Mega Man 3: Mega Man 3 Improvement Nintendo Entertainment System

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This is an improvement patch for Mega Man III/Rockman 3. It has many improvements to the game + MANY bugfixes that existed originally in MM3.

Anyone is free to use this for their own Mega/Rock 3 hacks, and any new ones in the future.

Please only use the appropriate patch depending on what ROM your using. The megaman3 patch is only for the English version and the rockman3 is only for the Japanese ROM.

The author will not list all the changes here, they are already listed in the readme. A YouTube video was uploaded also to demonstrate many of the changes. Please see the “Video Comments.txt” for the link to the YouTube video and to use as a guide to note the changes you’ll see demonstrated.

An ASM file was used from the Japanese ROM hacker named Puresabe, known best for Rockman 4 MI (Minus Infinity). It implements some gameplay physics mods that he presented to me. NOTE: It already has been applied to both English and Japanese versions of the patch.

Megaman/Rockman 3 fixes/improvements patch

- kuja killer on many forums - acmlm board, romhacking.net, rockmanpm, youtube, etc

- Mike [401K4svwHuWM] @ 5ch Remodelling Rockman Thread
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July 11, 2023 - Version 3.0 - New Famitracker engine/misc

Feburary 14, 2022 - Version 2.31 - Few minor edits

July 26, 2021 - Version 2.3 - New edits/fixes

December 1, 2019 - Version 2.22 - item flash again...

November 29, 2019 - Version 2.21 - Fix item flash

November 12, 2019 - Version 2.2 - More edits

June 1, 2015 - Version 2.1 - More edits, truly complete for now

May 13, 2015 - Version 2.0 - Large overhaul

November 15, 2012 - Version 1.3 - bleh..

October 19, 2012 - Version 1.2 - FINAL release!!

October 15, 2012 - Version 1.1 - First public release
http://kohada.2ch.net/test/read.cgi/gameurawaza/1345225953/579
A few things added from this post + bug report from #rom-hacking IRC

October 10, 2012 - Version 1.0 - First beta release at 2ch.

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Please apply to a clean megaman, or rockman 3 ROM.
This is free for public use, and any future mega 3/rock 3 romhacks.
ONLY use the appropriate patch. The rockman 3 patch is ONLY for a rockman 3 rom, and megaman 3 ONLY for megaman 3 rom.

I recommend having a backup of your ROM before applying the patch if your using it for a romhack.

** MegaFLE.dat file is needed for MegaFLE 0.701
** MegaFLE X.exe is a slightly edited copy with CHR and Multi Path edtiors now included for Megaman 3. These function exactly like megaman 5. Replace with the original MegaFLE 0.701 in it's folder. Backup first!
** text table.tbl file is to help with editing story text
** Manual fixes.txt is for people who want to revert the most commonly complained edits, and/or Rush Jet energy drain.

** Please see this thread for adding Famitracker songs, or asking for help/etc:
https://www.romhacking.net/forum/index.php?topic=36763

Anything marked "IMPORTANT" are major fixes, or improvements to the game. So please take note of those.

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Change log history:
July 11, 2023 - THANK YOU for 15,000 downloads! Added custom Famitracker music engine, so people don't need Xdelta for MM3 Improve 2.31. More fixes, and additions for romhacks.

** IMPORTANT!! Famitracker engine added, by Quantam. So authors can import songs easy, with only a few clicks!! The ROM has been upgraded to MMC5 mapper to allow use of the 2 extra Square Channels.
https://www.romhacking.net/forum/index.php?topic=36763

** IMPORTANT!! For authors, Energy Balancer and Weapon Tanks can be added to hacks if desired. They are on 2nd page of Weapon Menu. Use Sprite ID 4F (W.Tank) and ID 5B (E.Balancer, GFX Set 5) in MegaFLE.

