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RetroRain
Posted on 12-27-14 10:35 PM, in My Simple Megaman Engine - Version 1.3 Released Link | Quote | ID: 159206


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Version 1.2 Released



Get this version. It's much better.

Download

I may still be releasing another version with the Megaman sprites incorporated, and the ability to shoot. But, if you don't want Megaman as your main character, and just the bare bones of an engine, this is the engine to use. Have fun!

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RetroRain
Posted on 01-02-15 03:19 AM, in My Simple Megaman Engine - Version 1.3 Released Link | Quote | ID: 159244


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Version 1.3 Coming Soon...



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RetroRain
Posted on 01-07-15 05:00 AM, in My Simple Megaman Engine - Version 1.3 Released (rev. 2 of 01-07-15 05:02 AM) Link | Quote | ID: 159294


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Version 1.3 Released



The engine isn't perfect, and I didn't include the charging sound effects and the X5 boss theme. But the engine is pretty good and stable enough to use. You can make your own Megaman game with this!

Download

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RetroRain
Posted on 01-20-15 10:11 PM, in Super Mario Bros. 3 MMC3 to MMC5 .ips patches (either 385kb or 2,049kb) (rev. 2 of 01-21-15 07:54 PM) Link | Quote | ID: 159369


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Nice work there infidelity. It's good to see you, and I'm glad you're still working on stuff.

EDIT - Nevermind. I decided to figure it out myself using the article on wiki.nesdev.com.

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RetroRain
Posted on 01-21-15 05:27 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 01-21-15 05:31 PM) Link | Quote | ID: 159371


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Posted by Korxroa
new Shantae Sprite for Darkwing Duck [WIP] Project hack.

Pretty cool. The sprite looks really good there in the game. I never even played the original game before, but it looks interesting.

Posted by dreamerman
I need screen tittle editor and enemy editor for reajusting Weapon Weak of 8 Robot Masters (No MetalMan vs Weakened Metal Blade).

Please, someome could pass me the link these editors?
If the editors out there don't allow you to edit the titlescreen, you'll have to do it yourself by hand. But editing the titlescreen in Megaman 2 is pretty easy, since the whole titlescreen is made up of bytes that represent the 8x8 tiles. So I would imagine it's the same deal with Rockman 2. All you have to do is search for them and edit them.

There are so many editors today that I can't keep up with them all. But if you are looking for editors, RHDN and Zophar's Domain are just two of the places you can check. I don't remember if Visine, the DOS editor, allows you to edit the titlescreen, and if it does, I don't know if it supports the Japanese version, Rockman 2. You'll have to check these editors for yourself. But as I said, it's pretty easy to edit the titlescreen by hand in Megaman 2.

As for the weapon weaknesses of the 8 robot masters, I don't remember if Visine allowed you to edit these values, and if it did, I don't know if supported the Japanese version. Again, you'll have to check the editors out for yourself. But if the editors don't help you, you'll just have to search for the bytes that correspond to them. It could be a table somewhere, since I know that is how Megaman 4 works with the enemies. Just open FCEUXD and use the trace and code/data logger and do some searching in the hex editor. Create a savestate before the boss fight and test the weapons.

These two things should be pretty easy to do.

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RetroRain
Posted on 01-22-15 07:24 PM, in Binary math question in 6502 ASM (nevermind, I figured it out) (rev. 5 of 01-22-15 09:13 PM) Link | Quote | ID: 159374


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I need to take a bank number, in hex, such as 06 or 07, and a 1 to bit 7, and then store it.

How do I do that in 6502?

lda bank_number ; lets just say it is #$06

(I need to make bit 7 of #$06 a 1)

So, if #$06 in binary is 00000110, I need to have it as 10000110, and then store it into an address.

STA bank_switch_address

I just don't know how to do that in 6502 opcodes.

Any help would be greatly appreciated. Thanks!

EDIT - Nevermind, I figured it out. I just converted the original number to binary, and the new binary number to hex, and saw the difference. The difference is 80. So all I have to do is add 80. Thanks for reading though!

You may close this thread if you wish.

