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Messages - RhysOwens101

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I would like a Werewolf: The Last Warrior for NES hack which adds many improvements to Gameplay and Level Design, making the game less unfair and broken.
You'll see what I mean when you play it.

Update:I've just finished Spark Man's Stage, more screenshots will be added soon.
I'm not sure when to release a demo patch. Maybe when I get half of the robot masters done.

Personal Projects / Re: Mega Man 3 - Doc Robot's Revenge
« on: June 17, 2017, 05:52:17 am »
Nice hack! I was actually looking forward to that boss rush hack ... it's actually helpful for speedrunning and practicing
But that one had different boss behaviors, which may or may not go here.

Personal Projects / Re: Mega Man 3 - Doc Robot's Revenge
« on: June 16, 2017, 04:53:13 am »
Ah a new hack ? that's cool. but, i just have to say this, before going to much further, i'd highly recommend using Megaman 3 Improvement to base your hack on if possible.

You can even edit the storyline text to match what your own custom story is, and change the pictures, if needed.
The problem is that the patch isn't compatible with MegaFleX, which is what I'm using.

Personal Projects / Mega Man 3 - Doc Robot's Revenge (First Update)
« on: June 10, 2017, 12:33:47 pm »
Mega Man - Doc Robot's Revenge

This hack is gonna be a full level hack with slightly big gameplay modifications and bug fixes.

The Story (Will be improved):
After Mega Man defeating the Doc Robots in the past, the parts were scrapped and taken to recycling.
But, a few months later, they suddenly were put back together and rebuilt all the Robot Masters used for mining the Energy Elements,
and used them to attack the city. Hearing this, Dr. Light sent Mega Man out to destroy the rebuilt Robots and then destroy
the Doc Robots.

Finished Stages:
Snake Man
Spark Man

WIP Stages:
Top Man


Utilities Used:
MegaFleX (Level Hacking, some Gameplay Hacking)
Tiny Hexer (Most Gameplay Hacking, Bug Fixes)

kuja killer (MM3 Hacking Documents)

Some of the boss modifications will be recycled from my previous project, Master Battle (Cancelled Boss Rush Hack).

Personal Projects / Re: Mega Man 3 - Master Battle (Cancelled)
« on: May 26, 2017, 10:54:36 am »
The project has been cancelled since like early May because I realized that Boss Rush hacks are pretty low effort, so I'm making a full level and gameplay hack.

Programming / Re: Making a Gradius 1 NES Hack.
« on: April 30, 2017, 03:24:47 pm »
I'm not sure if that is an outdated version or a different hack altogether, but AC Death 1.9 is available here:
That's Gradius II, I'm doing Gradius I.

Personal Projects / Re: Gradius: Comeuppance (Level Hacking)
« on: April 26, 2017, 11:10:57 am »
Update: I would love to do coding, but I can only do graphics or text because they are the easiest to do but I don't want many graphical changes because it's set before the events of the first game.
This is why I need your guys' help to find the offsets of the level tiles because that's what I want to change first. Definitely an un-documented game.

Personal Projects / Re: Gradius: Comeuppance
« on: April 19, 2017, 08:34:06 am »
The Big Core is the primary boss enemy in the original Gradius.
Mmmhmm, appearing in nearly every game in the series in over 5 variations.

Personal Projects / Re: Gradius: Comeuppance
« on: April 18, 2017, 03:31:51 pm »
Vic Viper changed to another sprite? I'm not really familiar with Gradius jargon.
What do you mean by Jargon?

Personal Projects / Gradius: Comeuppance (Level Hacking)
« on: April 17, 2017, 05:11:02 pm »
This is gonna be a Gradius 1 NES Hack that will be made off the Arcade Conversion Patch (

The hack is going to be a prequel to the original. You will play as a prototype version of Big Core that was originally put away by the Bacterians.
As of now, the only thing I have changed is the sprites and text on the title screen, and I don't know how to or can't do (so need help with) what's below.

What To Do/Learn To Do:
  • A Proper Plot
  • New Levels (This is to be done first)
  • New Enemies
  • More Bosses
  • Change the Laser to a single shot that can be upgraded to fire up to 4 shots in a pattern just like the Big Core boss's
  • Change the Shield to a Force Field (Like in the sequels)

Utilities Used:
FCEUX (Hex Editing and Debugging)
YY-CHR (Graphics)


Personal Projects / Re: Mega Man 3 - Master Battle (Demo Patch 2)
« on: April 13, 2017, 09:33:21 am »
Quick Update:
Not much has been done because I have other things to do, for example, working on a hack for the Gameboy MM1.
I will continue working on this though at one point, don't worry.

Programming / Re: Making a Gradius 1 NES Hack.
« on: April 11, 2017, 02:58:55 pm »
It came from a Japanese site which they used the Japan ROM, not sure if there are any real differences though between the both of them. I was hoping the author of this hack would take advantage of the updates this patch provided though :(

Regardless I am looking forward to this when its done! Gradius hacks are always good!
I haven't seen many Gradius Hacks. And most of them are just Graphic Hacks, that's why I'm trying to hack the levels and such.

Programming / Re: Making a Gradius 1 NES Hack.
« on: April 11, 2017, 02:30:50 pm »
I'm gonna keep Big Core (the boss) as is because the plot is gonna be about you controlling the last active Big Core Prototype after the others were deactivated in replacement with the Final, Larger Big Cores because the Bacterians thought the fact that the cores were able to fire lasers caused them to overheat and eventually explode.

