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RetroRain
Posted on 11-12-13 04:38 PM, in Mega Man Upgrade Patch Link | Quote | ID: 155076


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UPDATE - 11/12/13

Upgrade Patch is 90% Complete!



The final and hardest part is now to come. I have to convert the final VROM Page. This VROM Page will be the hardest because it contains misc. enemies (metool, screwdriver, bullet sprayer), it controls the weapons, and it also uses sprites for boss weapons, the final battle, and the credits screen. Which means, A LOT of checking will be required.

There will also be some small graphical tweaks, and when you defeat a boss, it will play the victory theme, and then return to the stage select screen. No more score/points display.

Later on, if you wish to hack the game, there is enough free space that you could add your own victory sequence, such as Megaman jumping up and having those power orbs circle him, before teleporting away. You could even add a Get Weapon screen. These are just some of the ideas I have on my list if I go and hack this ROM after this patch is complete.

Well, wish me luck!

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RetroRain
Posted on 11-12-13 07:35 PM, in Mega Man Upgrade Patch Link | Quote | ID: 155079


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All of the original PRG banks and data are still intact, and they are in the same banks as they were before. Nothing was touched. A lot of the free space comes from all of the graphics that were originally in PRG-ROM, and were moved over to CHR-ROM pages. To get an idea of how much free space there is, simply open up an original MM ROM in your graphics editor, and delete all of the graphics. All of the garbled graphics are code in the ROM. So if you delete all of the graphics, you can see just how much free space there is. There's a ton of it. This doesn't even include the ROM expansion, which was done also (doubles the size of what was already there to being with), and the 7.50% of data that wasn't even logged during gameplay. This ROM has a tremendous amount of free space.

I am currently using a location in bank 0 to put most of my heavy sprite CHR code. This free space that I am using was once where the original PRG graphics were. That is where I put my enemy sprite CHR code. But don't worry. When I am done with this conversion, I wll be including a document of all of the addresses and offsets so people can use this ROM for their hacks.

The only thing that will have to be done outside of the ROM, is a hacking of either Visine or Rock n' Roll editors, to load the ROM properly. While all of the original data is still in its original place, the ROM won't load properly due to the expansion. But we'll cross that road when we get to it.

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RetroRain
Posted on 11-12-13 08:22 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 155082


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Super Mario Bros? Damn, you beat me to it. I was going to do that after this Megaman patch. It's alright, glad to see it done though.

The error in the bankswitch code got me thinking. I'm wondering if the graphics glitches that occurred in my Ghost n' Goblins patch was a result of the bankswitch routine also. I might have to check that out soon.

Thanks for the new patches.

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RetroRain
Posted on 11-15-13 11:26 PM, in Ghosts'n Goblins MMC3 Conversion Patch (UPDATE: Fixed) Link | Quote | ID: 155128


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With the fix of the bankswitch code, I have updated my Ghosts n' Goblins MMC3 Conversion Patch.

It was in fact the error in the bankswitch code which was causing the graphical problems, and possibly other problems.

If you have the old patch, toss it.

This is the new one.

http://acmlm.kafuka.org/uploader/get.php?id=4487

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RetroRain
Posted on 11-15-13 11:43 PM, in Quickest and Easiest Mapper Conversion Ever! Duck Tales 2! (rev. 2 of 11-15-13 11:47 PM) Link | Quote | ID: 155129


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If you have this patch, delete it. It is faulty. There is an error in the bankswitch code. infidelity did this conversion too, and he updated all of his patches with the proper bankswitch code. So if you want the proper Duck Tales 2 MMC3 Conversion, just download infidelity's latest conversion pack. Thanks.

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RetroRain
Posted on 11-15-13 11:59 PM, in Rygar MMC3 Conversion (UPDATE: Fixed) Link | Quote | ID: 155130


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If you have this patch, toss it. There was a problem with the bankswitch code.

Here is the new patch:

http://acmlm.kafuka.org/uploader/get.php?id=4488

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RetroRain
Posted on 11-16-13 05:53 PM, in Mega Man Upgrade Patch (rev. 6 of 11-16-13 06:10 PM) Link | Quote | ID: 155136


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FINAL UPDATE - 11/16/13

95% Complete. Target Release Window: December 1st - January 1st

It is so tempting to hack this while I do the conversion. I did change some little things for the upgrade.

Such as you can see in the screenshot above, I changed the title screen. The title colors now match the colors of MM4, 5, and 6. And obviously I changed the text there too.

