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RetroRain
Posted on 04-26-15 06:57 AM, in My Next Project: Super Mario Bros. 2 - Special Edition (rev. 4 of 05-12-15 06:20 PM) Link | Quote | ID: 159999


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Megaman II Arcade was the next project on my list, and I want to do it, but I'm not feeling the spark at the moment. I need that drive to go ahead and do it.

So instead, I'm going with the project that I do have the spark for.

My next project, which I will be starting real soon, is a hack of Super Mario Bros. 2 (USA), called Super Mario Bros. 2 - Special Edition.

DETAILS OF THE HACK:

• 2-Player Mode

For the first time, you will be able to play this game with 2 Players. At the end of the game, when it shows how many times you used a character, if you are playing a 2 Player game, it will show how many times Player 2 used each character.

• Save System

After completing each level, the game will save your lives, how many times you used a character, the coins you collected, and the completed levels, for both players (whether it is a 1P or 2P game)

• An Extra World

The last world, World 7, will now be World 8, and a new world will be created for World 7, with 3 brand new original levels. One of the new levels may have rain weather effects, and a green swamp level.

• The original snow levels might have snow weather effects in them.

• Fix the animation issue that exists in the original game (where not all values from the table are read)

• Titlescreen Features:

· 1 Player Game
· 2 Player Game
· Casino
· Sound Test

• For either 1 Player or 2 Player Game, can choose NEW GAME or CONTINUE.

• Upon completing game, titlescreen will be blue instead of red, and you will have the option to choose any level to play on at anytime (so if you complete a level, you can choose the next one to whatever you want).

• And last but not least, 2 Player Mode will be fairier than in the other SMB games. For instance, whoever wins a level, the next player gets a turn. Same if player dies. The next person gets to go.

REGARDING CASINO MODE

Casino Mode is simply being able to play the SMB2 Casino Game without having to worry about coins. It is just to have fun with it.

TARGET RELEASE DATE: Friday, December 25th, 2015 (if not sooner)

For all I know, it could take longer, but that is the date I'm hoping to have this hack done and released.

So, what do you think?

I have a lot of motivation to do this hack. My first 2 Player hack, with a couple of extra bonuses!

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RetroRain
Posted on 04-26-15 04:45 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 160000


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I like it. I'm a beach/summer person, so I love seeing ocean backgrounds like that. Obviously it needs some touch up, but it looks interesting.

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RetroRain
Posted on 04-26-15 06:23 PM, in My Next Project: Super Mario Bros. 2 - Special Edition Link | Quote | ID: 160003


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This does not require a disassembly. Nor am I going to create one. This is going to be a straight-up hack that I am doing because I want to do it. I want to do my first 2-Player hack (adding 2 Player mode to a game that doesn't have one), and I love SMB2. There is so much that can be done to this game. So I want to do this. It's going to be great!

As for the second player palette, I don't know what you are talking about. This is a take-turns 2P game just like in SMB1 and SMB3. Whoever is on the screen, will use the default palette slot.

The idea I am really proud of though is the fair-play system. If you played the other Mario games in 2 Player mode, the second player only got to go if Player 1 died. This would not be fair if Player 1 was just too damn good. So, whether you win or lose, the next player gets to go. That is true fair 2 Player mode!

And I checked out the Mario Bros. ROM. It's a go! Mario Bros. only has one 16K PRG-ROM bank and one 8K CHR-ROM bank. So I can add it as a bonus game on the titlescreen.

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RetroRain
Posted on 04-26-15 07:03 PM, in My Next Project: Super Mario Bros. 2 - Special Edition Link | Quote | ID: 160006


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This project is not a matter of IF, but WHEN. It's going to take some time to make this.

I start the project tomorrow. The first thing I have to do is play the entire SMB2 ROM in FCEUX with the Code/Data & Trace Logger open to log the whole game, so I know where all the free space is. I'm going to be expanding the ROM anyway, but I want to know what I have to work with.

Then, when that is done, I have to convert the ROM to MMC5, and expand both PRG-ROM and CHR-ROM. Then I have to put the Mario Bros. ROM data in the ROM, and put a small amount of code in there to account for the CHR bank change.

Next, I have to program my bootup screen, and then the titlescreen options. From there I can set up the 2-Player code, and program the other modes in. It's pretty straight-forward. But it is a lot of work.

I have no doubts that I can do this.

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RetroRain
Posted on 04-27-15 09:55 PM, in My Next Project: Super Mario Bros. 2 - Special Edition (rev. 2 of 04-27-15 11:13 PM) Link | Quote | ID: 160010


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I wasn't offended silly.