** Weapon Tanks are added to Random Container's RNG Table. 3% spawn rate compared to 5% for E-Tank.

** un-used Wily Machine debris object, and un-used 3rd frame for energy balls, added to battle.
https://tcrf.net/Mega_Man_3_(NES)#Wily_5

** un-used cocoon egg added before bees start flying. Displayed for 11 frames.
https://tcrf.net/Mega_Man_3_(NES)#Enemies

** un-used tile for flying cloud missle. Based on Megaman Wily Wars.
https://tcrf.net/File:MegaMan3_UnusedBombFlierSprite.png
https://www.sprites-inc.co.uk/sprite.php?local=Classic/WilyWars/Enemy/

** Fixed Hardman "double hit" glitch, so you dont take 10+ damage.

** Fixed moving platforms in Wily 3. If you were at bottom of a ladder, megaman got pushed across screen in Ladder Climb state.

** Fixed Needle Up/Down objects to not have insanely huge hitboxes.

** Small graphic edits: Protoman and Sparkman have proper faces. Credit to romhacks "Megaman 3 Revamped", "Roll-chan 3 Improvement"

** Added custom eye blink animation to Rush Coil/Marine/Jet.

** NEW - Sound ID #49 - Bounce sound for trampoline guy's jump. (Snakeman/etc)

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Feburary 14, 2022 - Just addressing remaining known softlocks, if you have no rush coil/jet ammo.

** Address softlock potentials on 1st screens of Doc Spark, Wily 1 (still require rush coil, no softlock), and Wily 3.

** un-used spikes graphic placed in last hallway of regular Spark Man level, instead of normal spikes.
https://tcrf.net/File:MegaMan3_UnusedSparkManSpikeTiles.png

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July 26, 2021 - Extra fixes and edits I intended to do in the past, and did for the romhack Megaman 3 Revamped after Ver 2.22 + Few more un-used graphics found and restored.

** Some more lag reduction

** Weapon swapping with select button now has Select + Up/Down - to cycle weapons left or right, instead of only right previously.

** un-used 3-frame breakman scarf animation discovered, added to mugshot on stage select
https://tcrf.net/File:MegaMan3_UnusedBreakManMugshotAnimation.png

** un-used 2-frame animation of 5 birds flying together, added to game ending when megaman looks at protoman in sky + mini wily ship
https://tcrf.net/File:MegaMan3_EndingBirds.gif

** un-used Snakeman jump-shoot tail added. Displayed for 12 frames.
https://themechanicalmaniacs.com/articles/mm3mysteries.php#Graphics

** un-used spark shock for sparkman battle - applied to mm when hit.
https://themechanicalmaniacs.com/articles/mm3mysteries.php#Graphics

** A 2nd softlock addressed, before Flash Man boss room.

** Disabled hitbox of hard knuckle walls, when explode animation is active. This was found from romhack "Megaman at the Tokyo Olympics"

** Fixed top of giant snake midboss so you can't pass with Rush Jet.

** Fixed penguin egg's explosion repelling shots.

** Fixed 1-frame tile glitch on all boss fights when they spawn. This was most noticeable on Wily 1, and Gamma's head.

** Fixed lifebar display glitch on 1st form of wily machine where it shows full HP for 1 frame, then normal. When shooting the cannon.

** Fixed megaman glitched when entering boss rooms with Rush Marine.

** Fixed dieing on same frame you start a down-scroll, where music stops playing, and you don't actually die. Doc Shadow for example.

** Added breathing bubble for Rush Marine, shared with base water. Marine has his own un-used type, but animation data was in-complete.

** Face megaman to the right after gamma battle. This can not be done for the laying on ground frame as it does not have "right" data

** Trash blocks (Sparkman/Doc) easier to pass by, after destroyed.

** Proper jump animation for Woodman/Quickman at start of battle.

** Music will fade out when exiting completed levels, and after defeating any of the game's boss fights.

** Adjusted hitboxes of some things to more accurate sizes. They are usually slightly larger than the sprites themselves.
** geminiman, snakeman, leaf sheild (woodman), large spark shock (sparkman), seperated turtle shells (wily 1), hedgehog rolling ball

** Water splash Sound ID #2F for Wily 1 turtles, and submarine's missles moving outside water

** NEW - Sound ID #3F - Needle sound for Hedgehog and Needleman's needles
** NEW - Sound ID #40 - Missle sound for Missle Launcher, and bullet cloud, Hammer Joe enemies
--------------------
For romhack author's making new Megaman 3 hacks in the future

** IMPORTANT!! Slippery Ice/Floors TSA Block property can be added to levels. This is Type B on the TSA Table editor screen. Imported coding from my un-finished Megaman Odyssey.

