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Romhacking => Personal Projects => Topic started by: kuja killer on May 15, 2015, 11:57:54 pm

Title: Megaman 3 Improvement 2.3
Post by: kuja killer on May 15, 2015, 11:57:54 pm
http://www.romhacking.net/hacks/992/

https://www.youtube.com/watch?v=sQUCDTzXWiM

This is a update, to Megaman 3 Improvement I started in 2012. It has dozens of bugfixes, improvements and most un-used graphics etc. being used. I've done a big overhaul ever since someone made an Intro story for megaman 3 recently. I made it become reality in romhack form and used MM3 improvement to do it on.

I've included a guide listing the most important settings so anyone can edit the story however they want. I hope people will find it useful. All the changes to 2.0 are listed in the readme/changes log.

** Please note: I've included a edited "megafle.dat" text file which is needed for the MegaFLE 0.701 level editor due to ROM expansion. It will allow you to further edit the 4 pictures for the story (like normal level editing) It will have to be placed in the megafle 0.701 folder.

The ROM has double graphics and programming space just in case a person wanted to utilize it. And because there was no room to even put any of those graphics in anyways unless i expanded.

** The primary main reason for MM3 Improvement is for this to be used as the base of anyone's own new Megaman or Rockman 3 romhacks in the future. I will be so happy to see if this was ever used for people's own romhacks.

Also, the "mm3 improve notes" was about me keeping track of all the changes i've done for 2.0. Except story intro and extra sound effects. It's if a person wanted to put things in manually, or avoid some updates. But probably useless to most people.

I waited until the entry page on romhacking.net was updated before i posted here (now it is), just only posted here and acmlm board, (just these 2 places only thats all). i thought this was maybe important enough to be here. hope that's OK.
Title: Re: Megaman 3 Improvement 2.0
Post by: NES Boy on May 16, 2015, 08:07:41 am
Excellent work. However, there are still some things that I think should be fixed (as well as some optional suggestions):

Title: Re: Megaman 3 Improvement 2.0
Post by: kuja killer on May 16, 2015, 08:45:02 am
Holy crap. Okay well i very much appreciate your suggestions and all truly but....im already finished again.

I should of mentioned i dont accept any requests because that sort of thing will just go on forever and ever by people. And im not going through that endlessly.

also i did not want to change or add waaaay too much to the point that no one would ever consider using this for a megaman 3 hack. And also there's no room for any extra sound effects from other megaman games. There's absolutely zero free space to put in anymore of those 8 byte "instruement" settings.

That's why i considered this once again "final"
sorry.
Title: Re: Megaman 3 Improvement 2.0
Post by: Thanatos-Zero on May 16, 2015, 12:13:41 pm
The lack of space comes to be, because of the method how MM3 utilises sprites.
Truth is, that no sprite in the ROM is mirrored.
However, to change which is normal for MM4-6, Kuja would need to reconstructure the entire game.
Though Kuja could upgrade the game with a MMC5 mapper (1028KB), it would go against his intentions for to keep this game hack friendly.

I had a lot of other suggestions for the improvement patch as well, but couldn't be realised due lack of space in certain banks.
Title: Re: Megaman 3 Improvement 2.0
Post by: SunGodPortal on May 16, 2015, 12:42:34 pm
Let me say "thank you" for making this hack. I just noticed this a few months back and was blown away. MegaMan 3 was great before (albeit maddenly difficult at times) but your work here has allowed this game to be ALL that it can be. Every NES game should have a hack like this. EVERY NES GAME.

Now could you just... heh, just kidding. You've done enough. :)
Title: .
Post by: Chpexo on May 16, 2015, 03:26:14 pm
.
Title: Re: Megaman 3 Improvement 2.0
Post by: Spooniest on May 16, 2015, 03:46:27 pm
Impressive...I will try and post back in a few.

update: I played through Snake Man, Gemini Man and Needle Man.

Good work! That's the first time I've ever fought these bosses without the game slowing down on me.

Other than that, it's all gravy imho. :) You nixed the slowdown!
Title: Re: Megaman 3 Improvement 2.0
Post by: Bobolicious81 on May 16, 2015, 03:48:58 pm
I'll have to try this out when i get the chance. I like the idea of adding an intro, especially since without the manual, a new player would have no clue what the game's story is.
Title: Re: Megaman 3 Improvement 2.0
Post by: kuja killer on May 16, 2015, 06:57:30 pm
Good work! That's the first time I've ever fought these bosses without the game slowing down on me.

Other than that, it's all gravy imho. :) You nixed the slowdown!

im glad you noticed that fact. yes, i was able to take out lag and slowdown a whole ton from the game "overall". the main method is by un-rolling some of the most important game routines that run "at all times" every frame.