I was just explaining that the project will be done, it's just a matter of when, and telling you about some of the things that I'd have to do.

NES ASM hacking isn't that hard. In fact, compared to some of the other stuff I've seen, this is probably as easy as it is going to get.

Maybe when this project is done, I can hold some kind of class/es, or make a document with pictures in it, to help others understand NES ASM better. There was a time when I didn't understand any of this what-so-ever, so I can appreciate when others just don't get it.

If you understand how basic sequential programming works (code is executed line by line), and you understand things like variables, loops, goto statements, if thens, then you can understand how to do NES ASM hacking.

But it has to come from a strong desire to do this stuff. You have to want to do it.

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RetroRain
Posted on 05-01-15 07:06 PM, in My Next Project: Super Mario Bros. 2 - Special Edition Link | Quote | ID: 160033


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Thank you.

I am an open-minded person, and I don't mind the exchanging of ideas.

Anyway, more SMB2 SE stuff:

• I thought of another idea for my hack. When I was a kid playing SMB2, before I knew how it was even possible for a game to run to begin with (how did they get all of that onto the cartridge? ), I always wondered what would happen on level 1 if the player was able to go through that door at the very top of the screen. Now one would obviously assume nothing (it's just a door to illustrate that the player has entered the dream state), but as a kid you used your imagination and wondered what would've happened if you could go through it. At least, I did.

I was thinking of doing something with that in this hack. Perhaps if you find a secret way to go through that door early on, the game ends early (ending the dream).

• Now, I thought of who the boss is going to be for the new World 7. It is going to be Wart. You will face Wart on 7-3, and when you beat him, he will display a message on the screen "COME TO MY PALACE IF YOU DARE." You will then go to World 8, which is the original game's World 7. And then you will fight Wart for the final time.

I will have to add checking-code so that the game will not take you to the ending unless you are fighting Wart for the second time. And this makes even more sense by the fact that I wanted to have a rainy green swamp level. So Wart's "home" as you could imagine is in a swampy area (makes sense right? ), and when you defeat him there, he flees to his palace.

Also, if you are unaware of my thread at RHDN, a member mentioned that having Mario Bros. on the ROM could technically count as having a ROM, since the ROM data is on the patch itself. But since I tried to get Megaman Origins taken down from RHDN, and they are apparently not going to take it down because they don't see a problem, I'm still considering putting Mario Bros. in this game.

You still have to use a second-hand utility like Lunar IPS to patch the data to the ROM, so I don't think it would be a problem.

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RetroRain
Posted on 05-01-15 08:42 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160034


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I love how that screenshot looks. Like it was scanned from a magazine. The fact that it is grainy makes it look official, like something Capcom would put in Nintendo Power. It looks good!

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RetroRain
Posted on 05-12-15 05:32 AM, in My Next Project: Super Mario Bros. 2 - Special Edition (rev. 5 of 05-12-15 05:52 PM) Link | Quote | ID: 160079


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Update

New titlescreen


And to give you an idea of what's involved in making this 2-Player hack, I had to make note of all of the SaveRAM addresses I will be using.

$6000	First Time Run
$6001 Options (0 = 1P Game, 1 = 2P Game, 2 = Casino, 3 = Sound Test)
$6002 Mode (0 = 1P Game, 1 = 2P Game)
$6003 Who's Turn? (0 = Player 1's Turn, 1 = Player 2's Turn)
$6004 1P Game - World
$6005 1P Game - Level
$6006 1P Game - Lives
$6007 1P Game - Continues
$6008 1P Game - Coins
$6009 1P Game - Cherries
$600A 1P Game - How many times Mario was used
$600B 1P Game - How many times Luigi was used
$600C 1P Game - How many times Toad was used
$600D 1P Game - How many times Princess was used
$600E 2P Game - Player 1's World
$600F 2P Game - Player 1's Level
$6010 2P Game - Player 1's Lives
$6011 2P Game - Player 1's Continues
$6012 2P Game - Player 1's Coins
$6013 2P Game - Player 1's Cherries
$6014 2P Game - Player 1's How many times Mario was used
$6015 2P Game - Player 1's How many times Luigi was used
$6016 2P Game - Player 1's How many times Toad was used
$6017 2P Game - Player 1's How many times Princess was used
$6018 2P Game - Player 2's World
$6019 2P Game - Player 2's Level
$601A 2P Game - Player 2's Lives
$601B 2P Game - Player 2's Continues
$601C 2P Game - Player 2's Coins
$601D 2P Game - Player 2's Cherries
$601E 2P Game - Player 2's How many times Mario was used
$601F 2P Game - Player 2's How many times Luigi was used
$6020 2P Game - Player 2's How many times Toad was used
$6021 2P Game - Player 2's How many times Princess was used
$6022 My Titlescreen Text (0 means it hasn't been displayed, 1 means it has)