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RetroRain
Posted on 01-22-15 09:11 PM, in Mega Man has been successfully converted to Mapper 5: MMC5 (rev. 8 of 01-22-15 09:47 PM) Link | Quote | ID: 159375


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Isn't it nice when other people inspire and motivate you? Thanks to infidelity, I was inspired and motivated to convert Mega Man to Mapper 5: MMC5, and I did it all by myself!

This is my first Mapper 5 conversion, and it was successful!



Patch and readme included inside the zip file.

Download

This patch is for the English version, Mega Man, not the Japanese version, Rock Man.

EDIT - To anyone who already downloaded it, I deleted the zip file and re-uploaded it, because I forgot to include in the readme that this ROM was only tested to work on FCEUX 2.2.2.

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RetroRain
Posted on 01-24-15 02:01 AM, in Mega Man has been successfully converted to Mapper 5: MMC5 Link | Quote | ID: 159380


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Posted by Vanya
Sweet. So with the proper modifications to the sound engine I should be able to upgrade the music, right?
I don't see why not.

Posted by Korxroa
Can't wait for Mega Man 2 MMC5 Edition + JP version support.
A MMC5 version of Megaman 2 is on my to-do list.

Posted by ShaneM
@RetroRain

Good job! Keep up the good work.
Thank you ShaneM!

Although I do plan on doing more MMC5 conversions and getting back into ROM hacking (I realized I should've kept SMB The Wrath of Bowser a ROM hack, and I might make Megaman Recall a ROM hack of MM2), right now I can't do anything more on the computer because my eye-strain/head-pain is really really bad, and I need to take a break from the computer. It really sucks when I have to put my passion on hold because of health reasons. I'm concerned that I may have to give up my computer hobbies altogether because of this health problem, but I do have a list of projects that I want to do. We'll see what happens.

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RetroRain
Posted on 01-24-15 06:35 PM, in Mega Man has been successfully converted to Mapper 5: MMC5 Link | Quote | ID: 159383


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Thanks infidelity!

I wanted to do a mapper 5 conversion a while ago, but I was turned off by how many registers there were. There were so many mapper registers to setup and write to, but then I realized that you don't have to set up every register, and you just have to have a little bit of patience and go slowly. It wasn't as hard as I thought it would be. If you didn't release your SMB3 conversion, I probably wouldn't have done this. It's really cool when other people inspire you.

I used the article at wiki.nesdev.com to do the conversion. I recommend it to anyone wanting to do MMC5 conversions.

And now that I've done my first MMC5 conversion, I don't see any reason to go back to older mappers.

Again, it's good to see you around and that you're still working on stuff.

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RetroRain
Posted on 02-07-15 03:01 AM, in Megaman 2 MMC5 Patch - Version 1.1 Released (rev. 4 of 03-06-15 01:06 AM) Link | Quote | ID: 159448


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Megaman 2 has now been upgraded to MMC5.



Patch and readme included inside the zip file.

Download
(the link was updated with Version 1.1, which fixes a couple of mirroring issues)

This patch is for the English version, Megaman 2, not the Japanese version, Rockman 2.

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RetroRain
Posted on 02-07-15 06:21 AM, in Concept of a new Megaman 2 hack - MEGAMAN II ARCADE (rev. 4 of 02-07-15 06:58 AM) Link | Quote | ID: 159450


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(concept mockup screens)

I thought of a really cool concept for a new Megaman 2 hack, which I'm thinking about making. I really want to make a complete Megaman hack (new levels/graphics, asm, music, etc.), but before I go back to doing that, I was thinking about doing a cool Arcade-ish hack that probably wouldn't take as much time as a complete hack would. It would put a different spin on an already great game!

The hack is called Mega Man II Arcade. Here are some of the changes that would be done:

• Change title screen. Add the words ARCADE, remove the easy mode, change the difficult mode to "Insert Coin".

• Remove NEW GAME and PASSWORD screen. After pressing start on the titlescreen, it takes you directly to the stage select screen.

• Levels are different, but use the same palettes and graphics. Enemies are more plentiful. Killing enemies gives you points.