This lag reduction is NOTHING compared to my game, megaman Odyssey (megaman 3 hack) though hehe :P odyssey is 10 fold more optimized with less lag than this :)
Title: Re: Megaman 3 Improvement 2.0
Post by: Rodimus Primal on May 16, 2015, 09:22:56 pm
Just finally had a chance to download this and play through with only Spark Man and Snake Man remaining. I have to say the intro is awesome. The subtle changes are worth it to improve upon an already great game. Realizing the first time that you don't fall off a ladder when coming out of the menu kind of shocked me because I prepared for the teleport and having to press UP. Glad that was fixed. Proto Man and the Met-als shoot sound effects are a nice touch.  I also found it cool that the item pick ups don't slow down gameplay. Also adding in Mega Man for the title screen for the US version is cool too.

Ironically though, I kind of miss some of the things this fixes. I ALWAYS used a slide then jump in Gemini Man's stage to bypass Proto Man simply because I loved that glitch and what it did to the stage. It even featured in Nintendo Power back in the day. I find myself still reverting to using the menu to switch between weapons as its muscle memory at this point. It was a bit jarring that since the item pickups don't stop the game, they fill instantly if you are sliding. The "DING" sound effect after defeating a boss just feels out of place even though I know Mega Man X does it. Also, Mega Man is two words and he spelled as one word in the intro.

Altogether though, this is a fantastic hack and it injects new life into an already excellent game.
Title: Re: Megaman 3 Improvement 2.0
Post by: kuja killer on May 17, 2015, 06:30:39 pm
if you'd like to reverse the energy thing, or the ding sound:
just posting only in case you didnt want it. :)

someone today posted on the other youtube video i made in 2012 for version 1.3 saying they wanted to reverse the energy thing. I dont know if they'll come here and see it.

energy:
3BE8B: (english) or 3BE49: (japanese)
B9A20018690199A200A91C209AF8C60FF00B206EFDA5952903D0F7F0DA

ding sound back to normal weapon sound:
4177: (japanese and english)
208EA1
Title: Re: Megaman 3 Improvement 2.0
Post by: Rodimus Primal on May 17, 2015, 10:04:34 pm
I thought about it but its not a bad thing in reality. The DING adds something but purists will absolutely hate it. The energy thing makes the gameplay faster but its cool that you can reverse it. I was more trying to give constructive criticism to an absolutely amazing hack. I just beat it and it was a blast to run through Mega Man 3 once again!
Title: Re: Megaman 3 Improvement 2.0
Post by: kuja killer on May 17, 2015, 10:49:52 pm
ah i see okay.

It was already there originally, the sound just didnt play because of the NES's sound limitations thing.

It could be heard though on the playstation 2 "megaman collection" though.
Title: Re: Megaman 3 Improvement 2.0
Post by: dmace81 on May 19, 2015, 07:52:40 pm
Hey Kuja.  I couldnt figure out how to hex edit. :-[  Is it not that hard?
Title: Re: Megaman 3 Improvement 2.0
Post by: kuja killer on May 20, 2015, 03:04:09 am
just open hex editor in fceux, go to ROM file viewing mode, scroll down to the offset and copy-paste the hex in from the earlier post at that offset to put the energy recovering back to normal

here's a visual aid to show what i mean.

http://postimg.org/image/8ed86n1xz/
Title: Re: Megaman 3 Improvement 2.0
Post by: Duke2go on May 22, 2015, 01:12:07 am
This sounds awesome! I will definitely be playing this when I have a break from my own project and school work. I love MM3 and anything that improves upon an already awesome game is worth checking out!!  :beer:
Title: Re: Megaman 3 Improvement 2.0
Post by: Zynk on May 22, 2015, 07:02:02 am
kuja killer, are you familiar with Capcom Sprite Assembler (http://www.romhacking.net/utilities/983/)? Because I'd like to edit some sprites but the offsets doesn't match, I'm getting tiles instead. Here's the code from its support folder for Mega Man III; this is for Protoman's sprites:

Spoiler:
Quote
spr_pal { F, F, 28, 16, F, F, 30, 37, F, F, 10, 15, F, F, 00, 00 }

pattern_load {
  40010,
  40110,
  40210,
  40310,
  40410,
  40510,
  40610,
  40710,
  47410,
  47510,
  47610,
  47710,
  47C10,
  47D10,
  47E10,
  47F10
}

banks {
  2A010
  34010
  36010
}

first_bank = 34010

CoordBank0 = 32010
CoordBank1 = 28010

DataBank = 0
SprPtrBank = 0
FramePtrBank = 0
CoordPtrBank = 1

BaseSprLo = 0
BaseSprHi = 80
BaseFrameLo = 100
BaseFrameHi = 200
BaseCoordLo = 1E00
BaseCoordHi = 1F00

DataMovable = 1

DataSegs {
  > start = 8300, end = 9BFF
  > start = A000, end = BDFF
}

PtrSegs {
  > lo_ptr = 8000, hi_ptr = 8080, entries = 80
  > lo_ptr = 8100, hi_ptr = 8200, entries = 100
  > lo_ptr = BE00, hi_ptr = BF00, entries = 100
}

CoordPointerAdd = 0
FramePointerAdd = 0
FrameTileNumofBase = 0
FramePageMethod = 0
CoordinateBankSelect = 1
CoordPairs = 1
DataParseSensitive = 1

start_sprite = 0
max_sprite = F
Title: Re: Megaman 3 Improvement 2.0
Post by: kuja killer on May 22, 2015, 08:38:52 am
Change those offsets in only the first section "pattern load"

from 40010.....110...210...310
to 80010...110...210...310

the graphics now start at 80010 for mm3 improve, that's why
Title: Re: Megaman 3 Improvement 2.1
Post by: kuja killer on June 02, 2015, 03:26:15 pm
I've released 2.1 to the public now today. (link changed to acmlm board's uploader until the romhacking.net page is updated again).

