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Main - Posts by RetroRain |
RetroRain |
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Fuzz Ball Level: 66 Posts: 770/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
Posted by d-aceRe-arranging all of the enemies is about the best thing I can think of. However, if there really isn't enough space to do much, I would make the light world have 3 dungeons, and the dark world have 6 dungeons, that way it is almost similar to A Link to the Past. That would be more fitting than replaying the same 9 dungeons in a second world. Posted by infidelityThat's good! I bet it feels so much better to move in the inventory now right? Posted by Thanatos-ZeroYes, but you would still need a blue and light blue palette to go with the frozen-enemy sprite. You can use the palette that is meant for the ice rod/ice particle, but it would need to be at least 2 palette bytes (blue and light blue) to look decent. And if the player decides to switch out his weapon while the enemy is still frozen, naturally the palette would change, and the frozen sprite wouldn't look right anymore. That is one of the problems of the NES, is that the palette space is just too damn limited. Other than that, the system is very easy to work with. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 771/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
For whatever reason, the game loads #$96 into $5D in Nestopia. If you reset the game (whether it is a hard or soft reset), and Erase Data, then the game wipes out the save file. However, when you power off and then on again, it restores the beaten stages.
I ran the game in Jnes, and there was no problem. I double checked the code in FCEUXD, and there is no problem. Perhaps Nestopia doesn't handle the SaveRAM code very well. Because $5D is not a SaveRAM address. That is just the address that determines the stages/weapons completed/obtained. What my code does, is when you run the game for the first time, it loads #02 for the lives and #$00 for the stages, and stores them in the SaveRAM addresses, that way the game doesn't read #$00s for both at the start. I have no idea where #$96 is coming from, and it's even harder to see in Nestopia, because it doesn't seem to have a debugger. But I looked at the Cheat Addresses, and #96 is clearly being stored in $5D. Does anybody know how close Nestopia is in relation to a real NES? Because I'd say just use a different emulator. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 772/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
How about calling the Level-9 dungeons the Master Dungeon? When you get done tackling the main dungeons in both worlds, the final dungeon (Level 9) is the Master Dungeon. What do you think? ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 773/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
What do you mean by life-bonus? You're not supposed to get anything after defeating the robot masters a second time. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 774/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
Hey guys, I need help with something. I'm not understanding why this is not working the way it should be working. It has to do with MegaFLE X. By the way, I am using version 0.701 Final.
Quite simply, the vertical-scrolling is not working. Everything is set fine, but the screen refuses to scroll up. However, if I change the Screen Length to 0 for each screen that will scroll up (in other words, multiple scroll maps for each individual vertical-scrolling screen), it will work fine. But then if that's the case, then what is the point of having a Screen Length? Horizontal scrolling seems to be fine, but vertical for whatever reason, just doesn't work the way it should. Am I missing something? And before anyone asks, the ladder top is not a "ladder-top" TSA property. As I said, when I make the screen-length 0, the screen actually will scroll up. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 775/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
As I told Vanya in a Private Message, the Upgrade Patch is officially discontinued. I have a whole list of things I could do to bring Megaman 1 up to par with the later MM games, but I feel it just isn't worth it.
Examples: · Flashing "Ready" text · Flashing small energy pellets · Make Megaman teleport after defeating a boss · Add Megaman 2 Boss Defeated Fanfare · Add a Get Weapon screen · Titlescreen music · Boss portraits on stage select screen · Install Capcom MMC3 Sound Engine · Weapon toggling via select button · Adding two more bosses to to the stage select screen etc. I feel that the Megaman 1 ROM is just too obsolete, and it is not worth all of the trouble to spend insane amounts of time updating the game's engine, when the much better engines already exist. The gap between MM1 and MM2 alone is huge. I also didn't expect the CHR-ROM conversion to use up so much CHR. Whatever free CHR space is left in the game is all that you can use, since the CHR size has been maxed out for the mapper. The only way to add more CHR is to update the mapper to MMC5, and that is not something I'm about to do. That being said, I am happy with the Megaman Upgrade Patch being more of an experimental hack. I clearly proved to myself that I could do the things I did, and to me that was more important than anything else. It was my first CHR-ROM conversion, and I am very pleased with how it came out. I'd like to thank everyone for their interest in this hack. It feels good to give something back to the ROM hacking community. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 776/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
Thank you kuja killer. I just didn't want to do the scrolling inefficiently. But if that truly is the only way to do it, then that's fine.