** 8 Multi paths settings supported now instead of 4.

** All level's screen data edited in MegaFLE. To make it safer for authors to edit extra screens. Previously, unused "screen preset" and scroll maps were harmful corrupt data in un-modified megaman 3.

** Auto detect enemy position # when spawning at checkpoints instead of reading from level data. Many megaman 3 hacks had softlocks at boss rooms, from not updating checkpoints after add/remove enemies.

** All existing enemy types now have their own base horizontal X speed, instead of being shared by multiple enemies.
Tables at $610-$69F (low byte) and $710-$79F (high byte)

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December 1, 2019 - Attempt to fix item flash.. take 2

** Stupid item flash again... This time megaman would not flash anymore during the "get hit by enemy" animation. Fixed that.
Thanks diablo666

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November 29, 2019 - Attempt to fix item flash

** Fixed energy flash bug hopefully. Very shameful mistake I did not notice, ugh.

** Fixed Weapon Icons from being glitched if you swap by jumping at the top of screen + Start of levels, and breakman battle.

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November 12, 2019 - Updated again with some more fixes, etc.

** IMPORTANT!! - Multi path and CHR animation editors added to Misc Editor screen for MegaFLE, both function exactly like megaman 5.

Please place sprite type 28 with Y position as the ID number (80, 81, 82, etc) to start animations, and type 29 with Y position 0 to disable animations. See gemini man for example. (bubble fish from gameboy megaman 3)

** IMPORTANT!! - Wily 3 and 5 no longer shared level data. Both are seperate levels now, and can be designed with a full 32 screens if desired.

** Removed a block after Flashman battle to prevent softlock.

** MM Clone Boss edited to make the very 1st clone set random, "not" start with only top.

** Item drops will blink for 1 second when close to disappearing, instead of instant.

** Preload Palette animation for Boss refight room before scrolling into it. Originally showed grey's until screen fully scrolled in.

** Fixed Hard Knuckle from freezing megaman for a long time in the Boss refights when you defeat a boss on final hit.

** Fixed Screen wrapping with top of screen. example: Cant grab weapon refills in Doc Needle from the top of screen when there at the bottom. Megaman will not be damaged by enemies either at the bottom.

** Fixed Gemini Laser "off-screen". Now despawns properly the instant it goes off screen at the top so you may shoot again, and not wait.

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June 1, 2015 - Final update once and for all. Many more edits.

** IMPORTANT!! - Weapon Icons for weapon switching Megaman 10 style. Graphics located at $A5010. Original graphics un-touched.

** IMPORTANT!! - Top Spin no longer drains all energy randomly.

** More lag reduction. About 15% less lag on average than Ver 2.0!

** Fixed bug where megaman is standing still in the air when any boss is defeated + landing sound effects for all battles and wily battles.

** Fixed bug with Rock Monster's rocks being thrown after its killed.

** Protoman song plays fully now in the game ending until Staff Roll.

** Rush Marine/Jet teleport away with no energy instead of disappear.

** You can now shoot 3 bullets instead of 2 with all Rush forms.

** Selecting Breakman on Stage Select fades out instead of instant.

** Wily Intro moon background scrolls slowly now when wily is flying.

** Black bar on left edge of screen disabled for Weapon Pause Menu, now the left border shows + Rush Marine's "cut off" propeller tile.

** Gemini planet added to the Gemini levels with custom pal fade.
CAUTION!! - This might affect romhacks very slightly a tiny bit.

** Several sounds in ending with falling rocks on megaman/wily. This is just to try giving some life into the scene.

** Defeated Sound ID #17 for Gamma's head + Gamma's hand on megaman.

** Explosion Sound ID #2F for giant bee's beehive, breakable walls, rock monster's rocks.

** Teleport Sound ID #34 for Protoman in game ending, megaman leaving light's lab, teleporters in Wily 4.

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May 13, 2015 - Updated after 2+ years. Story + un-used goodies.

