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[Request] Codes for Mega Man: The Wily Wars (MD)

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  • [Request] Codes for Mega Man: The Wily Wars (MD)

    I'd like to request some codes to make parts of the game more accurate to the NES originals.

    1. A code that increases the rate of fire for the mega buster to every other frame instead of what it is now (this is what I've read that it is on NES and it seems accurate)

    Done! 2. A code that increases bullet speed for MM to what it is on NES (my rough estimate is that it's ~10% faster on NES compared to 60 hz WW)

    Done! 3. A code that reduces the delay when beginning to move from standing position so that it's like in MM2 on NES (in WW the delay is the same or slightly longer than in MM1 NES for all three games). The games have this delay so that you can take small steps but it makes parts of the games harder.

    4. A code that increases the rate of fire for Wily's first form in MM2. It is much higher in the NES game.

    5. A code that removes the slight movement delay after using some weapons/items (items in MM2, Shadow Blade in MM3 are the ones I know of).

    6. A code that makes bosses energy bars fill up faster before you fight them (it's like 30% faster in MM1 NES than it is in MM1 WW).

    7. I'm not sure if this is doable with a code, but it would be nice if the games had the same menu features as MM4-6, that is, if you pause then the projectiles of the weapon you're using disappear instead of the game waiting until they leave the screen/disappear before letting you pause.
    7b. In these games you also don't fall off of ladders from pausing and unpausing the game.

    Thanks!
    Last edited by uffbulle; 01-18-2016, 07:31:40 PM.

  • #2
    I'll try hacking a few of these.

    Originally posted by uffbulle View Post
    2. A code that increases bullet speed for MM to what it is on NES (my rough estimate is that it's ~10% faster on NES compared to 60 hz WW)
    I found the offset for bullet speed when moving right. The normal value is 0300 (hex). The first code's value is 0330 (10% faster). Hard to tell the difference. The second code is twice as fast (0600) just so you can see the difference. Once we get the exact number figured out, I'll find/add the code for left travel. Let me know if 10% is OK.

    GDHT-EGGW
    Megaman's bullet speed is 10% faster when shooting right


    ADHT-ENGW
    Megaman's bullet speed is twice as fast when shooting right
    Last edited by Tony H; 08-22-2015, 08:13:48 PM.
    The Code Hut: http://codehut.gshi.org/

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    • #3
      That's excellent Tony! And it looks like I was way off with that estimate as 50% is quite close to NES MM1 speed, just a little too fast.
      I think 35-40% is pretty much it now that I've tested the games back to back with both emulators open.
      I can't use frame advance on my euro keyboard but I tried to count the frames with slower emulation speed in FCEUX and I think it's 48 frames for a bullet to travel the screen when you stand at the edge of the screen and shoot.

      I didn't think about regional differences when I started this topic so I have one question about the european game; if I use the region lock code to set it to NTSC, does it play faster or the same speed as Rockman Megaworld?

      Edit:
      Got a TAS version of Gens and counted the shot frames there. It's ~78 frames at default speed (60 hz). So ~39%?
      Last edited by uffbulle; 08-23-2015, 07:38:37 AM.

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      • #4
        Just realized that we can only use values of 0400, 0500, 0600, etc. A value of 0330 would be exactly the same speed as 0300. The game changes the 0300 to 3, and it would change 0330 to 3 as well.

        Here are the codes for values of 4 and 5 (0400 and 0500). Looks like 33% is as close as we can get.

        ADHT-EJGW
        Megaman's bullet speed is 33% faster when shooting right (value of 4)

        ADHT-ELGW
        Megaman's bullet speed is 67% faster when shooting right (value of 5)

        --------------

        As far as using the regional lockout code, I don't think the code changes the game speed. The code just causes the game to ignore the fact that it's the wrong region.
        The Code Hut: http://codehut.gshi.org/

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        • #5
          Nice, I think 33% is perfect seeing as most enemy bullets are also a bit slower in this version and some enemies seem to move slower as well. I played through a few levels with 50% and it does make the game noticeably easier.
          Last edited by uffbulle; 08-23-2015, 11:08:37 AM.

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          • #6
            ADHT-EJGW +
            ADHT-F384
            Megaman's bullet speed is 33% faster.


            ADHT-ELGW +
            ADHT-F184
            Megaman's bullet speed is 67% faster.
            The Code Hut: http://codehut.gshi.org/

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            • #7
              ACYT-NLH2
              Can have 5 bullets on the screen at the same time (instead of 3).
              The Code Hut: http://codehut.gshi.org/

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              • #8
                Originally posted by uffbulle View Post
                3. A code that reduces the delay when beginning to move from standing position so that it's like in MM2 on NES
                I've got a code, but it causes megaman to vibrate when standing still, so I probably won't add it to the db. May work on it some more later.

                BMNA-EA9E
                No delay when megaman starts to walk (buggy).

                EDIT: Use the "fixed" code below.
                Last edited by Tony H; 09-05-2015, 01:29:37 PM.
                The Code Hut: http://codehut.gshi.org/

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                • #9
                  It doesn't work when moving and turning around and is not quite what I requested, but decent attempt. Thanks.

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                  • #10
                    Originally posted by Tony Hedstrom View Post
                    BMNA-EA9E
                    No delay when megaman starts to walk.
                    This is the fix that everyone expected seems little buggy but still awesome!

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                    • #11
                      Originally posted by uffbulle View Post
                      3. A code that reduces the delay when beginning to move from standing position so that it's like in MM2 on NES
                      Fixed the previous buggy code. This one seems to work just fine.

                      AMNA-EA9J
                      No delay when beginning to walk from standing position. Makes it so that it's like Mega Man 2 on NES.
                      Last edited by Tony H; 09-05-2015, 01:36:57 PM.
                      The Code Hut: http://codehut.gshi.org/

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                      • #12
                        Just wanted to check if anyone else gets the same issue. In MM3, the game hangs (MM doesn't teleport out of the room) after beating Top Man. Tried removing all codes except the region lock one and removing the overclocking and it still hapens.

                        Was playing in Regen Debug 0.972.

                        Edit:
                        I did some more tests and it works again with everything turned on (region lock, no delay, 33% faster bulelts, overclock), but the game will hang if you use frameskip after beating a boss. So keep that in mind.
                        Last edited by uffbulle; 09-12-2015, 03:13:20 PM.

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                        • #13
                          There are more new codes for Megaman Wily Wars here: http://gamehacking.org/vb/threads/45...2413#post92413

                          Will be adding more shortly.
                          The Code Hut: http://codehut.gshi.org/

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                          • #14
                            Hey Tony, would it be hard work to make your codes compatible with the SRAM hacked version of the rom? It appears to set the game to ntsc and remove the checksum code that makes the screen go red if you start the game with codes on. I got the hack because it allows me to edit sprites in the game, and I'm trying to edit the protoman sprite to make it look on par with the rest of the game. After that I'd like to pack the NES restoration codes, sprite edit and sram hack into one patch.

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                            • #15
                              I'll look into it.
                              The Code Hut: http://codehut.gshi.org/

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