It's the final update for the very last time. I did around maybe half of the suggestions from Nesboy's post. Plus more of my own edits.

Some of the things he said though, i could not do.
Title: Re: Megaman 3 Improvement 2.1
Post by: Duke2go on June 26, 2015, 02:16:35 pm
THIS IS AWESOME!!!!!!!!!

I decided to have an all 8-bit night last night and decided to really check this out while I was at it. You've basically created what feels like a whole new game here. It was just so.... well, FUN!! The funny thing is, your changes really helped to increase the pacing elements of the game, which until now I would have sworn were perfect the way that they were. MMIII has stood out along with II and IV as my favorites in the NES series, and those were the games that I thought Capcom got RIGHT. Guess I was wrong  :thumbsup: I was especially taken by the visuals. For instance, when I first went to Gemini Man's stage and saw the way that the stars in the background scrolled at different speeds, pure genius. The only 2 tiny, and I mean TINY, gripes that I had was that the ability to pause when "Breakman" encounters were entered into was taken away (what can I say? I always liked pausing the game to hear the whole whistle tune), and while the actual Breakman encounter and the plot event in Gemini Man's stage showed the cool transition to I guess "battle mode" for Breakman, the encounters in other parts of the game (I specifically remember Magnet man's stage) have you do battle with Protoman sans "Breakman" facemask (best way I could explain it). I'm not even complaining, just adding a suggestion if you ever do decide to do any more editing to this fantastic project. I'd love to see what you could do with other games in this series. Keep up the great work!!!
Title: Re: Megaman 3 Improvement 2.1
Post by: Vanya on June 27, 2015, 05:11:58 pm
That's the one thing I'd like to see added to this as an addendum patch. Perhaps if there is a free byte or even just a bit that could be used as a flag to keep track of that event then the Protoman encounters could be edited to use the Breakman sprite object instead of the Protoman sprite object. And also along with that edit the Breakman sprite object to do more damage with it's larger shots.

This would add more dimension to the player's choice of level order since beating Geminiman early would mean that the Protoman encounters would become more difficult.
Title: Re: Megaman 3 Improvement 2.1
Post by: kuja killer on June 27, 2015, 09:16:32 pm
Oh of course there were quite a few places in RAM "free" already in original un-modified megaman 3 rom. there somewhere between RAM $80-90 i think.

And yea i can understand the proto thing, well I guess it might make the most sense that he would of had his little transform scene probably in the Doc Gemini level ....if that barrier thing was still there, but capcom just made that happen in the normal gemini level who knows why.

I had no idea where it would have belonged to, so i stuck it in the normal gemini. because...maybe that's what capcom "might" have done.

------------------------------------
The pausing thing during proto battles, was so that you can no longer slide-jump past the proto event in gemini to stop the game music and wrong graphics loading. Once i did that edit there, it automatically affected all other proto appearances.
Title: Re: Megaman 3 Improvement 2.1
Post by: Zynk on June 28, 2015, 12:37:58 am
Just an idea on Breakman to Protoman transformations: Wouldn't it be more sensible that Breakman appears on Magnetman, Shadowman & Hardman Stages instead of Protoman?

Breakman is an alter ego of Protoman, to evade Dr. Lights recognition, he appears before Megaman as Breakman. THEN Protoman is shown to transforms into Breakman in Geminiman Stage, but Megaman doesn't know anything about his brother's existence, so that event seems like a "Megaman just saw him change but did not affect his identity since MM doesn't know Protoman" thing.
And it doesn't make sense when finally facing Breakman, its odd that Protoman appears with a different helmet and do the same fighting pattern.

tl;dr just change Protoman to Breakman.

I might try that in Roll-chan 3
Spoiler:
or (Roll-chan 3 Improvement v2.1x)
. But that would be for another time.  8)
Title: Re: Megaman 3 Improvement 2.1
Post by: Duke2go on July 01, 2015, 03:29:43 am
Oh of course there were quite a few places in RAM "free" already in original un-modified megaman 3 rom. there somewhere between RAM $80-90 i think.

And yea i can understand the proto thing, well I guess it might make the most sense that he would of had his little transform scene probably in the Doc Gemini level ....if that barrier thing was still there, but capcom just made that happen in the normal gemini level who knows why.

