case? From what I understand the way MM5 works it would have to have unique sprite ID's for every sprite in the game since it basically can use any sprite anywhere...
But then again if I search for the tile ID it should lead me to the same code that calls the sprite anyway, right?

I read up on 6502 basics which the same 65c02 basics I already knew minus some opcodes. I do have the latest version of FCEUXD and SP. That's what I was planning to use to find the code I need to hijack.

Thanks for the offer! If I run into any difficulties I'll make sure to ask! =)

koala_knight
Posted on 10-15-08 07:25 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92294


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Posted by NetSplit
I don't know much about the later MM games (I've worked primarily with MM1, a lot with MM2, and some with MM6), so I don't know how MM5 handles its sprites. I know MM6 brings a sprite's graphics into the pattern table when it comes across that sprite in a level, but I don't know if that's done in MM5. MM1-3 definitely don't do it.


MM5 does, indeed use the same enemy sprite system as MM6. =)
Thanks for all of that. It definitely helped clear up some stuff! =)

koala_knight
Posted on 10-15-08 10:53 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92304


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Well, I'm only concerned with code used to place things from chr-ROM onto the title screen in MM5. I still haven't found it, BTW.

koala_knight
Posted on 10-16-08 06:26 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92322


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I'm using break points in the debugger for reads/writes to RAM addresses. I'm getting the initial addresses from the RAM map at DataCrystal. Is there a better way?

koala_knight
Posted on 10-16-08 08:54 AM, in Mega Man Powered Up to NES Project (rev. 8 of 10-16-08 10:09 AM) Link | Quote | ID: 92325


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---

koala_knight
Posted on 10-16-08 07:40 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92334


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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.

koala_knight
Posted on 10-17-08 05:16 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92409


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@NetSplit

Yes it does address my comment, thanks! =)
I was wondering though if both the title and stage select screen load tiles from the same table? Because I already altered the face on the boss screen to match the one on the title screen. (It fit perfectly.) If they do share the same table wouldn't I only need an instruction to display the face sprite on the title as well as the select screen?

@ShadowTails

Feel free to work on them as you see fit. I'll critique as you post stuff! Have fun with it and take as much time as you need. =)

koala_knight
Posted on 10-17-08 06:44 AM, in Mega Man Powered Up to NES Project (rev. 2 of 10-17-08 06:49 AM) Link | Quote | ID: 92417


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What if I just rearraged things on the title screen? Make it look more like the original Rock Man version? Then it wouldn't be a problem, right? I'd only have to JSR to a simple subroutine that adds another face on the title screen.

koala_knight
Posted on 10-17-08 07:29 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92419


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True. I might try the rearrange afterwords to see how I like it. I want to have elements of both MMPU and RM1 as much as possible. Thanks for the advise! =)

koala_knight
Posted on 10-18-08 08:02 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92473


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That's a good start. =)
The standing pose has some things I'd change. First the head looks too big. I think it's the jaw making that effect, it's too wide. Second the left upper arm (the one closer to the viewer) looks like it's too far away from the body. And the right forearm and hand look way too small. I think I'd like it better if you used more of a Mega Man Battle & Fighters proportion than a Mega Man 1 proportion.

Like this:


The squatting frame looks pretty damn good! The only thing in it I would adjust is the width of the face again. I like it, though =)

koala_knight
Posted on 10-18-08 09:29 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92494


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That's understandable. The body proportion in them is more what I'm aiming for though.

koala_knight
Posted on 10-19-08 01:20 AM, in Mega Man Powered Up to NES Project (rev. 4 of 10-26-08 06:11 AM) Link | Quote | ID: 92506


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Isn't Gutsman about the same proportions, just slightly different size? I'm totally wrong about the jaw being more narrow though. =P

koala_knight
Posted on 10-19-08 07:48 AM, in Mega Man Powered Up to NES Project (rev. 2 of 10-19-08 07:50 AM) Link | Quote | ID: 92519


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That's what I'm talking about! I think that helps to set the tone for what I'm aiming for! =)

koala_knight
Posted on 10-23-08 05:28 AM, in Mega Man Powered Up to NES Project (rev. 4 of 10-23-08 05:38 AM) Link | Quote | ID: 92699


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Posted by ShadowTails
Well, I pasted Gutsman's standing pose on top of Stoneman's from Power Fighters, he came up to his eyes about. I don't think artwork generally is in proportion to all the other artwork, but art from the same game is. Barely any different from the NGPC sprites.


I stand corrected. =)

Well after a week-long crash course in 6502 ASM, I think I finally got the title screen about done.
(Sorry if I was a difficult pupil, NetSplit!)
However, since I'm going to the Food & Wine festival at Epcot tomorrow through Sunday don't expect any new screens until some time next week.

Now I'd like to brainstorm some ideas for the Stage Select & Password screens.
I have 2 ideas. I'm thinking of modeling the stage select screen after the Wily Wars variant for the portrait frames and the background after those used in MMPU. You
know the one that has all the enemies with after images? =)

The password screen might be more of a problem for me since there aren't any password screens in any other versions of MM1 that I know of. The versions that I know of are MM1, MM1:WW, MM1:CW. I'll do it from scratch if there aren't any other suggestions. =)

What do you guys think?
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Main - Posts by koala_knight

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