** IMPORTANT!! - Story Intro added to the game before title screen. Both Japanese and English. -- Credits:
Graphics: PStart, MegaManUSA
Story, typo's/grammar: Thanatos-Zero + Various others, from Board 2
Japanese Revision: Puresabe
Programming: kuja killer

Original reference from: https://www.youtube.com/watch?v=jMI3KrAMnRM

** IMPORTANT!! - ROM is upgraded to 768 KB, MMC3 mapper will remain.
$40010-$7C00F is now free space for Programming.
$A7010-$C000F is now free space for Graphics.

** IMPORTANT!! - Moderate lag reduction. Up to 70% LESS at times, based on extensive testing with tools and resources.
** Items no longer use gravity. Reduces lag considerably!! Item drops from enemies are un-affected.

** Rock3 FixPack patch by Puresabe used. A fix to FlashMan (multiple hits), Yellow Devil (hit judgement), Giant Metool (item drop).

** IMPORTANT!! - Rock3 Multipath patch by Rock5easily used. Up to 4 Multipaths can be used for every stage. ($A60-$A6F * 2000) per stage. See the README text in the original zip file, this patch has already been applied manually. Instructions are in Japanese.

Short version: Format is exactly the same as Megaman 5.
https://www.himaq5.xyz/rock5easily/archive/rock3_multipath.zip

** Reversed "Shoot when climbing ladders". Most people dont like it.

** SaveRAM enabled.

** Tail Wagging animation for Rush Coil. (During gameplay)

** un-used Rush Marine's "open mouth" animation added

** un-used Water Bubble breathing added

** un-used jumping frame found for "Hopper" (Enemy ID 26) added

** un-used scarf animation found for Proto/Breakman, added to Gemini
** un-used jump+shoot animation (Breakman only), added

** un-used Magnet Missle "turning" frame added for Magnetman, and Megaman. Displays for 4 frames before straight up/down frame. Megaman's version does not stop, in order to maintain hit accuracy.

** Several edits to Password screen: 1) Error noise for "password error" - 2) B button support to return to options, with grey-out effect - 3) Force "continue" at Wily stages, deleted Stage Select.

** Palette color animations no longer "stop" during forced scrolls.

** Teleport animation triggered when Proto/Breakman lands on ground before battle. Appears in stand-still pose for only 1 frame.

** Fixed bug for "halographic" enemy. Starfield no longer disappears when open/close pause menu. it's not perfect, but should be OK.

** Fixed bug for very many enemies and bosses - sprite projectiles not being deleted if they go above the top edge of screen

** Fixed bug with Hardman softlocking game when killed. Japanese Ver

** Fixed very rare bug when closing pause menu on Giant Snake enemy

** Wily Castle song play's in it's entirety 1 time, wily intro.

** Megaman Bullet Sound ID #15 for Megaman Replicator Boss (Wily 3)

** Cannon Shoot Sound ID #1E for Giant Metool.

** un-used "ding" Sound ID #31 plays at end of level for Pause Menu instead of normal pause menu. 2 sounds CANNOT play at the same time.

** NEW - Sound ID #3D - Air Shooter sound for Doc Air fight - Credit to Tsurara and Rockman X Cross (Rockman 5 hack)
** NEW - Sound ID #3E - Bullet shoot sound (megaman 6) for metools, snakes, proto/breakman, yellow devil, Geminiman, Wily Machine

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November 15, 2012 - Update from Satoshi Matrix that wanted to put this on a real NES cart.

** English Version: Text script errors fixed -
Wiley to Wily, Dr. Right to Dr. Light, Proto Man to Protoman

** Glitch fixed for both wily battles where Megaman walks backwards facing the wrong direction if you kill wily in certain positions.

** Flame sound effect added to Heatman battle - Only when he rushes across the screen.

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October 19, 2012 - Fixed accident reported by Puresabe, Japanese Ver

** IMPORTANT!! - Petitfixing patch added from Puresabe, changes to megaman's physics.

- Touching Down shot, Stopping Shot, Turning Shot, Short Slide Jump, Soft air brake

** Breakman transformation added to proto's appearance in gemini
** City background shifted down - Wily Intro
** Fixed tiny bug with weapon switching reported by Thanatos-Zero
** Rush Marine can be called on Land now. For level-design purposes.

