øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=20;area=showposts;start=135e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index317a.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=20e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index317a.html.zxûhh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>"‡OKtext/htmlISO-8859-1gzip@øÕ"‡ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:45:08 GMT0ó°° ®0®P®€§²ð®ûhh^é"‡ Show Posts - koala_knight

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Messages - koala_knight

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136
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: February 06, 2009, 11:24:53 PM »
Found this today while hacking the gravity switching objects:

0x03EC6D to 0x03EC85 (18 bytes) Play music or sound effect routine. Set the accumulator to the value of a song or sound effect you want to play, then JSR to this routine to play it.

It may be useful for anyone hacking MM5. ^_^

137
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: February 03, 2009, 02:27:23 PM »
New work on Cutman's stage (Still have to add the trees and scaffold-like stuff):



You guys will notice that I added a trans server pad to the first screen. I'm thinking of maybe adding in a way to exit the stage even before it has been cleared.

138
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: January 28, 2009, 10:45:17 PM »
Thanks for the pointer. I hadn't realized that not having played a NES game on a TV in over a decade.

The far BG is empty 'cause I'm working on the FG first. But I'm thinking of going a different direction and doing a mix of the PSP and genesis graphics. I'm trying to give it more of an impression of being a lumber mill at the edge of a forest. With the CHR animation natively available in MM5 I can even put animated saws and such in. What do you think?

139
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: January 27, 2009, 10:06:22 PM »
UPDATE: Started working on Cutman's stage. Let me know what you guys think! ^_^


140
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: January 23, 2009, 05:30:18 PM »
Updated first post with the final version of the select screen.
There's a new alpha patch available here.



I have a small glitch of unknown origin that I have to fix. For some reason I haven't figured out yet Cutman & Iceman's mugs aren't removed fully when a stage is selected and the screen does it's faux mosaic effect. If anyone has any idea why this is, please let me know. ^_^

141
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: January 20, 2009, 10:59:39 PM »
Thanks! I'm working on getting them into the ROM right now. The BG parts are done along with a new font for the stage select screen and new cursor. I just hope I have enough space for the sprite parts. ^_^


EDIT:

Alright! Here's the my progress with the new mugs IN-GAME!!

Woohoo! As can be seen in the screen shot; Oilman, Cutman, and Elecman's mugs are complete with sprites. All the other RM's just have their BG portions done.

I have enough space in the original sprite area to finish up Gutsman, Timeman, and most of Fireman. Then I'll have to ASM magick in the rest of the sprites for the remaining RMs. Fortunately, the routine that writes sprites to the OAM is really simple and adding in another read from a new location should be easy. I'll just have to find space for the new sprite data to reside.

Anyway here's the screen shot with the new palette revision.



Cutman was the biggest sprite hog. He's only 6 tiles, but took 12 sprite data entries to complete. Even time man with his multiple palettes is only 6 tiles & entries.

Also, I'm using a custom palette with the actual NES output colors.

142
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: January 20, 2009, 05:48:51 PM »
New mugs courtesy of 'Shades of Green' and edited by me:

143
Game Modification Station / Re: New MM5 Hack
« on: November 26, 2008, 06:48:15 PM »
I hope so! ^_^
At most I might be able to figure out how to port over songs from MM1, but I'd still need down sampled versions of Oilman & Timeman's stages.
I'll need help from someone for sure.

144
Game Modification Station / Re: New MM5 Hack
« on: November 25, 2008, 10:06:18 PM »
Does anyone have any experience with NES music & remixing? I need help remixing and/or transferring MM1 & MMPU songs for MM5. I can't do it myself because I know nothing about music in general and I'm partially tone def. Help please!! ^0^

Small Updates:


145
Game Modification Station / Re: New MM5 Hack
« on: November 21, 2008, 10:57:09 PM »
Here's another draft:

!!!Note Only going back to the Blue palette for the *Password Version* of the game, the *SRAM Version* will retain the orange palette and the screen will be configured differently. ^_^


146
Game Modification Station / Re: New MM5 Hack
« on: November 21, 2008, 02:00:56 PM »
New Password Screen 2nd Draft:

Going for a MMPU-ish look.

147
Game Modification Station / Re: New MM5 Hack
« on: November 19, 2008, 11:34:18 AM »
New Password Screen:

148
Game Modification Station / Re: New MM5 Hack
« on: November 17, 2008, 09:31:21 PM »
Thanks! ASM is the devil's work! ^_^

149
Game Modification Station / Re: New MM5 Hack
« on: November 17, 2008, 09:16:17 PM »
Update!!

Finally finished the stage select screen hack I was working on! No more cumbersome names under the mugshots!!

Here's a video:
http://www.youtube.com/watch?v=_jRddKtYr3w

I'm also including a patch in case you guys might want to try it yourself! ^_^

150
Game Modification Station / Re: New MM5 Hack
« on: November 10, 2008, 08:10:15 PM »
As you all know I'm trying to display text when the stage select cursor is on a portrait. I've found that there is a routine that chooses what stage to go to based on the values in 2 ram addresses. I want to use a variation of this to choose which text to display.

So I figured that I should find the routine that is executed when I press the controller buttons. But, I'm having trouble pinpointing the code. The problem is that the ram address I need to check is constantly having an ROL applied to it.

Do you have any other suggestions?

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