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Messages - Zieldak

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1
I'm amazed that you had modified the MM1 title screen. I thought it was compressed  :o
No, it is not compressed. It wasn't that hard to figure how it works at all. The (U) and (E) versions basically work the same way as the Japanese version. It reads the graphics from left to right too, but the drawn lines are seperated differently.

Try importing your (J) Roll-chan title screen into a copy of your (U) one, and go to 10ED7.

10ED7-10EDA: The palettes for the bottom half of the screen. I don't exactly know how it works, but you can freely mess around with these 4 values. I do know that AA is the 3rd background palette for all tiles, and AF is the 4th bg palette for all tiles, in a 32x32 block. For example if you write AA AA AF AA, nothing will be flashing on the screen, or if you do AA AF AA AA, the Licensed By text will use the 4th bg palette, or AA FF AA AA makes it so both the bottom lines are using the 4th palette. 55 makes a line to use the 2nd bg pal for all tiles. The first value seems to do nothing.

*messes around with the values*

Okay, I actually figured out how this palette stuff works. These bytes are actually seperated. The first byte seems to be used for the top 16x16 line of a 32x32 block, and the second byte is for the bottom line.

0: LEFT: BG PAL #1 | RIGHT: BG PAL #1
1: LEFT: BG PAL #2 | RIGHT: BG PAL #1
2: LEFT: BG PAL #3 | RIGHT: BG PAL #1
3: LEFT: BG PAL #4 | RIGHT: BG PAL #1
4: LEFT: BG PAL #1 | RIGHT: BG PAL #2
5: LEFT: BG PAL #2 | RIGHT: BG PAL #2
6: LEFT: BG PAL #3 | RIGHT: BG PAL #2
7: LEFT: BG PAL #4 | RIGHT: BG PAL #2
8: LEFT: BG PAL #1 | RIGHT: BG PAL #3
9: LEFT: BG PAL #2 | RIGHT: BG PAL #3
A: LEFT: BG PAL #3 | RIGHT: BG PAL #3
B: LEFT: BG PAL #4 | RIGHT: BG PAL #3
C: LEFT: BG PAL #1 | RIGHT: BG PAL #4
D: LEFT: BG PAL #2 | RIGHT: BG PAL #4
E: LEFT: BG PAL #3 | RIGHT: BG PAL #4
F: LEFT: BG PAL #4 | RIGHT: BG PAL #4

10EDB-10EDE: The palettes for the logo. 10EDB is the bottom 2 lines, 10EDC is the middle 2 lines, 10EDD is the top 2 lines. 10EDE seems to be either unused or is used for the remaining tiles of the logo. At least it didn't affect anything in my ROM. Maybe it's for the black background?

10EDF-10EE5: These values are used for the logo. Some sort of Y thing. The first value is for the last line of the logo. 20 means it starts drawing that line from the top. 21 places that line 8 lines lower. 22: 16 lines lower. 23: 24 lines lower. There's no point in using 22 and 23 actually.
10EE6-10EEC: Some X coordination thing for the logo. 00 places the graphics to the first line of the previously chosen height stuff. 10 starts drawing from the middle half of the screen. 20 is the second line and stuff. It's easy to figure it out. The first value... is... the last one again.
10EED-10EF3: How many tiles are drawn in a line. And 1st is last again.

1F9CF is the same thing as 10EDF-10EE5 for the TM logo.
1F9D5 is the same thing as 10EE6-10EEC.
1F9D9 is the tile ID for T.
1F9DE is the tile ID for M.

Notes and stuff, huh.

I could now change the stage select layout too, but there is no reason to do that. And maybe I should upload this as a document.

2
After a very long time, I decided to update this post.



I'm also working on a new version of Mega Man Reloaded right now, but I didn't want to make a new thread, so...:
- Normal mode with less AnnoyingMets and Sniper Joes.
- New title screen because why not. (Should I remove the (R) logo from the title?)
- Some small tweaks on the stages.
- Play as Bass to defeat Dr. Light and his evil creations! Don't take him too lightly. (V1.4B)
- An universal patch for the Bass skin that will work on Mega Man 1 (U) and even other hacks.
- Other small fixes (Guts Man's incorrect sprite for example)

You can check my YouTube page for more information, and even gameplay of the V1.4B Prototype.

And sorry if this counts as doubleposting or reviving an old topic and stuff.

3
You can check the progress here: Zieldak's Domain. You can also visit my project page at Board 2 for much more information.

Now that the project is once again alive, I decided to update this... thread?

Mega Man Crimson is a Mega Man III hack, upgraded with Kuja Killer's Improvement Patch 2.1. It will feature brand new tilesets, changed level design, and hopefully, new music. Not much is done yet, because I decided to restart the project from scratch last year, and the original Crimson hack is now called Scrap Metal.

If you are interested in very outdated stuff, you can download some demos from Board 2.

Gemini Man Demo - Really old stuff
Mega Man Crimson Proof-of-Concept - Mega Man 3 (U) Hack - 7 June 2015
Mega Man Crimson Proof-of-Concept 2 - Mega Man 3 (U) Hack - 9 Aug 2015

Here are some screenshots when I made after rebooting the project:


Title Screen

Snake Man

Gemini Man

*Insert name here*

Stage Select - Break Man

Wily 4

4
ROM Hacking Discussion / Re: MegaFLE X gets a runtime error?
« on: May 27, 2014, 12:06:09 am »
The ROM must be either in the program folder or on the same drive. You can't open a file with the program being on C: and the file on an USB stick, or reverse.

5
Well, is there any progress on this editor, or you stopped working on it? Those features look nice, I would like to get a newer version of this emulator EDITOR if it's possible. (Fixing this word took me 4 years.)

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