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RetroRain
Posted on 02-26-14 06:54 PM, in Is it practical to do a Full Code/Data Log before hacking? (rev. 2 of 02-26-14 06:56 PM) Link | Quote | ID: 155791


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Is it practical to do a full code/data log of the ROM before you go and hack it? I did this with Megaman 1, but not at the beginning. I did it at some point early on though, because I was worried about accidently overwriting original game data. And with a conversion as big as the one I was doing, I didn't want to take any chances of a screw up. And ultimately I'm glad I did do the full log of the original game, because I did wind up putting code close to the original game code, simply because it was in a bank that was already loaded.

So I was just wondering what you guys do before hacking the game you want to hack? Do you play the original game completely through to log everything, that way you know where all the free space is? Or should I just not worry about it so much. Is it highly likely that a small block of 00s and/or FFs denotes free space?

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RetroRain
Posted on 03-01-14 02:32 AM, in Mega Man 2: The Mystery of Dr. Wily - Version 1.1 Released Link | Quote | ID: 155886


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This is a hack of Mega Man 2, which has the following changes:

- Text edits (as seen in screenshots)
- Slightly modified title screen
- Replacement of the password system with a save system

This is my first NES SRAM hack! What it does is fix the text (which I felt was needed), and replaces the password system with a save system. The game will save your completed stages, lives, and E-Tanks at the end of a completed stage.







I should have it released in a couple of days.

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RetroRain
Posted on 03-03-14 10:24 AM, in Mega Man 2: The Mystery of Dr. Wily - Version 1.1 Released (rev. 6 of 03-03-14 10:31 AM) Link | Quote | ID: 155929


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Video
http://www.youtube.com/watch?v=zLcBJEOnAaM

Here it is!
http://acmlm.kafuka.org/uploader/get.php?id=4591

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RetroRain
Posted on 03-03-14 06:49 PM, in Mega Man: Into Darkness Link | Quote | ID: 155937


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I may be returning to this hack now. It's been a while. I have gotten some inspiration from DurfarC's hack, and a fan game I've seen. And I'd say my ASM skills have improved over the last 6 months. I hope to outshine everything I have shown about this hack. I can do better than this!

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RetroRain
Posted on 03-03-14 07:08 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 03-03-14 07:09 PM) Link | Quote | ID: 155938


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I'm not sure how what bugs you fixed since the last demo you released, but I encountered a small graphical glitch with the bushes. I was messing around with the sword, holding it down, moving all around, swiping everything, and a graphical glitch occurred.



It's very minor, but I'm posting it anyway. Just incase you didn't know about it.

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RetroRain
Posted on 03-08-14 06:10 PM, in Mega Man 2: The Mystery of Dr. Wily - Version 1.1 Released Link | Quote | ID: 156030


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Version 1.1 Released

There was a bug in the game. If you were starting the game for the first time, and selected Continue from the game start screen, it loaded what was stored in SRAM (which was #$00) to your lives. This meant that you started the game with 0 lives, but if you died, it would decrement your lives to #$FF, which would mean you had 255 lives. I noticed this when I saw a sprite glitch of the lives in the inventory screen during gameplay. In order for the game to take you to the Game Over screen, you have to have 1 life in RAM. The game checks for this. Since it was already 0, it skipped the Game Over routine. This bug has now been fixed.

People have mentioned that the subtitle "The Mystery of Dr. Wily" seemed out of place on the title screen. I have fixed this also.



You can download this latest version 1.1 here:

http://acmlm.kafuka.org/uploader/get.php?id=4595

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RetroRain
Posted on 03-09-14 04:31 PM, in Mega Man 2: The Mystery of Dr. Wily - Version 1.1 Released (rev. 3 of 03-09-14 04:54 PM) Link | Quote | ID: 156048


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I'd say you're being "nitpicky."

All the title option does is replace the password option that was already there. But I know what you mean about the order of the options. It would probably make more sense to have Stage Select the first option, and Title the second option. I'll consider fixing this if I have to make another version.

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RetroRain
Posted on 03-11-14 05:27 PM, in Mega Man 2: The Mystery of Dr. Wily - Version 1.1 Released Link | Quote | ID: 156068


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Thank you shanem. I'm glad you like the hack!

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RetroRain
Posted on 03-28-14 05:01 PM, in Super Mario Bros: The Wrath of Bowser (Hack Cancelled, Project Still Alive) (rev. 2 of 03-28-14 05:12 PM) Link | Quote | ID: 156232


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What's in the package:

ROM has been converted to Mapper 4: MMC3.

I converted this myself from scratch. No patches were used to convert this (no offense to infidelity, who made a MMC3 patch for this game. I just wanted all of the work in this hack to be my own).

ROM has been prepped completely.