I had no idea where it would have belonged to, so i stuck it in the normal gemini. because...maybe that's what capcom "might" have done.

------------------------------------
The pausing thing during proto battles, was so that you can no longer slide-jump past the proto event in gemini to stop the game music and wrong graphics loading. Once i did that edit there, it automatically affected all other proto appearances.

Until I read this response, I had never considered the fact that the Breakman encounter in Gemini made NO SENSE where it was. It would definitely have made more sense to include that in the Doc Robot stages, b/c then it would make sense why the crevice was even capped in the first place. Would be kind of cool if that could be swapped, but I don't know if that's possible. I also didn't know about the slide-jump past the event until now, although I've played that game through from start to finish maybe 100 times in my life. I had originally meant in my comment that it would be cool if Proto showed up for the encounter and then went into "battle mode" with the Breakman sprite. I kind of looked at the sprite transition from Gemini like that, like when he puts on the facemask, he's getting ready to fight. Figured since the transition animation was already there in Gemini, it could be applied to the normal fight encounters. I agree though that replacing the Protoman sprite with the Breakman sprites might just make more sense, and might be easier. Again, I LOVE this hack!!! I don't think that it really NEEDS any changes, but these would be cool if you do decide to do any more updating. I'd really like to see MM2 or 4 re-done by you. I think those would be even more excellent with your ideas and changes!!!
Title: Re: Megaman 3 Improvement 2.1
Post by: kuja killer on July 01, 2015, 05:40:36 am
yea totally understand. It would not be hard at all just making those protoman fights use the breakman sprites. because well, his battle AI is actually 100% shared between those normal stage fights, and the actual "breakman" fight before you go to wily.

The only single difference was just a simple little "level id" check if i recall, that tells which graphics to load before starting the battle AI.

And actually i think it would be possible for anyone to actually move the whole gemini event, to doc gemini even without any ASM knowledge or anythnig. You'd just simply have to make some blocks  in the doc gemini level data with megafle, and then change the level id checks in the code that loads those graphics.

And also place the 2 sprites in the same spot using the enemy editor in MegaFLE.

----------------------------

As much i would love to do a "Megaman 2 Improvement", or 4, or 5. I dont have as much experience with any of the other NES memgaman's. Cause i've only spent my life the most with megaman 3. So it wont happen. :(

It would defintely be leaps and bounds more better than the recent "megaman legacy collection" announced by capcom this past month at E3 ...heh
Title: Re: Megaman 3 Improvement 2.1
Post by: NES Boy on July 01, 2015, 12:24:17 pm
Actually, the data for the first three encounters is different than the one for the final encounter. Here's my research:

Proto Man (Magnet Man, Hard Man, and Shadow Man encounters):
Health: 28 Units
Needle Cannon: 1 Damage
Magnet Missile: 2 Damage
Gemini Laser: 1 Damage
Hard Knuckle: 4 Damage
Top Spin: 0 Damage
Search Snake: 0 Damage
Spark Shock: 0 Damage
Shadow Blade: 2 Damage

Break Man:
Health: 24 Units
Needle Cannon: 0 Damage
Magnet Missile: 0 Damage
Gemini Laser: 0 Damage
Hard Knuckle: 0 Damage
Top Spin: 0 Damage
Search Snake: 0 Damage
Spark Shock: 0 Damage
Shadow Blade: 0 Damage
Title: Re: Megaman 3 Improvement 2.1
Post by: Duke2go on July 01, 2015, 12:30:00 pm
Actually, the data for the first three encounters is different than the one for the final encounter. Here's my research:

Proto Man (Magnet Man, Hard Man, and Shadow Man encounters):
Health: 28 Units
Needle Cannon: 1 Damage
Magnet Missile: 2 Damage
Gemini Laser: 1 Damage
Hard Knuckle: 4 Damage
Top Spin: 0 Damage
Search Snake: 0 Damage
Spark Shock: 0 Damage
Shadow Blade: 2 Damage

Break Man:
Health: 24 Units
Needle Cannon: 0 Damage
Magnet Missile: 0 Damage
Gemini Laser: 0 Damage
Hard Knuckle: 0 Damage
Top Spin: 0 Damage
Search Snake: 0 Damage
Spark Shock: 0 Damage
Shadow Blade: 0 Damage

That's actually funny b/c I always felt that the true Breakman fight from the select screen was easier than the random encounters within the game itself. Learning all kinds of neat things haha. I've been up too long  ::)
Title: Re: Megaman 3 Improvement 2.1
Post by: Vanya on July 01, 2015, 04:21:52 pm
Actually, the data for the first three encounters is different than the one for the final encounter. Here's my research:

Proto Man (Magnet Man, Hard Man, and Shadow Man encounters):
Health: 28 Units
Needle Cannon: 1 Damage
Magnet Missile: 2 Damage
Gemini Laser: 1 Damage
Hard Knuckle: 4 Damage
Top Spin: 0 Damage
Search Snake: 0 Damage
Spark Shock: 0 Damage
Shadow Blade: 2 Damage

Break Man:
Health: 24 Units
Needle Cannon: 0 Damage
Magnet Missile: 0 Damage
Gemini Laser: 0 Damage
Hard Knuckle: 0 Damage
Top Spin: 0 Damage
Search Snake: 0 Damage
Spark Shock: 0 Damage
Shadow Blade: 0 Damage

I think Kuja just meant that they are one and the same sprite object and that it checks the level ID to determine which parameters to load which makes a lot of sense because why have the same code duplicated?