Personal Projects / Re: Mega Man 3 - Master Battle (Demo Patch 2)
« on: April 05, 2017, 12:28:00 pm »
Demo Patch 2 is out! It has the Air Man, Crash Man, Metal Man and Heat Man modified.
Demo Patch 3 will have the rest of the Doc Robot Battles modified.

Programming / Re: Making a Gradius 1 NES Hack.
« on: April 02, 2017, 09:52:06 am »
The options are now copies of your core (because why not)

Also, what do you think the Big Core boss should be replaced by and what should I name the hack?

Personal Projects / Re: Mega Man 3 - Master Battle (Help Needed)
« on: March 29, 2017, 12:15:18 pm »
Honestly no offense but the best way to find those info is to learn to do the searching yourself.

MM3's RAM map should be available. During a fight with Heatman or whatever, based on the ram map you can find the addresses used by the object. For instance according to datacrystal, ram address $0360 to $037F = X Coordinate, so one of those will be the object's X coordinate. You can easily guess it and freeze or change it to make sure.

Set a write breakpoint on that address, that will open up the debugger, which in turn leads you to the relevant rom data. From there, learn how to use the debugger and to read 6502 assembly. It's not hard, if I'm learning it without no prior programming knowledge, anyone can.

Make sure that the breakpoint sent you to the boss's code, and not a routine that a boss uses which is probably used by many other things (not a good idea to change that just yet). If you're seeing a routine you can "step out" which brings to the point which called it.

At that point the easier edits is to find a bunch of LDA addresses and to mess with them. Once you get the hang of it and a better understanding you can try replacing a routine by another, and then more, much more.

Do this for different ram addresses (coordinate, speed, etc)

Basically base yourself on whatever MM3 doc there is and on 6502 assembly tutorials.
Make sure to take notes of everything you're doing. Always set back to default whatever you changed that didn't end up interesting or useful. Make backups.
I booted up FCEUX and went to Heatman's room. Then I opened the RAM Search and changed some values at the addresses you showed me, but Heatman will not move. No luck.

April 02, 2017, 09:29:53 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also here are some screenshots of the Doc Robot bosses.

Personal Projects / Re: Mega Man 3 - Master Battle (Help Needed)
« on: March 29, 2017, 08:31:51 am »
i never saw any crashes or anything during Airman earlier tonight while fixing the door stuff.....i just used an unmodified megaman 3 rom to make the patch, just regular english yea it's fine...i guess ?

edit: woooa what the hell...the WHOLE entire rom is shifted to the right by 1 byte ...what the hell happened ..yea you must have a different ROM or something :-\

i dont know if this matters or not but uhhh. this is the checksum stuff or whatever of the un-modified mm3 rom i have... for you to compare to yours

May 19, 1997
ROM CRC32:  0x603aaa57
ROM MD5:  0x4a53b6f58067d62c9a43404fe835dd5c
I applied your patch to an unedited MM3 rom and everything is okay now.
EDIT: I'd like some info on editing Heatman and Quickman because there's none in the word file.

Personal Projects / Re: Mega Man 3 - Master Battle (Help Needed)
« on: March 29, 2017, 03:06:15 am »

And here you go. - cant believe i did not ask you about this, it was the last possible thing ever that i would even bother to think of, this had nothing at all to do with doors seriously. :( was the fact that you didnt finish setting up the scroll position types like "right, down, up" on the Screen Editor ..the screens after the first doc fight were "up up --- rest of the original megaman 3 path" ..when they needed to be "right, right" leading to the 2nd boss room. THAT's why the door wasnt opening, had nothing to do with the actual doors, ugh :|

So i set those for you. I also setup the bunches of "right x1" for you for Doc Gemini, and Doc Shadow even though you havent started on those levels yet.

I fixed a couple other little quick spots too like these: - these spots were using regular "background" property instead of wall. So i added the wall to that spot from the original mm3 room setup. Also fixed that in the Doc Spark doors too.

I "half" fixed the strange unknown door open in gemini that happened on your 2 extra screens at the beginning, but i could not fix the other side after the end of the scroll :(

So anyway i hope this is enough for you to continue and finish your hack though. I wish you could of started with Megaman 3 improvement as the base of your hack though, but ah well, thats okay.
Wow, thanks,
but after editing Air Man's behavior, the game won't work. It stopped working after editing some of his tornado Y-positions.
So that might help you find the problem.
EDIT: Is the patch you gave me compatible with an Original MM3 US Rom?

Programming / Re: Making a Gradius 1 NES Hack.
« on: March 29, 2017, 02:42:57 am »
It is a list of pointers. Pointers are 2 bytes long. In this case (I don't know how long the list is, so lets take the first 4 pointers):

So you can change their order like so

Which is D199109A
So just paste that into that address to switch the order.

Pointers are nothing more than addresses. You don't need to know how to convert them, but here goes:
1 - switch both bytes (9A10)
2 - subtract 10 (9A00) because the NES header is #10 bytes long

So #109A points to $9A00. This is NES memory, but it points to the loaded ROM bank. You can't know which bank is read from just by looking at the ROM, but you can use data logger and the debugger to set breakpoints on read to this address and find out.
I did what you said, but all I got was Level 1 with no enemies.

March 29, 2017, 09:10:22 am - (Auto Merged - Double Posts are not allowed before 7 days.)

Also, the hack is gonna be set before the events of the original game, where you play as a Big Core prototype.

March 30, 2017, 02:58:39 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I did some more editing to the level pointers bit and here's my guess on
how the 1st level is formatted.
10 is the Flight Screens. 9A is the Main Part of the level and D1 is the Volcano sub-boss activation.

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