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Messages - kuja killer

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I'm one of these people that liked the new look for mm's graphics (unlike other people you say that dont) ..because the first time i saw it, it seriously made me feel like it was "almost" a 16-bit mm

SNES/genesis quality if you know what i mean, cause you replaced the black with another blue which really made it look more detaild in my opinion. that was why i liked it. :)

you didnt ever download the original zip files from puresabe's website, is what it sounds like your saying. He had an english readme for them about it.

These were 2 ridiculously insane new years hacks where you needed a copy of all 6 NES rockman's. and then running his custom patcher program takes coding and graphics from all 6 ROM's and makes it into 1 single NES rom.

I sent you a PM with the 2 NES rom files pre-patched so you dont have to go through that complicated process.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: June 11, 2020, 05:15:04 pm »
how though ?? what happened exactly ?? :(

ROM Hacking Discussion / Re: Rockman 6 Unique Harassment 1.1
« on: June 07, 2020, 05:25:48 pm »
crap im so sorry...i copy-pasted from the wrong 5ch post... my apoligies. :(

edit again:
okay apparently it's already uploaded to's page here already. Zynk already did it. that's good.

ROM Hacking Discussion / Re: Rockman 6 Unique Harassment 1.1
« on: June 07, 2020, 12:07:11 pm »
The author, tatsu -- uploaded 1.1 to this place originally:

edit: accidently copied wrong link, it's this

I've always seriously hated that D-pad tap for dashing. It's super annoying and screws me up too tons of times.

Later mm games had an option to disable it through a options menu. I dont think any of the the original mm X1-6 games had an option though. :(

Personal Projects / Re: Mega Man X2 & X3 Wireframe Model Editor
« on: February 05, 2020, 01:58:51 am »
yea i remember there was sometimes slowdown in the sigma 3D head fight. But i think it was only when he spawns those random enemies, or during that "laser-eyes" attack. I dont remember.

It's probably just the laser that causes slowdown, since it keeps making explosions nonstop, but I don't really know.

But wow so cool. :) i was just playing around with your editor a little bit. So all those individual little "dots" is what controls each piece or position. Interesting. :)

I clicked "import from rom" and opened the mmx2 rom just cause i was curious, but yea nothing happened. did for some reason save to the ROM, i never clicked "write to rom" or anything. I double-checked in emulator, and nothing was overwritten or corruped at the title screen luckily.

Personal Projects / Re: Megaman Z2
« on: January 29, 2020, 07:30:16 am »
woooa that's all so cool looking, that gif Reld posted, and the editor. :) and the disassembly by DarkSamus993 :)

So this is really just nothing but X/Y/Z positions pretty much ?? Doesnt seem like there's hardly much code at all, wow!
So you like just edit those 16-bit postions to make any whatever shapes or letters you'd want, and probably the Z position is kinda like how big or small the graphic...frame..vertex or whatever, is ??

Personal Projects / Re: Megaman Z2
« on: January 23, 2020, 07:06:39 am »
Oh wow that's really interesting. :) Kinda looks like those are 16-bit X and Y positions of each frame or something. Though I dont know what the whole "vertex" and "vectors" stuff means in terms of SNES/playstation/nintendo 64 graphics.

I only have experience with NES stuff.

Personal Projects / Re: Megaman Z2
« on: January 22, 2020, 10:24:19 pm »
I wondered, is there an actual real graphic anywhere in the ROM for that 3D X ?? just a "base" X anywhere at all.

Or it the CX4 chip using code only, to draw that X with some crazy rotating and whatever type of stuff ??

edit: well this looks interesting. Seems like it's on the "background layer 3" and only uses the very first row of colors on the top left (those 3 whites in the top left corner) ..that's also the same spot, for the 3D mm X head in the intro, just 2 blues and red.

ROM Hacking Discussion / Re: Mystery hack ?? Final Fantasy 10 Tactics
« on: December 05, 2019, 06:40:59 pm »
woa that's it exactly. :) Yea i didnt think to try japanese search terms. But wow, i watched that whole 1st hour, and it really does re-create the story and battles of FF 10 literally perfectly.

like the start with Tidus/Auron in the city fighting those bugs, then in the cave/temple area where you first meet Riku and so on.

even made a whole animation scene with tidus kicking a blitzball (the beach scene with wakka)

This is really amazing someone was able to make a FF Tactics version of 10. :)

December 06, 2019, 07:38:40 am - (Auto Merged - Double Posts are not allowed before 7 days.)
This guy is streaming again right now at this momment. I attempted to ask (in japanese) if there was a link to a download for this hack.