And moving the transformation over to the Doc Gemini stage makes a ton of sense. It's the simplest solution, too.
So given that then the only other thing I'd like to do to it is make Breakman's shots stronger and maybe boost up his HP so that he is more of a challenge.
Title: Re: Megaman 3 Improvement 2.1
Post by: Zynk on July 02, 2015, 04:38:31 am
Is it possible to get his HP displayed?

EDIT: And can he get that "temporary invincibility when damaged" thing?
Title: Re: Megaman 3 Improvement 2.1
Post by: Thirteen 1355 on July 02, 2015, 06:05:27 am
That would certainly be a nice thing.
Title: Re: Megaman 3 Improvement 2.1
Post by: kuja killer on July 02, 2015, 09:08:21 am
I dont know what you mean by "get his HP displayed"

you can see it on the megafle window (at least for the normal battles anyway)

(http://s22.postimg.org/flr1iiflt/kjkj.png)
Title: Re: Megaman 3 Improvement 2.1
Post by: SCD on July 02, 2015, 09:35:04 am
I wish there was a way to change the color of Protoman's scarf from red to beige to make him look more like his appearance in Mega Man 5 & 6.

http://gamesprays.com/images/icons/Protoman_icon593.jpg
Title: Re: Megaman 3 Improvement 2.1
Post by: Zynk on July 02, 2015, 10:21:24 am
I wish there was a way to change the color of Protoman's scarf from red to beige to make him look more like his appearance in Mega Man 5 & 6.

http://gamesprays.com/images/icons/Protoman_icon593.jpg
There is a way  ;)
Title: Re: Megaman 3 Improvement 2.1
Post by: SCD on July 02, 2015, 11:18:11 am
There is a way  ;)

Cool. I always found it weird that in 3 & 4, his scarf is red. While in 5 & 6, they fixed it.
Title: Re: Megaman 3 Improvement 2.1
Post by: zfreeman on June 06, 2016, 09:05:47 pm
If I include the patched ROM in the original cartridge, would I need any additional hardware? The mapper is still the same, right?
Title: Re: Megaman 3 Improvement 2.1
Post by: Satoshi_Matrix on June 07, 2016, 02:25:06 am
Yes. I own a repro of this. any MMC3 donor should be fine.
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on July 26, 2021, 06:20:43 pm
Hey there guys. I felt this was important enough to mention. I thought i was finished with this already in December 2019 (version 2.22) but ...i just really felt i wanted to do one more update again. Version 2.3 is out now.

I did a whole TON of things for this. Alot more bugfixes, show some more un-used graphics that exist in the ROM originally. And some things intended for romhack authors who may make any new megaman 3 hacks.

I included a "manual fixes" text this time for a couple edits that i've seen people complain about many times over the years. The big ones being lifebar on right side of screen, and the energy refill thing (there's a few more there too like rush jet)

I do not accept requests to add stuff to mm3 improve, unless there's actual glitches from some edit I did. Again, i waited until "after" the entry page was updated, to post this message.

I hope this will be useful to some people again someday in the near future. :)
Title: Re: Megaman 3 Improvement 2.3
Post by: G30FF on July 26, 2021, 07:13:39 pm
This is great! The "manual fixes" text file is very much appreciated as well. The music fade out after beating a boss caught me off guard until I read about it in the patch notes! One thing I will note is that Down+Select to cycle weapons backwards does not seem to work as the patch notes say. Holding up or nothing and pressing select cycles weapons forward, but holding down and pressing select does nothing. Then again I just gave it a quick test run.
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on July 26, 2021, 07:29:36 pm
it's kinda weird but you hold down "first" then press select - to cycle backwards. if you hold select first, then press down, it doesnt happen as ya say. dont really know exactly how i would of fixed that for "both" cases. i dont think it's possible to make the "bits" work that way. not sure.

i confirmed it's the same deal in megaman 5 metropolis that came out yesterday (holding down first, then tapping select)
Title: Re: Megaman 3 Improvement 2.3
Post by: G30FF on July 26, 2021, 07:53:46 pm
I'm used to the reverse weapon cycling behaviour from Mega Man 3 Revamped, and unfortunately that doesn't seem to work here. Here's what I noticed:

Hold down and press select -> Nothing happens
Hold up and press select -> Weapons cycle forward
Press select -> Weapons cycle forward
Hold select and press up -> Nothing happens
Hold select and press down -> Weapons cycle forward
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on July 26, 2021, 08:21:58 pm
I'm not really sure what to say. :( because it works fine for me. down first then tapping select.