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RetroRain
Posted on 05-14-15 05:55 AM, in Megaman/Rockman 3 Improvement 3.0 (rev. 3 of 05-14-15 05:58 AM) Link | Quote | ID: 160092


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Personally, I think the backside image of Megaman is a beta image for the Get Weapon screen. It makes the most sense. It doesn't look good at all on the titlescreen, and it doesn't seem to fit in the ending, so what else is left? The Get Weapon screen. But I guess later in development they decided that the front view of Megaman, with the look on his face that looks like he shit his pants (because honestly, that's what it really looks like. I can't be the only who thinks that, can I?) was better fitting.

Anyway, nice job on the hack kuja killer. Megaman 3 seems more awesome now that it actually has an intro.

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RetroRain
Posted on 05-20-15 08:29 AM, in I'm having a problem writing PPU tiles to SMB2's titlescreen (rev. 2 of 05-20-15 09:15 AM) Link | Quote | ID: 160128


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My project has been going very slowly. I never would have thought that SMB2 would be such a pain in the ass to work with, but it is.

Okay, here's the deal.

When you press start on the titlescreen, instead of taking you to the character select screen, I want the code to instead write PPU tiles to the screen. This is my option box, which will display the game options.

However, when I write tiles to the screen, I get tiles that are not even in my table showing up, and then don't write properly. It's like at times, they are being randomly screwed up.

If you want to see for yourself:

On the titlescreen, or the story part of the titlescreen, open up the debugger in FCUEX.

Go to address $9C19. This is the code you will find:

$9C19:A5 F7     LDA $00F7 = #$00
$9C1B:29 10 AND #$10
$9C1D:F0 16 BEQ $9C35

Anything after $9C1D is what happens when you press the start button.

Just put a JSR or JMP to some free space, and have some code that reads a table and writes it to $2007, and then does an infinite loop, and you will see what I mean.

If I can't get passed this PPU problem, my project is in trouble. And I'm not one to give up. I've been wrestling with this problem for a few days now. I don't usually post a thread until I have tried figuring it out on my own.

I have ruled out the X and Y registers for reading my table, and I have ruled out the $2007 auto-increment number.

This is what I'm going for (with obvious-needed attribute table fixes)



There is free space at $9D56 (even before that, all of the FFs). I modified my table to display the numbers 0 through 9, and some letters.

$9D56:AD 02 20  LDA $2002
$9D59:10 FB BPL $9D56
$9D5B:A9 22 LDA #$22
$9D5D:8D 06 20 STA $2006
$9D60:A9 06 LDA #$06
$9D62:8D 06 20 STA $2006
$9D65:A2 00 LDX #$00
$9D67:BD 5D 9C LDA $9C5D,X
$9D6A:8D 07 20 STA $2007 = #$00
$9D6D:E8 INX
$9D6E:E0 15 CPX #$15
$9D70:D0 F5 BNE $9D67
$9D72:4C 72 9D JMP $9D72 ; infinite loop so I can see my ppu tiles. temporary code

And this is the garbage I get.





If anyone could help me figure this out, that would be great. Thanks for your help.

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RetroRain
Posted on 05-20-15 05:30 PM, in I'm having a problem writing PPU tiles to SMB2's titlescreen (rev. 5 of 05-20-15 05:42 PM) Link | Quote | ID: 160134


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Yeah, I always wait for vblank before writing my tiles. But with most projects I have done, I was able to write at least $40 bytes (in hex) with no problem. In this game, I'm getting problems with very few bytes (less than $20).

My code to write tiles is like this, which is pretty much the only way to do it, as far as I know:

table:
00 01 02 03 04 05 06 07 08 09 0A 0B

; wait for vblank

wait_for_vblank:
LDA $2002
BPL wait_for_vblank

LDA #$__ ; Set $2006
STA $2006 ; to proper location
LDA #$__
STA $2006

LDX #$00
next_table_byte:
LDA table, X ; Read from table
STA $2007 ; Write to screen
INX ; Next value in table
CPX #$ ; Check max value
BNE next_table_byte ; If not finished read next byte

(I always like to have my tables above my code, so that way it is not in the way later as I add more code.)
Posted by infidelity
If you know the register where smb2 performs its ppu rendering on/off, you could turn it off form one CPU cycle, then load your entire vram routine on one CPU cycle, then the next CPU cycle you would turn ppu rendering back on.
But the NES' register for rendering is $2002. Are you saying that there is a special RAM address that the game specifically uses to read from and then writes to $2002?