He lead me to this website:

It doesnt load at first, saying "403 forbidden" ..japan proxy's wont work either. but i was able to get through using a program called "SoftEther VPN Client" to temporarily use a real japan IP address and saw a uploader page with tons of files. Dont know which one it is. :(

I downloaded some of them, and they all have a program that expects a .UDM file... whatever that means.  :-\

uhhh.. i have a feeling this is not even the right download, saying "old version to new version" :(

Also here's the comments:

I uploaded it, i dont know if this is the actual hack's patch or not.

ROM Hacking Discussion / Mystery hack ?? Final Fantasy 10 Tactics
« on: December 05, 2019, 01:05:29 pm »
Hello, I want to ask if anyone out there may have heard of a Final Fantasy Tactics romhack "Final Fantasy 10 tactics" or X tactics. It seems to be a full game romhack based on FF 10, and not just sprites only. Playstation 1 version

I came across a stream randomly of someone playing this on FC2 live, where they were in a boss fight with Seymour, this one specifically near the end of FF 10:

I counted about 5000 HP even though it shows only 900, it would keep "underflowing" from 000 to 999 a bunch of times (in the screeshots below)

I searched everywhere I possibly could. Google, youtube, the streamer's own blog linked on the page description, insane difficulty forum,'s own list of FF tactics romhacks. Found nothing period anywhere. :(

I at least got a couple screenshots of the mugshot pictures before the stream ended when he finished this battle but that's it. So i couldnt see more.

Tidus Mugshot, Kimari sprite:


Seymour's 4 element discs just like the FF10 battle (on the sprite)
Also lulu sprites at the top barely

Personal Projects / Re: Rockman World 3 DX & Megaman 3 DX
« on: November 20, 2019, 08:24:04 pm »
ahhh i see. well that's a bummer. :( Yea okay.
Basically saves 1 "sprite" tile on all animation's frames data.

Personal Projects / Re: Rockman World 3 DX & Megaman 3 DX
« on: November 17, 2019, 08:02:20 pm »
just curious, is the face a seperate sprite like it is on the NES games ?? To make it peach-white.

Or is it just apart of the face already and cant do that ? i dont know a lick about gameboy sprites/palettes.

Example - all 6 nes mm's look like this.

I don't recommend doing that for mm games. There's a "hard" version of rockman no constancy that reduces the invisible time to like 2 frames, and it's nigh-impossible to play without serious savestate'ing or TAS.

Personal Projects / Re: Final Fantasy IV - Ultima
« on: November 03, 2019, 03:23:43 am »
Are you working for PlayOnline?

heh i have this strategy guide. I did not own a PC back in 2000 when FF9 came out, so i didnt have a clue back then about this being so bad.

i could only look at that dumb playonline website at my best friends house on his comp when we played through the game for our first time..

Newcomer's Board / Re: Adding four more Doc Robot Stages
« on: October 09, 2019, 09:14:28 am »
Only if you use mm 3 improvement, it's possible. Not possible with original mm3 rom.

each level is 2000 bytes minimum, 4 more levels requires 8000 bytes of programming space, which is totally avaiable no problem on mm3 improvement (rom is expanded to 80,000)

But there's a whole crap load more work involved with the whole level order numbering thing, and many other things, like fast6191 said... :(

ROM Hacking Discussion / Re: SNES Japan letters question
« on: August 28, 2019, 07:18:31 am »
I was able to copy-paste the font from SNES rockman forte perfectly just fine to NES, for megaman 3 improvement (rockman 3 improvement for japanese version)

I dont think rock forte has any kanji, only the regular hiragana and katakana as seen in the image above. it's at 3BE000 there, and only viewed in gameboy mode for some reason, for yy-chr here

Gaming Discussion / Re: NES games showing 25 colors at once?
« on: August 21, 2019, 06:10:50 am »
Eehhhhh... not really.

Every system has to have a transparent color.  I know for a fact SNES also reserves color 0 to be transparent, so it's no different from NES.  And I have a very strong suspicion that the other listed systems are the same way.

I meant those "mirrored" parts specifically, rather than the color 0 thing
like here

Gaming Discussion / Re: NES games showing 25 colors at once?
« on: August 20, 2019, 11:31:56 pm »
i think i brought this up with Disch in the romhacking IRC once before, i dont remember. but i once saw an article on nesdev wiki explaining it was supposedly possible to use IRQ's to load unique colors into those really stupid "mirrored" parts that cant be used (3F04, 8, C, 10, 14, 18, 1C)

And i tried it once and it worked, but apparently it still wasnt possible to truly show those colors on the screen or use them really. :(

Totally sucks. SNES, sega master system, game gear, gameboy all can use those slots.... but not NES. :(

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