unless you accidently patched this over an existing mm3 improve 2.22 which i do "not" recommend cause it will not be compatible. Only start from a fresh mm3 rom.

i checked mm3 revamped real quick and it works there. i actually wrote the code for it on mm3 revamped, so i just copied it over here to mm3 improve. and it worked the same and everything.
Title: Re: Megaman 3 Improvement 2.3
Post by: G30FF on July 26, 2021, 08:58:37 pm
Very strange. I patched the latest Improvement over an unmodified MM3 US no-intro rom, and I see this issue. Could it be the no-intro rom that is causing the issue? I used this rom for the 2.22 version of the patch and it worked without issue.

Out of curiosity, I tried patching Rockman 3 with the Rockman 3 Improvement patch, and the same behaviour is present there too.
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on July 26, 2021, 09:10:04 pm
could be rom, but i just dont know to be honest.
these are mine:
RockMan3.nes - Tuesday, March 18, 1997, 12:36:42 AM
MegaMan3.nes - Monday,    May 19, 1997,  9:36:04 PM
Title: Re: Megaman 3 Improvement 2.3
Post by: G30FF on July 26, 2021, 09:18:28 pm
Oh well. It's hardly game breaking, so unless other people report the issue it may be a fluke for me. Thanks for checking!
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on July 26, 2021, 09:23:08 pm
yea well hope it's not a problem. i dont even like select + up/down anyways, since i dont got a USB controller. just plain regular computer keyboard.

I would perfer just setting to A and B on controller 2, that's easier for me. i didn't set it up that way cause every other mm hack does this up/down method so i just followed along like everyone else.
Title: Re: Megaman 3 Improvement 2.3
Post by: Emsi-D on July 26, 2021, 09:40:59 pm
kuja killer, glad to see you are still making updates to this wonderful project.
About 7 or 8 years ago I was making a level hack based on Rockman 3 Improvement.
Spoiler:
(https://i.imgur.com/1iYPazL.png)
Title: Re: Megaman 3 Improvement 2.3
Post by: G30FF on July 26, 2021, 10:12:36 pm
It's not a problem for me, honestly. I tend to use the weapon swap early in the game, but after getting the full inventory I usually end up pausing to switch weapons because I find it faster to find what I'm looking for that way. Thanks again for all your hard work and for looking into this!

Select and up/down is not great, and it's not exactly a natural motion for NES games, I'm with you there. I remember seeing a Batman NES hack that enabled use of L/R buttons on a SNES controller for use in FCEUX, for weapon swapping. Only thing I miss from the PS2 Anniversary Collection ports.

EDIT: Okay, so here's a thing. I originally tested it in OpenEmu on my Mac, and the weapon switching doesn't work. I tested it in lr-nestopia on my RetroPie build... and it works perfectly. Did not expect that. So apparently this really IS a problem on my end, just not the problem I expected!
Title: Re: Megaman 3 Improvement 2.3
Post by: Vanya on July 27, 2021, 11:55:42 am
Woot! Great to see n update for this! The updates for hacking and manual edits are much appreciated!!





NOTE TO SELF: This talk about the weapon select makes me wonder how difficult it would to do a version of the weapon select from MM11 with only 1 visible weapon at a time. And maybe having select on it's own cycle rush.
Title: Re: Megaman 3 Improvement 2.3
Post by: acediez on July 27, 2021, 04:11:13 pm
Thanks for the update and your work on this game overall kuja killer. And thanks for the manual edits!
Title: Re: Megaman 3 Improvement 2.3
Post by: Vanya on July 27, 2021, 04:31:08 pm
I can confirm the bug that G30FF reported. Same thing is going on.

EDIT: I've tried about a half a dozen different roms including one with the date you listed and they are all behaving the same.
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on July 27, 2021, 06:39:37 pm
well like i said, i just do not know. its still fine here. maybe it's a keyboard versus controller thing...i dont know. I dont have USB controllers of my own.
And it works fine on fceux, nestopia, and nintendulator. Those are the only emulators i can test. I'm on windows XP.

Or... check this option in your guy's emu's called "allow up/down and left/right" ..whatever that's called in other emulators. This is turned on for me in fceux.. maybe it could be that.

kuja killer, glad to see you are still making updates to this wonderful project.
About 7 or 8 years ago I was making a level hack based on Rockman 3 Improvement.
Spoiler:
(https://i.imgur.com/1iYPazL.png)
Looks very cool, i look forward to seeing your hack someday if you finish it. :)
Title: Re: Megaman 3 Improvement 2.3
Post by: G30FF on July 27, 2021, 07:02:41 pm
For me, it turns out to have been my emulator. I tried in the Nestopia core in OpenEmu on Mac, and the problem was there. But as soon as I tried it on lr-nestopia in RetroPie, with the same rom, it worked fine. It's very odd to be sure. But I play on my RetroPie 99.9% of the time anyway, so I'm not too worried!  ;D So to Vanya, I would suggest trying in an alternate emulator if you can. Retroarch seems to work.
Title: Re: Megaman 3 Improvement 2.3
Post by: Emsi-D on July 27, 2021, 11:30:24 pm
I played an updated version yesterday, and I think it's almost the perfect version of MM3.
Why "almost"? In my opinion, only a few fixes are missing there:

1) Spark Shot is still the least used weapon. The problem is known - the stun effect disappears when switching to other weapons/items

2) In pause menu, the counter of lives and E-tanks is displayed only on the first page
Spoiler:
(https://i.imgur.com/1OcE3Re.png)

3) After defeating the final boss, Mega Man's facing = -1
Spoiler:
(https://i.imgur.com/Gv3YzAY.png)

4) A small suggestion: to upgrade the Top Spin so that you can kill bees with it
Spoiler:
(https://i.imgur.com/62UbCSk.png)

Looks very cool, i look forward to seeing your hack someday if you finish it. :)
Thanks, man. Maybe one day I will finish that hack
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on July 27, 2021, 11:42:26 pm
Spark shock/Top Spin is up to the romhacker if they want to change damage values to enemies and such. I do not intend to make this as a normal hack changing all the weapons, level designs, enemy damages. That would break the rules i put on myself. - Cause i wanted for this to be for both normal players, and romhackers.

I would of loved to keep the enemy stun thing after un-equipping Spark Shock, but i really dont have a clue how i would. Because the graphics are limited only to spark shock, they cant be displayed for all other weapons. So that's would be a big ASM project that would have to be made.. :|

Not adding the counters to the 2nd page. No reason to, unless custom stuff was added like W-Tanks or Energy Balancer, for someone's own romhack.

I will note, i did find one interesting piece of code that never get's used. You can actually have 99 E tanks instead of 9... but since the game limited to 9, this small bit of code i found is never triggered. It's cool though.

The game ending thing i didnt feel like cause, he'll actually face right if you use Rush Jet on the left side, then pause, switch to search snake for the last hit.

July 30, 2021, 03:11:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay i just added 1 very quick little update about "face megaman to the right" after gamma battle -- i put in the updates guide that i cant do it for the "laying down" cause that lacks a "facing right" animation data. I hope that's fine though.
Title: Re: Megaman 3 Improvement 2.3
Post by: Vanya on July 30, 2021, 06:30:17 pm
;D So to Vanya, I would suggest trying in an alternate emulator if you can. Retroarch seems to work.

I'm using MESEN. I'll give it a try on a couple of other's but I'm not worried about it. I like MESEN right now, and I'm OG so I use the menu most of the time even if I can use select. Thanks for checking out the other emulators tho. :D
Title: Re: Megaman 3 Improvement 2.3
Post by: Dracula X on July 30, 2021, 07:26:31 pm
That look like another fun hack of Mega Man 3.
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on July 30, 2021, 10:18:17 pm
That look like another fun hack of Mega Man 3.

Thanks, that means alot. It was also sort of a celebration for passing the 10,000 download mark at some point a couple months ago. :)

I wanted to mention by the way, there's going to be an update sometime soon for "megaman at the tokyo olympics" for the romhacking.net page. It will be the first mm3 hack so far to use the Slippery Floor/Ice property I added to mm improve 2.3 here. :) I wish I could have added that before insectduel's hack was made. But im still happy about it.
Title: Re: Megaman 3 Improvement 2.3
Post by: Emsi-D on July 31, 2021, 12:41:36 am
Hmm, that MegaFLE X utility has some crash at start
Spoiler:
(https://i.imgur.com/KUqNznk.png)
(It is not launching)
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on July 31, 2021, 03:00:22 am
first, make sure you have a copy of your original megafle 0.701 folder from here:
https://www.romhacking.net/utilities/333/

copy or move the edited megafle.exe and the .DAT file i include, to that folder to overwrite those 2 files. This has those required visual basic OCX files.
Title: Re: Megaman 3 Improvement 2.3
Post by: Emsi-D on July 31, 2021, 06:43:21 am
kuja killer, I did so. The utility offers to select the ROM, I select the patched ROM "Rockman 3 - Dr. Wily no Saigo! (J)" and then utility crashes with the same error :huh:
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on July 31, 2021, 07:59:42 am
it's probably a windows 7+ gimmick about that. Sometimes these programs require those OCX and DLL's to be in the System32 folder. that usually fixes all problems in case it doesnt work from the program's own folder.

So you might want to "copy" the OCX and DLL's to your System32 folder, I dont have windows 7 or higher, so im not sure where it is on there.
Title: Re: Megaman 3 Improvement 2.3
Post by: Emsi-D on July 31, 2021, 08:42:57 am
it's probably a windows 7+ gimmick about that. Sometimes these programs require those OCX and DLL's to be in the System32 folder. that usually fixes all problems in case it doesn't work from the program's own folder.