I'll try turning the rendering off, and see what happens. Thanks guys.

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RetroRain
Posted on 05-21-15 07:37 AM, in I'm having a problem writing PPU tiles to SMB2's titlescreen Link | Quote | ID: 160138


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Problem solved!



Believe it or not, there was nothing wrong with my code. In fact, I tried all of the methods you guys mentioned. NOTHING WORKED.

What was the problem?

Quite simply, I was writing too many bytes during Vblank.

What I did, was instead of trying to write the tiles I really needed, I wrote the alphabet exactly where my option box begins and ends, on that line. I counted the bytes. There was $14 bytes (the letters A through T). I figured if $14 bytes wound up being too much, I could always divide it in half, and write $07 at a time. Fortunately, this wasn't necessary. I can write $14 bytes just fine, without a problem.

Unlike in other games I have hacked, where I could get away with writing the minimum of $40 bytes at a time, in this game, you can't write as many at a time. Most likely what infidelity said, with the Mario games being tightly crammed.

But I really do appreciate the help you guys offered. Really, thank you so much. You guys are great!

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RetroRain
Posted on 05-24-15 01:53 PM, in General Megaman Hacking Thread Link | Quote | ID: 160182


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Posted by Zynk
Thanks to rock5easily that Toadman bug is solved
Just out of curiosity, how did he fix that bug? What was the problem? I had actually tried fixing the bug myself for a couple of hours that day you made your post, because Toad Man is one of my favorite robot masters, but I had no luck. I was able to find the table for the cloud sprites, and I looked at the code which handled the sprites, but I couldn't understand why the cloud was appearing above Toad Man.

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RetroRain
Posted on 06-07-15 06:28 AM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 160275


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After doing a mapper conversion of Contra, I really feel that ROMs are not meant to be mapper-hacked. I feel like it creates an unstable ROM for some reason, because that ROM was never meant to run on the hacked mapper. There was no logical reason what-so-ever for a certain graphical glitch to be caused in infidelity's MMC3 Contra conversion, or my MMC5 Contra conversion (if you let the game run in demo mode, on level 2 you can see a graphical glitch when the players shoot the wall down).

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RetroRain
Posted on 06-08-15 09:30 PM, in So done with GameMaker... Link | Quote | ID: 160282


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Seriously, if you are looking to make RPGs and top-down games like Zelda, Pac-Man, Space Invaders, etc., then GameMaker is perfect. It doesn't get any easier.

But when it comes to platform games, like Mario and Megaman games, GameMaker SUCKS. It truly does suck.

Why?

Collisions. Game Maker is not good at all for platform games because of the way it handles collisions. It handles them poorly, and I have nothing but frustration and trial and error, time after time after time to do what I want to do.

Incase you are curious, my goal is to program a simple Megaman engine, that just covers the very basics. No sliding or charged shooting, just basic movement and ladder climbing.

The way I did it with my previous Megaman endeavors; Luck. I was just lucky. That's all.

GameMaker has a built-in function that people do not recommend using, called "Solid." And if you try to do jump-through platforms in Game Maker, you will see why Solid is not a good idea. However, trying to program your own collision methods doesn't exactly work that great either. I still get ridiculous errors even when my code is clean, logical, and precise. It just doesn't handle its own functions that well either.

I recommend GameMaker to anyone looking to do a top-down game or any game that doesn't involve being a platformer. But if you have your eyes set on making a quality platformer game, then GameMaker is not the thing for you.

I'm moving my basic Megaman engine over to C++. I always wanted to get more involved with C++ anyway, so now is the perfect time.

This thread is a combination of a rant and a review at the same time. I'm done making games in GameMaker.

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RetroRain
Posted on 06-12-15 07:26 PM, in Megaman/Rockman 3 Improvement 3.0 (rev. 2 of 06-12-15 08:25 PM) Link | Quote | ID: 160300


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Your MM3 efforts almost make me want to go back to updating MM1.

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RetroRain
Posted on 06-15-15 07:11 PM, in Googie Toons - The SMB2 Hack... Link | Quote | ID: 160313


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If it makes you feel any better Googie, I never thought you were dead from ROM hacking. As with others, if you're not around on the forum that much, I assume either two things: You're either busy working on a project that is ROM hacking or not ROM hacking-related, or you're just busy with real-life stuff (you know, that pain in the ass mission to obtain "money", because without it, you're pretty much screwed, kinda deal).

Anyway, as always, it is good to see you around, and I'm glad you are working on a new project.

I look forward to seeing some in-level screenshots.