Thanks again. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 777/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
The best way to help you understand the CHR in my patch, is to open up the original ROM in FCEUXD, and play any stage with the PPU Viewer open. Observe the lower-left side of the PPU (the sprite side) as you progress through the level. In order to do the CHR-ROM conversion, I had to make 1K VROM pages (4 tiles high, 16 tiles wide) for each individual change in that second-to-last lower-left slot. That's why there seems like there are a lot of duplicates. Because you have to have a page for every single thing that is being shown on screen. Where-as with CHR-RAM, you don't need the duplicates, you just read and write the data to the PPU. But I still think CHR-ROM is a lot easier to use. It requires very little code to swap a VROM page, as opposed to CHR-RAM, and when you load a VROM page, you instantaneously load all of the graphics that are in that page.
Both the original ROM and the converted ROM do bankswitching. The original ROM just does it slightly different. But I think the MMC3 method is better. You are confusing me about the rewrite of the graphics loading routines though. What is it exactly that you want to do? Feel free to PM me if you don't wish to discuss this in the thread. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 778/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
There is another alternative to fixing the hammer animation, without adding frames of animation to Link. Simply change the sprite of the hammer, to something like this:
That way when Link pushes the hammer forward, like he does now, what you are really looking at, is the back-end of the hammer, instead of the side view of the hammer. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 779/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
Posted by MikeTechnoNo. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 780/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
I'm in Level 1 dungeon right now, and although I'm near the end of it, there are still a few more rooms I want to check, so I can cross them off the map there, but I ran out of the magic meter. Is there anyway to replenish it other than defeating the dungeon? ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 781/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
I didn't get that far playing into the latest beta v.1.3.3, simply because of lack of time, so I'll just wait for the next beta. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 782/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
Hey kuja killer, I just got done doing a full code/data log of Megaman 3, and I'm amazed at how much of the ROM is not being used. Approximately 35% of the ROM didn't log during a full gameplay of doing every little thing that can be done, and completing every stage. I can clearly see all of the code and data that didn't log. It's amazing. I guess free space isn't a problem for this game! ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 783/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
A sneak peak of my next hack:
____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 784/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
infidelity, after I beat the Level 1 dungeon, I looked in the inventory and saw 2 Triforce pieces on the top. Since you made the Lightworld 4 dungeons, did you change the Triforce count? Or is this a bug? ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 785/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
The sliding may or may not be in the game. That is still to be determined. But yes, the stage will have the Cut Man music. What style it will take yet is to be determined.
It coulde be one of the 3 styles: · The original from Mega Man 1 · Megaman 3-styled theme · GameBoy-styled theme ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 786/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
Not exactly. You'll have to wait a month or two before I make the official thread, and give details about the hack. There's still so much to be done, but it's definitely coming along nicely. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 787/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
Model FZx, here are some things that will help you with your NES hacking. I highly recommend them:
· nestech.txt · 6502.txt · NESprgmn.txt (not 100% accurate, but it definitely helped me understand the NES more) · Firebug's Mapper Document · The Art of ROM Hacking Document · The FCEUXD SP NES Emulator (a NES hacker's treasure) Most, if not all of these, can be found at Zophar's Domain. Good luck with your hack. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 788/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
infidelity, could this be considered a bug?
At the beginning of the game, apparently the only way to exit the inventory is if the cursor is at the top-left part of the screen (I didn't get any items yet). At first I thought there was a bug with the 3 sub-boxes you put in, because I was toggling between them, and then no matter what I did, I couldn't get out of the inventory screen, until I found out that the cursor had to be at the top-left part of the screen in order to exit. I would make it so no matter what the cursor position is, pressing start will allow you to exit the inventory screen. ____________________ My YouTube Channel |
RetroRain |
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Fuzz Ball Level: 66 Posts: 789/994 EXP: 2436636 Next: 25215 Since: 09-30-07 Last post: 1927 days Last view: 949 days |
Are you keeping the original Level 1 dungeon door glitch in the game (you walk in for the first time, then walk back out. When you go back in, the top door is automatically unlocked)? Not that it's a big deal, but people can still take advantage of it if they want.
Also, these are two minor things. They are not bugs. Merely suggestions. With the new graphics in the game, especially the new dungeon walls which I believe came from the Zelda GameBoy games, I feel like the dungeon borders and door mounts from the original game are out of place, so I took them out. Also, I updated the floor tiles. BEFORE AFTER As I mentioned before, the original game font seems out of place now that you updated the graphics for the game. I updated the font. BEFORE AFTER It's a really nice font. It's from Super Mario Bros. 3. All I did was highlight the font in the SMB3 ROM in YY-CHR, and shift them down by one. Then I did the color replacement, and insert them in. Just little things to improve the aesthetic quality of the game. ____________________ My YouTube Channel |
Main - Posts by RetroRain |
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