• Adding a score at the top of the screen, just like in Megaman 1.

• Add a High score table that shows up when you get Game Over. You can type your name in a list, which shows the high scores, and saves them to SaveRAM.

• The Game Over and Get Weapon screen has no password option. There is no password or saving in the game. Just the high scores get saved.

• Game Over screen instead says Insert Coin, and has a timer that counts down. If you don't press start before then, it takes you back to the startup screen.

• Completely Redone Get Weapon screen.

• Bosses have new behaviors.

Feel free to weigh in. Do you think this is a good idea? Would you be interested in a hack like this? If you think this is a good idea, do you have any other suggestions or ideas? I would love to hear what you think!

~RetroRain

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RetroRain
Posted on 02-08-15 04:05 PM, in Vote on the next MMC5 mapper conversion! Castlevania Won! Link | Quote | ID: 159456


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Whichever option has the most votes by March 1st is the one that will get done!

In the meantime, I'm moving on to my next task - converting a MMC5 Megaman 2 ROM to CHR-ROM!

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RetroRain
Posted on 02-09-15 06:57 PM, in Vote on the next MMC5 mapper conversion! Castlevania Won! (rev. 2 of 02-09-15 07:00 PM) Link | Quote | ID: 159462


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Have him come over here and vote!

I want to see more activity on this forum. This is like my ROM hacking haven. I've been coming to Acmlm's since I started ROM hacking back in '99. This forum shouldn't be as dead as it is. I really do believe that this forum can become extremely active again. That's why in one of the other forums I go to, I have the link to this forum in my sig, and I will post the link to this forum in my YouTube videos. Back in the day, when TEK Hacks was around, the forum was dead just like this one is now, but in the recruiting of new members, and talking to ROM hackers on AIM, I wound up helping TEK boom with activity, that it blew my mind how active it became. I don't like to brag, but it was because of me that that happened. For all we know there are people out there that might have an interest in NES or Super NES hacking, but don't know where to go, or they just never heard about this place.

I have read books about the Law of Attraction, and Think and Grow Rich, etc. I do believe that our thoughts have influence over our reality, at least to some degree. Beliefs are also very important. If you believe that this forum can become extremely active again, then it can. And I do believe that it can happen.

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RetroRain
Posted on 02-09-15 10:53 PM, in Vote on the next MMC5 mapper conversion! Castlevania Won! Link | Quote | ID: 159466


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I don't know why, but I thought Metroid already had a MMC5 patch for it. Damn, if I had known it didn't, I would've made it a poll option.

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RetroRain
Posted on 02-11-15 01:33 AM, in Vote on the next MMC5 mapper conversion! Castlevania Won! Link | Quote | ID: 159474


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I sent a PM to one of the admins. I'm going to have the Teenage Mutant Ninja Turtles option replaced with Metroid, assuming that they're able to change the poll options. It seems to be a better fit.

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RetroRain
Posted on 02-12-15 06:59 AM, in Ocarina of Time 60fps hack (rev. 3 of 02-12-15 07:10 AM) Link | Quote | ID: 159478


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When it comes to frames-per-second, does every single frame have to be accounted for, or can some frames be skipped?

For instance, I just tested something by increasing the frame counter in Megaman 2, so instead of it being incremented by 1 each time, it is now being incremented by 4. I'm adding 4 to the frame counter. Does that count as speeding up the framerate, and making it something like 60fps?

Or would 60fps mean having each individual frame (1 instead of 4) being accounted for? I'm not too knowledgable when it comes to fps, as you can probably tell.

I want to know if it is possible to modify a NES game to run at 60 FPS, or if the system is capable of it. For all I know, the NES might already run at 60fps. I'm not sure.

I'm not too knowledgable about the N64 either, but I would like to think that 60fps is possible.