This ROM has been set up completely. It will run on real hardware, and it has been set up to enable CHR-ROM swapping on the fly.

ROM now uses SaveRAM.

At the moment, the game can save your completed levels and lives for Player 1.

New title screen to be coming.

A new title screen is planned, which will be independent of the levels (not being displayed on the level and doing a demo play). Also what will be included is an option to erase the saved data. Erasing saved data erases data for both players, since a 2-Player game requires both players to be preesnt in order to play.

New Levels

Levels will be brand new or remixed, or both.

Music

I plan on a special music change for the Castle levels.

Graphics

Original graphics will be left alone to preserve the classic retro feel. However, there will be some palette changes.

New Boss Graphics

Bowser will be the final boss, but you will not be fighting him for every Castle level. Instead, thanks to the CHR-ROM swapping I programmed, I will be using Koopa Kids or new characters to replace the Bowser sprites. This makes the game more unique, as you will only face Bowser at the very end of the game. So there will be 8 unique Bosses. I may try make the final boss, Bowser, challenging in some way.

SaveRAM Video


Don't mind the incorrect World numbers. This will be correctly very soon.

Screenshots (Showcasing what I thought were cool palette changes)




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RetroRain
Posted on 04-07-14 08:29 PM, in Super Mario Bros. Enhanced Patch Released (rev. 2 of 04-07-14 10:06 PM) Link | Quote | ID: 156297


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Here is the patch I made which enhances the Super Mario Bros. ROM, and makes it more hacker-friendly.

Taken from Readme:

- The ROM has been converted to Mapper 4: MMC3.
- In order to do the mapper conversion, the ROM had to be expanded. The PRG-ROM size has been doubled.
- Full mapper preparation and SRAM support. The MMC3 mapper has been fully prepped, and SRAM has been enabled. Not only can you now do SRAM hacks to this game, it should run fine on real hardware.
- CHR-ROM Swapping programmed. Super Mario Bros. only had one CHR-ROM page, but because of that, it didn't have a CHR-ROM Swapping routine. I programmed one in there. And just for the heck of it, I added an extra CHR-ROM page. You can add a lot more if you need to.

Please see readme for full details.



Download Here

EDIT - Two things I forgot to include in the readme:

Bankswitch Routine is at $F290

CHR-ROM Switch Routine is at $F2AA

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RetroRain
Posted on 04-07-14 08:33 PM, in Super Mario Bros: The Wrath of Bowser (Hack Cancelled, Project Still Alive) Link | Quote | ID: 156298


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I appreciate the feedback guys, but I'm sorry to say that the "hack" version of this project has been cancelled. Super Mario Bros. is a very difficult ROM to work with, and even then I can't do the things that I really want to do. I will be porting this project over as a Game Maker homebrew. However, I am releasing the enhanced Super Mario Bros. ROM I made, which I used as a base for this hack. You can get it in the other thread.

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RetroRain
Posted on 04-08-14 04:58 AM, in Super Mario Bros: The Wrath of Bowser (Hack Cancelled, Project Still Alive) (rev. 2 of 04-08-14 04:58 AM) Link | Quote | ID: 156304


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Super Mario Bros. is a very difficult ROM to work with. There is no free space, so any time I run out, I have to re-locate original game code over to the expanded free space with a bankswitch, and the SRAM hacking was very difficult too. I actually struggled to get the lives, levels, and worlds saved/loaded. And some of the new powerups I want to do, I simply can't do because of the limitations of the NES, and the ROM itself. So, it is much easier to just make my game from scratch.

I'm not going to post anymore about this project in this thread, but here is a video of the new titlescreen/intro I wanted. In the final version, you will see the lava balls swooping up and down, and the fire-rods.

This is from the actual homebrew I started. And also, I'm trying to make it true to the NES-style as possible. For instance, when you startup the game, you will see the grey, black, and blue screens before reaching the title (similar to how the original SMB gets booted up on the NES).



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RetroRain
Posted on 04-19-14 07:55 PM, in Super Mario Bros. The Wrath of Bowser - Development Blog Link | Quote | ID: 156409


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I have decided to start a video development blog for my game. Whether I fail at talking or not is completely up to you!



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RetroRain
Posted on 04-22-14 06:33 AM, in Super Mario Bros. The Wrath of Bowser - Development Blog Link | Quote | ID: 156422


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Game Maker uses both Drag n' Drop and Code. You can use either one, or both. But I prefer using code, since it is easier to manage, you have more control over your program, and there are only some things you can do with code. So code is the better option. But starting out, Drag n' Drop will help you.

You really don't need a lot of programming experience to program in Game Maker. Just a basic understanding of programming in general. Simply knowing that programming is logical and the code is executed sequentially, with a basic understanding of how variables and if-statements work, anybody can program with Game Maker. It really is that easy.

