News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - cschifani

Pages: [1] 2
Newcomer's Board / Re: How to find sprite data in Rockman 2?
« on: December 15, 2020, 10:09:30 pm »
Thank you both for this! I managed to trace the rise of the enemy's horns to $055f, but that doesn't seem to tell me anything about the sprites for said horns, which are what I'm looking for. I've looked in Mesen, and it says that the tiles for them are located between $0e00 and $0e90. I want to find where the tile data for these sprites is in vanilla Rockman 2 so that I can fix it in the hack I'm working on. I don't understand how CHR RAM and OAM correspond to the ROM file. Could you provide any more detailed guidance about what I should do next?

Newcomer's Board / How to find sprite data in Rockman 2?
« on: December 13, 2020, 03:07:35 pm »
I'm interested in finding the location in the Rockman 2 ROM of the sprites for the 1st enemy you encounter in Air Man's stage (Goblin/Air Tiki), but I don't know how to do this using an emulator or other tool. Any guidance someone might provide would be greatly appreciated.

Newcomer's Board / Help with MegaFLEX and Mega Man 4
« on: December 06, 2020, 12:25:23 pm »
I have 2 questions.

1) If I want to modify a level in Mega Man 4, which things do I need to modify, and how long are they?
2) How can I tell where the data for individual levels begins and ends in MegaFLEX?

Thank you in advance for your help!

A friend of mine is looking for some of the early builds of Rockman 2 Gray Zone and Rockman no Constancy. I only have the latest ones that can be found here. If anyone can help me out with the IPS patches for earlier builds than hosted at RHDN, I would be very much obliged.

This looks so cool! I can't wait to give this a spin. Keep up the great work!

Personal Projects / Re: My untitled Megaman 1 hack
« on: May 12, 2020, 05:05:14 pm »
That's a real shame, Timaeus. Your project looked very interesting. I wish I knew enough about hacking to help you. I understand if you want to put the project on hold for a while, though. Best of luck with everything!

Newcomer's Board / Tileset/Graphics data for Megaman 4
« on: April 27, 2020, 05:05:20 pm »
I have been looking at Matrixz's document and some other resources. KujaKiller told me once that if I wanted to move levels around in MM4, I would need to do something like this:

16x16 block data (400 bytes): copy 4A010-4A40F in megaman 4 ROM --- to 1B10 in megaman 3 ROM
pal/block type   (100 bytes): copy 4A410-4A50F in megaman 4 ROM --- to 1F10 in megaman 3 ROM
32x32 block data (400 bytes): copy 4A510-4A90F in megaman 4 ROM --- to 1710 in megaman 3 ROM
Screen data      (800 bytes): copy 4A910-4B10F in megaman 4 ROM --- to  F10 in megaman 3 ROM
Screen Order      (30 bytes): copy 4B510-4B53F in megaman 4 ROM --- to  A10 in megaman 3 ROM
Screen Direction  (10 bytes): copy 4B540-4B54F in megaman 4  ROM --- to  A50 in megaman 3 ROM
Palettes          (40 bytes): copy 4B5A0-4B5DF in megaman 4 ROM --- to  A92 in megaman 3 ROM
Graphic/Tileset (1000 bytes): copy 2D010-2E00F in megaman 4 ROM -- to 52010 in megaman 3 ROM

I understand how he got all of the information except those last 1000 bytes. How would I pin them down for stages beside Dustman? I'm only interested in Mega Man 4. I've tried looking in Mesen and FCEUX, but I haven't seen anything that would indicate that graphics or tilesets for stages are 1000 bytes, or that they would be located so far inside the 20000 bank (backgrounds start after 20010). Can anyone explain this to me? I know so little about ROM hacking that it mystifies me.

Newcomer's Board / Getting addresses in PRG ROM from CHR RAM or PPU
« on: April 26, 2020, 12:19:08 pm »
If I know that Megaman IV stages have 1000 bytes of CHR data, and if I can find that data in either CHR RAM or PPU, how do I go about finding where that same data lives in the PRG ROM? Any advice you could share would be much appreciated.

Newcomer's Board / Question about data in a PPU viewer
« on: April 25, 2020, 08:33:20 pm »
If I'm looking at a game in Mesen's PPU Viewer and it tells me that, for a given tile, "$2000 = $5F" or "$2000 = $10," what does this tell me about the game? I've never done anything with ROM hacking before, so I'm trying to figure some things out. Thank you for any information you may provide.

I've been using Matrixz's Comprehensive Document, and I can see the level data for each stage. I know also that the CHR banks start at 20011. What I don't understand is whether the CHR data is arranged in the same order as the level data, how long it is per stage, and whether there is anything besides the "Level Data" and CHR Data that is necessary to make a stage show up properly. To give an example of what I'd like to do, I would like to take the Dive Man stage in Schwa's "Gadget Master" hack, and replace Cossack 3 in the vanilla game with it. Is there any information besides the Level and CHR data that I would need to do this? How do I locate the correct CHR data for each stage?

Thank you in advance for your help with this!

I've made some adjustments, and managed to fix (mostly) the sprites for those enemies. They're better, but not perfect. Now the Goblin horns work, but have a weird "furry" look, and the Kaminari Goro throws Petit Goblins instead of Lightning Bolts. I'd be happy to share the IPS of what I'm working on with anyone willing to look at the differences between that and vanilla Rockman 2 and provide some specific guidance on how I can fix these two sprites. I'm hoping that someone can walk me through the process of restoring at least one of those sprites. I've tried the methods suggested by FAST6191, but I don't know enough about using the FCEUX debugger to pinpoint where the horns appear and where the lightning bolts get thrown.