I also moved the boss life bars over to the right side of the screen (something that always bothered me with the Megaman games). I feel the boss life bars should be on the right side of the screen, away from Megaman's stats.

I was tempted to change the palette of Cut Man's stage. But in the interest of preserving the original as best as possible, I'm leaving it alone. This is supposed to be an upgrade, not a revamp. I made this patch so that others can do what they want with it, which includes a revamp if they wish.

I'm debating adding the Japanese Rockman pose to the titlescreen.

I maxed out the CHR. The size of CHR is now 256KB.

I only have 3 more things left to do.

1. Take care of the final VROM page.

2. Remove the score from the boss preview/boss defeated screens (which includes changing the timed delays until jumping to the next stage/stage select).

3. Documentation of all the new addresses, offsets, rotuines, tables, etc.

I didn't start step 1 yet, because I've been busy tweaking a lot of little things, such as the things I mentioned above, and adding CHR for Wily's Saucer.

I may or may not have this patch done by December 1st, but the latest should be New Years. As of 2 days ago, I had 9 things to do. Now I only have 3 things to do. So it's going pretty well.

This is the final update. The next post will be me releasing this.

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RetroRain
Posted on 12-16-13 10:42 PM, in Answered my own question - Please close (rev. 3 of 12-17-13 02:09 AM) Link | Quote | ID: 155254


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When adding with carry (ADC), does carry have to be cleared before each use?

Here is the code I have. There is no problem with the code at all. It is constantly read, and it works fine for Stage 0 in my hack, but when I go to any other stage, there is something that is incrementing my $105 by 1. I have tried tracking it down in the debugger, by doing a step by step trace, and there is nothing that is incrementing $105 or $5F by 1.

So I was wondering if somehow ADC adds an extra 1, if Carry is not cleared.

LDA $1B        ; Load Screen ID
TAX ; Transfer Screen ID to X
LDA $9261,X ; Load Table Byte for appropriate Screen ID
ADC $5F ; Add table value with the value of the Weapons Address
STA $0105 ; Store into VROM address
RTS ; Return from Sub-routine


And if I do add a CLC, do I put it just before the ADC?

Any help would be greatly appreciated. Thanks.

UPDATE ON MEGAMAN UPGRADE PATCH

I had to be away from the computer for a few weeks due to a really bad eye strain. So no work was done on my hack. But yesterday, I resumed work on it. The CHR-ROM conversion is done. I added all of the final tables and code. However, there are some other things I'm considering doing, such as having the game save your completed stages and obtained weapons to SRAM, modifying the title screen, and adding scrolling stars to the boss preview screen. And the hack still needs to be beta tested. So that's where I stand with it.

EDIT - Apparently CLC did the trick! Should've just tried it before making the thread. Problem solved!

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RetroRain
Posted on 12-17-13 03:15 AM, in Mega Man Upgrade Patch Link | Quote | ID: 155255


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Okay, so I lied, my previous post wasn't the last update. Oh well.

UPDATE - 12/16/13

I had to be away from the computer for a few weeks due to a really bad eye strain. So no work was done on my hack. But yesterday, I resumed work on it. The CHR-ROM conversion is done. I added all of the final tables and code. However, there are some other things I'm considering doing, such as having the game save your completed stages and obtained weapons to SRAM, modifying the title screen, and adding scrolling stars to the boss preview screen. And the hack still needs to be beta tested. So that's where I stand with it.

Oh, and I decided to do some palette tweaks after-all. To celebrate the completion of my CHR-ROM conversion, here are some screenshots.









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RetroRain
Posted on 12-24-13 02:34 PM, in Mega Man Upgrade Patch Link | Quote | ID: 155277


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RetroRain
Posted on 01-05-14 07:36 AM, in Mega Man Upgrade Patch Link | Quote | ID: 155356


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I only have to do a couple more things, and then I think I'm going to release this. I was going to have this beta tested, but I decided against it. What I'll do is simply release it, and if anyone finds any bugs, they can report them to me. The reason why I'm not having it tested is due to time. I expect there to be no bugs at all. I'm going to play through the whole ROM and do some testing myself before I create the patch.

There are a few things that I was going to do, such as having the game save the completed stages/weapons, and spicing up the boss preview screen, but what I might do is just do that for a future release, if I decide to do it at all. I just want to be done with this project already, and release it.