So you might want to "copy" the OCX and DLL's to your System32 folder, I don't have windows 7 or higher, so I'm not sure where it is on there.
Does not work. Unfortunately.
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on July 31, 2021, 08:54:49 am
I'm not sure then, very sorry. :( I dont know how windows 7 and others structure their file and folders format.

I cant test with any of those OS's. Since that's what it looked like in your screenshot with the much thinner looking X button in the corner.
Title: Re: Megaman 3 Improvement 2.3
Post by: Zynk on July 31, 2021, 09:15:12 am
Right-click on the Megaflex app, then click Run as Administrator
Title: Re: Megaman 3 Improvement 2.3
Post by: Emsi-D on July 31, 2021, 09:55:03 am
Right-click on the Megaflex app, then click Run as Administrator
Spoiler:
(https://i.imgur.com/ZXRlENe.png)

Spoiler:
(https://i.imgur.com/aGlnkBq.gif)

In 2014 I have used this utility: https://www.romhacking.net/utilities/563/
Now I have to figure out this MegaFLE X..
Title: Re: Megaman 3 Improvement 2.3
Post by: Chicken Knife on August 02, 2021, 09:54:12 am
I'd love to know what the small change was on the last non-numbered update so I can determine whether I want to redownload the patch and redo the manual adjustments.
Title: Re: Megaman 3 Improvement 2.3
Post by: G30FF on August 02, 2021, 10:45:54 am
I'd love to know what the small change was on the last non-numbered update so I can determine whether I want to redownload the patch and redo the manual adjustments.

I believe the change is to make Mega Man face right after defeating Gamma.
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on August 02, 2021, 11:23:20 am
yes it was just that only. did not add anything else, and i kept the version number the same.
Just was "face mm to the right after beating gamma-wily" ..that's all. Its not important, you dont need to re-do anything.
Title: Re: Megaman 3 Improvement 2.3
Post by: G30FF on August 02, 2021, 04:07:50 pm
Does anyone still have a copy of the 2.22 Improvement patch? I wanted to try and upgrade MM3 Revamped using the new Improvement updates, but I don't have access to 2.22 to make a diff patch with anymore.
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on August 02, 2021, 04:33:58 pm
Alot of things i did here, are already on mm3 revamped as I mentioned in the readme, not everything but quite a few. I dont remember them all.
Title: Re: Megaman 3 Improvement 2.3
Post by: G30FF on August 02, 2021, 04:45:55 pm
There are, but I'm thinking about some of the changes specific to 2.3, like the new sound effects on the cloud missiles, birds in the ending (I don't recall them in Revamped), and animation frames on Break Man in the stage select.
Title: Re: Megaman 3 Improvement 2.3
Post by: kuja killer on August 02, 2021, 05:02:32 pm
alright well here.. there was only 1 single site i could find that would accept this without being auto-deleted from text upload places.

But it's all "un-wrapped" - so the page has a miles long scrollbars...sorry. :( so try right clicking in the window "select all" and "copy" - then paste it in your own new word or text file, i guess.

https://textuploader.com/ta01l
please be careful when adding things.
Title: Re: Megaman 3 Improvement 2.3
Post by: G30FF on August 02, 2021, 06:53:45 pm
Wow! I wasn't expecting this! I was just going to try and take 2.22 and create a diff patch with 2.3, but this is amazing! Thank you! I didn't mean to put you through all that trouble, but I appreciate it all the same! I've saved the file and I'll see how much of this I can backport into Revamped. You've done a great job documenting everything!

August 09, 2021, 12:31:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)
It's been a while, but I just wanted to report back on what I was able to accomplish trying to add 2.3 features to Mega Man 3 Revamped for my personal use:

Successful changes:

- Protoman scarf in CSS
- Flying birds in ending
- New SFX: Missile sound to missile launchers and bullet clouds; Needle sound to Needleman and hedgehogs; Bullet sound to Geminiman and Wily Machine; Water splash sound to Turtle Dispenser and Submarine enemy
- Snakeman jump shoot animation
- Hard Knuckle hitbox fix
- Mega Man facing right after defeating Gamma
- Fade music part 1 (after exiting a stage; I did not add part 2)
- Wily Machine 1 life bar fix

Did not work:

- Rush Marine breathing bubbles: No air bubbles, and Rush moves very slowly
- Fix delayed graphics update: Caused the game to freeze when pausing and unpausing in Gemini/Doc Gemini's first area with the planet and some other areas
- Fix glitch when entering a boss room with Rush Marine: Caused music to speed up at the start of boss fights (returns to normal after boss health fills); I think this might already be implemented in Revamped though

Trying to add all of the changes in the document caused the rom to break. Engine changes all caused major issues when I tried to add them, so I left them out. I also didn't re-add any of the changes that were already present in Revamped, like the hitbox changes and Spark Man's freezing effect.

Thanks again kuja killer for the information! It was really interesting experimenting with the changes and editing the rom! :)