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RetroRain
Posted on 02-13-15 07:22 PM, in Vote on the next MMC5 mapper conversion! Castlevania Won! (rev. 3 of 02-14-15 05:20 AM) Link | Quote | ID: 159483


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If I had the extra time, and of course assuming I'd do a mapper hack of that game, I'd consider it. I never had to deal with graphics compression before, so it would be an interesting new challenge for me. But I barely have enough time to do my own personal projects, because of real-life challenges. I wanted to start my Megaman 2 CHR-ROM conversion on Monday, but I couldn't because of lack of time. And before I do my Megaman 2 Arcade hack, I need to get the CHR-ROM conversion done first. So if someone wants to optimize that game Contra, they're going to have to do it themselves. Besides, it's a lot more satisfying and fun to do things yourself. And you learn in the process. I would encourage someone else to tackle that graphics compression problem.

On the Megaman 2 CHR-ROM note, I did have a few free hours tonight, so I finally started it. I do plan on releasing this MMC5 CHR-ROM version when it's done, before moving on to my Arcade hack. And unlike the Upgrade Patch, there will be no other modifications to the ROM. Just a MMC5 CHR-ROM version of Megaman 2.

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RetroRain
Posted on 02-16-15 06:34 PM, in I'm having trouble with MMC5's 2K CHR Switching (solved) (rev. 2 of 02-17-15 03:10 AM) Link | Quote | ID: 159490


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I'm having a little bit of trouble with MMC5's CHR-ROM switching. More specifically, switching 2K CHR pages.

; set chr mode to 2, to enable 2K switching
LDA #$02
STA $5101 = #$FC

; load chr page #$22, and write it to $0000-$07FF
LDA #$22
STA $5121 = #$FC

; load chr page #$2A, and write it to $0800-$0FFF
LDA #$2A
STA $5123 = #$FC



; this code right here works fine. It sets the mode to 1 (4K switching),
; and then writes chr page #$12 to $1000-$1FFF
LDA #$01
STA $5101 = #$FC
LDA #$12
STA $5127 = #$FC

The result is this:



The nesdev wiki article mentions $5130, which I have messed with. I may not be doing it right, but I'm not sure if I need it either. I have no problems doing 8K and 4K switching. But 2K and 1K seem don't seem to be working.

Any help would be greatly appreciated.

Thanks.

EDIT

Okay, apparently you can't load two 2K CHR banks on the left side of the PPU, and then switch the mode to 4K, and load the 4K bank on the right side of the PPU. I don't know why you can't, but you can't. So, I'll just deal with it.

Thanks guys.

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RetroRain
Posted on 02-18-15 04:00 AM, in I'm having trouble with MMC5's 2K CHR Switching (solved) Link | Quote | ID: 159493


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Thank you infidelity for that information on $5130. I'll refer to it if I ever need it.

As I posted on romhacking.net, I figured out what the problem was. The reason why it wasn't working is because there was a conflict with the CHR modes, which was causing the CHR problems. $5130 wasn't needed at all.

For whatever reason, you can't have 2K mode enabled, load the two 2K banks on the left side of the PPU, and then set up 4K mode, and load the one 4K page in on the right side of the PPU. When I had it like that, it wasn't allowing my 2K pages.

However, I screwed up in my CHR-ROM conversion anyway, and I'm going to be restarting it. I got 95% of the backgrounds converted, but my code was not efficient. I forgot what I did with Megaman 1, using free addresses, and having the game constantly read the CHR-load routine. I'm using so much code that is completely un-necessary, and I've been alternating between 8K, 4K, and 2K modes. I've decided that with Megaman 2, and studying how it handles graphics loading, it is better to simply stick with one CHR mode; 2K.

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RetroRain
Posted on 02-19-15 06:44 PM, in Vote on the next MMC5 mapper conversion! Castlevania Won! (rev. 2 of 02-19-15 06:47 PM) Link | Quote | ID: 159497


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To be honest, I don't know. I think so. I actually had on my project list, to convert Zelda no Densetsu to MMC5. But at the moment, it is not my prioritiy. I have other projects to get through first.

In case anyone was interested, I did ask the Admins to change the Teenage Mutant Ninja Turtles poll option to Metroid, but I don't think they're able to do it. I think once the poll is made, that is it. But I want to thank them for trying anyway.

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