I'm trying to figure out where the ending song (the one that plays when Rockman is walking through the four seasons of weather) in the ROM hack Rockman 2 Unprecedented is. I've checked out Infidelity and Bisqwit's documents on this, but the song seems to have been moved in this hack, and I can't figure out where it is and where to put it if I want to insert it in the normal place for the ending song in the vanilla Rockman 2. Any help with this would be greatly appreciated.

Personal Projects / Re: My untitled Megaman 1 hack
« on: March 20, 2020, 09:29:03 pm »
This looks great so far. I like your art style--it definitely feels both fresh and Mega Man-style. I'll be excited to see how this project progresses. Keep up the good work!

This is very helpful. Thank you! I fixed the AI problem (I'm just trying to make a weapons patch for the vanilla game from an unfinished ROM hack), but not the sprites. I'll try what you suggest and see what I find.

EDIT: I found the data I think I'd need. I just don't know what the file containing said data means when it has two-number groups For example, it says:

01 %u30AF%u30C3%u30AF%u30FB%u53F3%u8DB3%u524D
02 %u30AF%u30C3%u30AF%u30FB%u4E2D%u9593
03 %u30AF%u30C3%u30AF%u30FB%u5DE6%u8DB3%u524D
04 %u30C6%u30EA%u30FC%u30FB%u6B63%u9762
05 %u30C6%u30EA%u30FC%u30FB%u5DE6%u3092%u5411%u304F
06 %u30C6%u30EA%u30FC%u30FB%u5B8C%u5168%u306B%u5DE6
07 %u30C6%u30EA%u30FC%u30FB%u5F8C%u308D%u5411%u304D

08 %u30C6%u30EA%u30FC%u30FB%u5B8C%u5168%u306B%u53F3
09 %u30C6%u30EA%u30FC%u30FB%u53F3%u3092%u5411%u304F
0A %u30D7%u30C1%u30B4%u30D6%u30EA%u30F3%u30FB%u53E3%u9589%u3058
0B %u30D7%u30C1%u30B4%u30D6%u30EA%u30F3%u30FB%u53E3%u3059%u307C%u3081%u308B
0C %u30D7%u30C1%u30B4%u30D6%u30EA%u30F3%u30FB%u53E3%u958B%u3051
0D %u30D5%u30E9%u30A4%u30DC%u30FC%u30A4%u30FB%u30A2%u30A4%u30C9%u30EB1(%u8155%u81EA%u7136%u4F53)
0E %u30D5%u30E9%u30A4%u30DC%u30FC%u30A4%u30FB%u30A2%u30A4%u30C9%u30EB2(%u8155%u7E2E%u3081%u308B)
0F %u30D5%u30E9%u30A4%u30DC%u30FC%u30A4%u30FB%u8155%u4F38%u3070%u3057(%u30D7%u30ED%u30DA%u30E9%u5DE6)

I can read the Japanese, but I don't know what the numbers refer to. Can anyone enlighten me?

March 20, 2020, 04:23:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
More specifically, I now just need help finding where in the Rockman 2 ROM data for 2 sprites are located:

1) Goblin's horns (the rising and lowering horns on the big "Air Tiki" enemy that is the first thing you encounter in Air Man's stage).
2) Kaminari Goro's Lightning Bolts (just the bolts from the cloud rider enemy who throws them).

Any help in locating this data, or showing me a reliable way to find it, would be very much appreciated.

I'm trying to find the sprite and AI data for the Goblin, Petit Goblin, and Kaminari Goro enemies in Airman's stage in Rockman 2, but I'm not sure where to look in the ROM (especially for sprites). Any advice about what to look for or do using FCEUX would be very helpful and appreciated. Thank you!

Newcomer's Board / Re: Finding Level Data in Mega Man 4 (NES)
« on: July 15, 2019, 09:15:09 pm »
So it's the "bank" data that tells you where they start and end. I missed that completely in my earlier perusal of the document. I think I understand things now. I deeply appreciate your patience and thoroughness, Kuja; and I apologize for exasperating you.

Newcomer's Board / Re: Finding Level Data in Mega Man 4 (NES)
« on: July 15, 2019, 10:35:55 am »
My apologies, Kuja. I did see that. I just don't see how that tells you that Brightman's data starts at 4000, Diveman's at 4200, etc. How can you tell where the levels and stages are differentiated? My sincere apologies for being so daft.

Newcomer's Board / Re: Finding Level Data in Mega Man 4 (NES)
« on: July 14, 2019, 10:22:40 pm »
The document I got from this site doesn't seem to make any differentiation between the level data. Where did you find the most up-to-date version of Matrixz's comprehensive document?

Newcomer's Board / Re: Finding Level Data in Mega Man 4 (NES)
« on: July 14, 2019, 10:45:34 am »
This is awesome, and exactly the sort of thing I am interested in doing. Thanks, Kuja! But how do you know where in the ROM each of these things starts, and how long it is? How do you obtain the information that you quoted? In looking at Matrixz's document, it looked like the level data was all the same.....

Newcomer's Board / Re: Finding Level Data in Mega Man 4 (NES)
« on: July 13, 2019, 11:16:44 am »
Thank you both. I've actually used MegaFLEX, but I can't figure out where the level data is in such a way that I could import a level from one ROM to another (both MM4), or know exactly where one level began and another ended. If you could elaborate on how to do this, I would be most grateful.

Pages: [1] 2