11 March 2016 - Forum Rules
Started by falchion22, September 16, 2016, 10:34:12 PM
Quote from: johnm on February 23, 2017, 04:55:53 PMWheres the download link for the hack? I've already seen it on youtube here: https://www.youtube.com/watch?v=XTXYcvQmm6o
Quote from: protorock on February 23, 2017, 07:53:16 AMAny help you need?
Quote from: DarkSamus993 on February 23, 2017, 10:25:34 PMA quick update:Unfortunately I haven't been able to work on this project much, mostly due to my graphics card's fan going kaput (no data was lost) followed by me falling ill with the flu.
Quote from: DarkSamus993 on January 15, 2017, 11:08:42 AMSince I happen to have a working copy of this, I went ahead and modified the patch to use the USA No-Intro rom, so that should hopefully solve any patching errors people are having. Get it here.----------------------------------------As falchion22 has stated, I've sort of taken over this project and I hope to greatly improve upon it. It started out as simple graphics replacement and has moved onto assembly hacking.I've already rewritten several loading routines to enable the game to load data from any bank (in this case objects with uncompressed gfx). MM7 has the annoying habit of hard coding data to certain banks, making it hard to move/expand data in an already full rom. Fortunately, rom expansion is a thing, meaning it's just a matter of modifying the code to allow use of it. Expanding animation data will have to happen at some point if I'm going to add Bass's usual abilities.----------------------------------------I've also written a utility to make exporting and importing uncompressed sprites much easier. It currently only supports Mega Man and the Super Adapter, but that should change in the future. ROM => Export => ImportThis means Bass can now use his normal sprites, rather than "squished" ones that were used to replace Mega Man's. Of course sprite OAM needs to be completely rewritten (unfortunately my GUI programming is quite limited, so that will be quite tedious without one).----------------------------------------No promises, but it is my goal to program his usual abilities in. Examining Bass's code from RM&B should help in that regard.EDIT:I should also mention the script is very rough atm, and a good portion of it will need rewritten to fix things like out-of-character lines and such. I've been working on figuring out the control codes (there's 18 of them) and have managed to dump the script with Cartographer.While falchion22 says the patch is 95% done, that only refers to his version of it. With all the improvements I'm working on/planning, I'd say that brings it down to ~10% done.
Quote from: blade133bo on July 18, 2017, 12:49:40 PMHate sprite of megaman on the game.I try, but so hard with tilemolester.Is posible easily?
Quote from: blade133bo on July 21, 2017, 09:10:49 AMCan share utility?Try change sprite in rom MM7 and gamecube version Megaman anniversary Collection?
Quote from: DarkSamus993 on July 22, 2017, 09:45:31 AMWith a bit of work it could probably be done. You'd have to expand the animation data if you wanted to use all the RM&B frames though, not to mention Mega Man would be out of style sprite-wise.
Quote from: DarkSamus993 on July 22, 2017, 09:45:31 AMThe utility is not complete yet, I got sick (severe chronic migraines) and had to halt all hacking activities for quite awhile. I'm just starting to feel up to working on my projects again.
Quote from: Ness on July 22, 2017, 05:21:08 AMNeo Ragsuku has a MM7 tool on his download page. Use google translate.http://www.geocities.jp/borokobo/neo/download.html"An application that aims at editors. Is it already enough for the viewer?"Not sure what it does, couldn't get it to work myself but I didn't try very hard. Maybe it can help.
Page created in 0.076 seconds with 20 queries.