You see, this project would've been done weeks ago, but I've been having eye strain/head pain due to this whole project. I literally sit over 30 inches away from the computer, because the computer has done a number on my health. I am at a point in my life where I'm actually considering giving up the computer lifestyle, even though it pains me to do so, and I enjoy it very much. My health is more important. So I may be retiring from the scene after I release this. I'm not sure yet.

I just have to tweak a CHR that I overlooked, and remove the scores from the boss screens, and then I'm going to do a full testing myself and start typing up the documents. I hope to have the actual work on the ROM done tomorrow.

Who knows, this project could be released tomorrow, for all I know. I'm literally at the end of it. It was a long road, and while I learned a lot, I'm actually sorry that I started this project in the first place. It simply wasn't worth it. I didn't think the work load would be so tremendous. And believe me, it was. I have tons of notepad documents as a result of this project. It was by no means easy. And if I decide to stick around, I will never do another CHR-ROM conversion again. At the very least, it is not worth it for a Megaman game. There was too much involved.

But this will be my gift to the ROM hacking community!

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RetroRain
Posted on 01-07-14 02:52 AM, in Mega Man Upgrade Patch Link | Quote | ID: 155379


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IT'S DONE!!!!!

The f*cking ROM is done!!!!

I was going to go to the gym an hour ago, but I decided to just finish the final parts of the ROM. I am proud to say that the Upgrade Patch is done!!!

I just have to type up some information, create the patch, and voila!!

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RetroRain
Posted on 01-07-14 05:09 AM, in Mega Man Upgrade Patch - Download Thread (rev. 10 of 05-29-17 12:17 AM) Link | Quote | ID: 155383


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This is a hack of Mega Man 1 for the NES which upgrades the game in a big way, and makes it much easier for hackers. The game now has a ton of free space, and has been converted to Mapper 4 (MMC3) and CHR-ROM!






Happy Hacking!

Please report any bugs in the other thread:

http://acmlm.kafuka.org/board/thread.php?id=7800

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RetroRain
Posted on 01-07-14 05:10 AM, in Mega Man Upgrade Patch Link | Quote | ID: 155384


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Go get it!

http://acmlm.kafuka.org/board/thread.php?id=7840

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RetroRain
Posted on 01-07-14 03:49 PM, in Mega Man Upgrade Patch Link | Quote | ID: 155389


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There will be a V2 Patch, since I found only 2 bugs last night. But they are both very minor.

The first one, is that the In-Level Address reverts back pre-maturely, so Dr. Wily's crying pose is glitched for just a couple of seconds.



And the second one isn't really a bug. I simply forgot to take the score out of the Game Over screen. Don't ask me how I forgot to do that.



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Posted on 01-08-14 05:47 AM, in Mega Man Upgrade Patch (rev. 3 of 01-08-14 06:52 AM) Link | Quote | ID: 155397


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Posted by infidelity
If you had me beta test before the release, I wouldve found'em. Lol. :-p
I know, but I just wanted to be done with this thing already. Can you really blame me?

I released an updated patch, V2, which fixes those two bugs I found. You can grab it at the other thread.

http://acmlm.kafuka.org/board/thread.php?id=7840

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RetroRain
Posted on 01-08-14 06:49 AM, in Mega Man Upgrade Patch - Download Thread Link | Quote | ID: 155400


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I released a new patch, V2, which fixes the two bugs I found. You can get it from the new link above.

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RetroRain
Posted on 01-09-14 05:59 AM, in Mega Man Upgrade Patch - Download Thread Link | Quote | ID: 155403


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Sunset Orange.

I changed the palettes of Cut Man's Stage and Elec Man's Stage to add a little more color variety to the game. Too many stages had a blue sky, so I wanted to offset that a bit. I think the new palettes are just fine, but since this patch has been released, you are more than welcome to make changes as you see fit.

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Posted on 01-10-14 06:36 AM, in Mega Man Upgrade Patch - Download Thread Link | Quote | ID: 155419


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I left those score balls in the game, because even though there is no more score, you can use the score balls for something else, like the P Chips in the Megaman GameBoy Games, or like what Matrixz did in Megaman Forever, with those Triangle pieces. Thats the neat thing about those score balls being in the game to begin with. The potential to use them for something else is there.

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Posted on 01-10-14 11:05 PM, in Mega Man Upgrade Patch - Download Thread (rev. 2 of 01-10-14 11:05 PM) Link | Quote | ID: 155423


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Posted by Vanya
Actually my list of features I want to implement is quite long.
You don't have to tell me. You should see the list I made before I even started this project. I still have it. I got a ton of ideas by playing Goonies II.

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