** NEW - Sound ID #3B - Flash Stopper sound for Doc Flash fight, Holographic enemy's starfield
** NEW - Sound ID #3C - Crash Bomb 1 sound for Doc Crash fight + normal explosion

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October 12-15, 2012 - FINAL, this patch will not be updated anymore.

** IMPORTANT!! - Weapon switching with Select button. Only possible to cycle the weapons to the right.

** IMPORTANT!! - Rush Jet no longer works in water. Only marine is allowed in water, while Rush jet can be used anywhere else.

** NEW - Sound ID #3A - Metal Blade sound for Doc Metal fight

** Boss Lifebar moved to right side of screen, megaman X-style

** Collecting life and weapon enegery is instant, rather than 1 pixel at a time. It does not stop megaman's movement.

** Weapons/Rush on the screen will not be deleted, if menu is closed "without" changing your current weapon.

** Menu can be always be opened now, even if weapons are on-screen.

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October 10, 2012 - First Release
Weapon Menu:

** IMPORTANT!! - The ability to exit stages if they have been completed. Only the robot master, and doc robot stages are compatible. Protoman battle, Wily levels can NOT be exited.

** Please press the SELECT button to access for the above

** Last 8 pixels of menu are now shown, originally was cut-off.

** Fixed bug when life is full, and you use a E-Tank. Originally you lose 1, this no longer happens. Instead, it plays the error noise.

** IMPORTANT!! - Rush Jet/Marine glitch fixed. You can no longer access them "early" anymore.

** IMPORTANT!! - Bug with ladders fixed concerning pause menu.
Megaman will no longer fall off ladders when un-pausing weapon menu. The teleport he does has been deleted, except Rush Marine.
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** Scanline glitch fixed on Weapon Menu screen, Stage Select (on Shadow Man picture), Wily Machine battle, Wily-Gamma battle, Game Ending (Right side of grass field)
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** IMPORTANT!! - Controller 2 Debug is now completely disabled.
-----------------------------------

** Bug with ladders fixed. You could press down at bottom of ladder, and it would cause megaman to grab it, when it should be up button.

** Bug with shooting backwards fixed on teleporters. Wily 4 Stage
-----------------------------------
Sound effects added:

** Sparkman has 2 sound effects added when he does his spark attacks

** Geminiman's lasers now make the laser sound effect when he shoots

** Teleport sound added when megaman shows up in dr light's lab, and protoman/breakman battles when he shows up + gemini man appearance

** Explosion Sound ID #27 added to exploding bombs from Penguin, exploding torpedo's from Submarine enemy, gernades from Shadow Man, turtle shells (wily 1 boss), Giant Metool, Wily Machine.

** NEW - Sound ID #39 - Error noise from megaman 4+ added. Used on E-Tanks when you have 0, and exit stage function, when you have not completed a level yet.
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Gemini Man:

** Edit to star scrolling. 1 layer goes faster/slower than the other
** IMPORTANT!! - Protoman event skip is fixed in Gemini man
------------------------------------
Wily intro:

** City background added to wily intro 1 - UNUSED
** Star + Moon background added to wily intro 2 - UNUSED
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Title screen/stage select:

** IMPORTANT!! - All levels can be re-entered now even if they're completed. Boss will not show up at end of level after completed.

** Megaman graphic added to title screen, originally only appeared on Japanese rockman 3. Now here on megaman 3. - English only
** Trademark + capcom on main screen - English only
** Cursor sound effect when moving between GAME START and PASSWORD
------------------------------------

File: Rockman 3 - Dr. Wily no Saigo! (J).nes
CRC32: FCE6CEA2
MD5: 85944FB5 8B6AFC53 F8D20B8C 1E19A0AB
SHA1: E82C532D E36C6A5D EAF08C62 48AEA434 C4D8A85A
*
File: Mega Man III (U) [!].nes
CRC32: BE6DBB5D
MD5: 1B5BDD75 9448390A BCC9D481 E8D83700
SHA1: 0728DB6B 8AABF7E5 25D930A0 5929CAA1 891588D0
Time to Beat
Main Story 3h 16m
Main + Extras 4h 0m
Speedrun Avg 0h 45m
Release Date
Jul 11, 2023
1 years ago
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