But bear in mind I've been messing with Game Maker 8.1 for a few years now, so I've gotten very good at working with it, and now that I'm so good at it, I honestly love it! I had to make a ton of mistakes, and went through a lot of frustration and difficulty. But it was worth it. So don't be too hard on yourself if you mess up a lot in the program. And there is a forum where the people are very helpful!

The language you use in Game Maker is called GML (Game Maker Language). And it is very similar to C++.

You can get away with not putting semi-colons at the end of a a line of code, or not putting the brackets at the beginning and end of a code block, but it is better practice to do it incase you wish to program in C++ in the future.

But truthfully, GML is simpler than C++. It doesn't use a lot of what C++ uses, but the language structure is very similar.

I might make my own tutorial videos in the future. Oh, and you don't need to register for the full version of Game Maker to really get the most out of the program. I plan on registering Game Maker only when I complete a game, that way I don't have to deal with annoying logos.

But if you happen to make an original game with Game Maker, and you register Game Maker, you are allowed to sell your games!

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RetroRain
Posted on 04-24-14 07:05 AM, in Super Mario Bros. The Wrath of Bowser - Development Blog Link | Quote | ID: 156430


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I'm not familiar with C#, so I can't really answer that.

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RetroRain
Posted on 04-28-14 10:16 AM, in Super Mario Bros. The Wrath of Bowser - Development Blog Link | Quote | ID: 156451


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Development Blog #2



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RetroRain
Posted on 05-03-14 04:38 AM, in Super Mario Bros. The Wrath of Bowser - Development Blog Link | Quote | ID: 156475


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Here is the link. I would recommend downloading 8.1 Lite. It is free, you don't have to pay for it. You don't get access to all of the features, but you get access to MOST of them. I'd say 90% of the features can still be used, and when you get down to it, those 90% features are all you really need to make a platform, overhead, or NES-style game. Download it, practice with it, if you like it, or you complete an original game and wish to release it or sell it, then buy the full version. Full version allows support for 3D games. I haven't ventured there yet.

http://www.yoyogames.com/legacy

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RetroRain
Posted on 05-12-14 10:58 AM, in Super Mario Bros. The Wrath of Bowser - Development Blog (rev. 2 of 05-12-14 08:29 PM) Link | Quote | ID: 156529


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Development Blog #3





If anyone wants to help with music and graphics, feel free to send me a message. Thanks.

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RetroRain
Posted on 05-21-14 06:12 PM, in Would you be interested in a CHR-ROM version of Mega Man 4? Link | Quote | ID: 156577


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I had to take a break from my homebrew project, The Wrath of Bowser, this past weekend, due to real-life things. However, on one of those nights, I was watching some YouTube videos of another interesting Mega Man fan-game. There's a lot of good ones out there!

So while I plan on continuing my Mario project, I also have an interest in getting back to my Mega Man 4 hack. But I was thinking. One of the reasons I started my Megaman 4 hack, is because I was inspired by Megaman Ultra II and Megaman Forever (and more recently, Megaman 4 Voyage). So I was wondering, before I return to my Mega Man 4 hack, should I consider doing a CHR-ROM conversion of the original ROM?

I vowed to never do another CHR-ROM conversion again, because the one I did with Mega Man 1 was extremely difficult and time consuming (and half-way through it I deemed it not worth it ), I was just curious if there was anyone that would be interested in a CHR-ROM version of Megaman 4?

I'm not saying that I would do it, but I would consider it if there was enough interest. It took me 3 months to do the conversion for MM1, so I would imagine the one for MM4 would take at least 6 months. But I would publically release it, and everyone would have an easier MM4 ROM to work with. Converting to CHR-ROM would free up all of that PRG space, and working with graphics and sprites would be so much easier.

So, if you have an interest in such a conversion, please select the Yes option. If you don't really care all that much, or are indifferent to it, please select the No option.

Thanks.

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RetroRain
Posted on 05-23-14 08:20 PM, in Would you be interested in a CHR-ROM version of Mega Man 4? Link | Quote | ID: 156594


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Believe me, you don't have to tell me. I know exactly how annoyingly hard it can be, just by doing the MM1 conversion. I have no doubts that the MM4 would be a lot harder and more time consuming. Originally, I was going to do the MM4 conversion first, but I had no idea on how to go about doing it, which is why I decided to do a simpler conversion. After having done my first conversion with MM1, I now know how to go about doing it for other games.

But as it stands right now, I'm not going to be doing it. It seems only 3 people are interested in it. There needs to be a lot of people interested in it for me to spend my time doing it, because of the sheer size of the task.

But also, I didn't have the time to post my poll on romhacking.net, so I'm going to do that today. I'll give it a couple of weeks for both polls and see if there is any real interest in such a conversion.

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Main - Posts by RetroRain

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