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Posted on 06-19-15 07:48 AM, in A technical bug in Megaman 1 that I guessed would be true (rev. 4 of 06-19-15 07:59 AM) Link | Quote | ID: 160332


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Programming Megaman's basic movements alone (not including the charge shot and slide) is no easy task. I found that out when I programmed my Megaman engine in GameMaker, and then tried to make another engine in GM (but this time with just basic movements), which I abandoned, and moved over to C++. As I mentioned in a thread I made in the computing sub-forum, GM is okay for top-down games, but when it comes to platform games, it is horrible, because GM doesn't handle collision programming very well.

Anyway, regardless of what you use to program, when programming Megaman's movements, you have to take into account every little thing. But there was one thing that I felt that the programmers of the Megaman games might not have taken into account. So, the only way to prove it was to test it for myself.

This is a technical bug I found in Megaman 1, and for all I know, probably exists in the other MM games as well.

It has to do with Megaman climbing. When he reaches the top of the ladder, all he has to do is just go over it a little bit, and then Megaman is automatically on top of the ladder (standing). When he climbs down the ladder from the top (from the standing position), he is only placed at a certain y position.

Normally, this doesn't pose a problem.

But what the programmers at Capcom didn't take into account, is if there was a solid object two places above the ladder. Megaman only goes to a certain point, and then stands on the ladder.



He can actually get stuck in the wall, because you're not supposed to have that solid there, two spaces above the ladder top. That free space is meant for Megaman to come out of ladder mode, and back into standard mode.

I suspected that this bug might be present, because I realized that Megaman's climbing sprites only go so far past the ladder-top. I would have never even noticed this if I didn't think about how Megaman's movement mechanics worked, in trying to code basic Megaman movement. So I just found this little bug interesting.

It just proves that no one is perfect, even professional game developers.

The thing is also, I have OCD. So when I program, I don't like having any bugs. In my public Megaman engine I released for GM, that bug that is present in MM1 is not present in my engine, because I checked for that (believe it or not, the thought didn't even occur to me at the time to check the MM games for this bug).

Now, I don't know that Megaman can necessarily get permanently stuck, since just moving the directional pad, he automatically slides all the way to the right. I just wanted to point it out that it exists. The reason why it is important, is because it is something to take into account if you are making new levels.

I didn't check MM3 yet, but I'm willing to bet it exists in that game as well. Let's say you want to make a little maze/puzzle route. You have to climb all the way up to the ladder, to shoot the question mark box to reveal the item. Then you have to climb up else where, and then because the question mark box is no longer there, you can slide through to get the item, and go by.

Another interesting thought, while I am at it, is that you can actually get stuck in a slide, if you have a wall or obstacle there, and you don't have at least two spaces horizontally next to each other, above you to get out of the slide.

In my opinion, I feel that the level design shouldn't point out bugs in your character's movement code. Everything should be taken into account. This ladder glitch, and that slide glitch. If you're getting stuck, then it's not the fault of the level itself, but the fault of the programming of the character.

By all means, if anyone wants to test if this bug exists in other MM games, go ahead. I'm too tired at the moment to check the other games, because I'd have to open up the level editors, and change the blocks, and the open up the ROMs. Maybe tomorrow.

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Posted on 07-06-15 08:11 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 160377


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In light of Megaman Legacy Collection, and Megaman X: Age of Wily (which I noticed uses my Megaman Upgrade Patch as base), I have decided to do a new Megaman 1 hack.

Megaman DX, which was supposed to be a proof-of-concept hack of Megaman 3, was cancelled a long time ago. I have instead decided to call my new Megaman 1 hack Megaman DX.

The goal of Megaman DX is to improve the visual quality of Megaman 1, plus adding new things such as a save feature, and remixed/brand new levels, and the possibility of extending stages for Gutsman and Wily stage 3 (two stages in Megaman 1 I thought were too short). I also want to make Metools and Sniper Joes more common, and balance some things out (such as weapon strength).

Brand new titlescreen:


Much better than my old DX screen for MM3:


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RetroRain
Posted on 07-23-15 05:52 AM, in Dark Mario - SMB3 Project Progress Thread Link | Quote | ID: 160457


Fuzz Ball
Level: 66

Posts: 889/994
EXP: 2438173
Next: 23678

Since: 09-30-07

Last post: 1935 days
Last view: 957 days
This hack was never really cancelled, from what I can recall. It was just put on extended ice. I always planned on going back to it. But after my frustrating lack-of-patience need-for-perfection heavy OCD days, I got so burnt out from hacking SMB3, that I had to get away from it for a good long time.

But if you want to use the name Dark Mario, or the titlescreen, or even want to work off what I had released, by all means go ahead. I don't care all that much about it anymore.

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