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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Matrixz
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Matrixz

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Posted on 04-25-04 03:33 AM, in A few discontinued hacks Link
yup, here's three megaman5 hacks i started, but just got bottom priority becouse of new ideas. Maybe they will be of inspiration.

download pack:
http://www.dragoneyestudios.net/hosted/matrixz/discontinued.zip

In the pack:

Megaman 5 Variated



This one is pretty much "complete".
I inserted a random generator and had some fun. Here's a list of the random things:
* BG Palettes
* Sprite Palettes
* BGM tempo/transpose
* Sound/BGM tone (duty cucle type)
* Enemy walking speed/HP
* Bullet speed

Source code included

Megaman 5 Showdown



Only Gravityman and Waveman's stages is complete (in Normal mode). This one is different from the other showdown's,
with a few asmhacks you'll notice.

Megaman 5 Remix



Well, a few screens done to Gravityman's stage. I still included it.
Matrixz

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Posted on 07-07-04 01:10 AM, in Megaman 4: I need help with sprites! Link
Sorry to hear that, i thought i had gotten rid of the most annoying bugs in my dear editor. I cant think of anything that would screw up enemy data in the last release. Are you using the last version, btw?
It's a while since i worked on it, but i think version 0.4 had some sprite problems.
Some enemies simply wont appear if you put them in the wrong order, but doing so wont corrupt data like that.
Sorry i cant help you more.
Matrixz

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Posted on 07-20-04 07:27 AM, in Megaman 4, with a bit o' Schwa Link
Dude, you can grab it here: http://www.geocities.com/matrixz15/mfle042.zip
Just copy the adress to the adress bar becouse of geocities.

Your hack looks promising and i like how youre taking advantage of the different waopens to change the gameplay
Keep up the good work.
Matrixz

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Posted on 07-26-04 06:49 AM, in The return of DESnet ... Link
Im happy it got up again. I knew nothing about it. If desnet's activity rises again, you can count me in as well. Maybe not on such a high social level, but im still working on my things in silence
Matrixz

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Posted on 09-01-04 06:07 PM, in Zelda4DX - Introchanger Link
Looking good and friendly. Seems youre planning a great deal of features for overworld editing. Excellent. Soon i'll release my own editor, soon Z4 hackers will have ultimate power

And here im sitting at school in beginner basic VB lessons.. *wants to go home*
Matrixz

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Posted on 09-22-04 10:56 PM, in Nephi Ultra demo 1 release Link
(pasted from DES)

Finally. The windows version
of my Zelda 4 DX editor has its first demo released.

Get it here:
http://www.geocities.com/matrixz15/NephiU0210.zip

It currently supports this, it should make sense:

* Dungeon
+ Palette Editor (Complete)
- Palettes
- Palette Pointers
+ Room Editor
- Room Pointer
+ Enemy Editor
- Enemies (Insert/Move/Change/Delete)
- Enemy Pointer
+ Room/Enemy Editor Shared Features
- Map Tile Pieces
- Map (room placement)
- Room Animation
- Room Wall Type
- Room Floor Type
- Room Enemy Graphics
- Room Special Graphics
- Room Chest
- Room Event

Screenshots of the editor:







The Room Editor looks much like the Enemy editor, and is incomplete anyways.

I uploaded it to a temporarily place until i somehow get access to edit the utility pages, or anything.

Also, i've begun on a windows version of MegaFLE. Mostly planning. Some of the new features will be simulation of Palette animations (working already), editing of those, i've planned a special Screen/Structure editor where you make screens in a much more nicer format, then convert it back to normal data. And i want to add support for other things than just level data. That's all talk.. so wait for more announcements
Matrixz

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Posted on 10-01-04 08:14 PM, in nes megaman games data Link
http://www.geocities.com/matrixz15/mmlevfrm.txt

there's my stuff on Megaman 3, 4 and 5 level data. It's a long time since i did it though.

http://www.geocities.com/matrixz15/MM5data.txt

My notes on various Megaman 5 data.
Matrixz

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Posted on 03-31-05 12:21 AM, in Whatever happened to Nephi? Link
I havent touched Nephi Ultra since that version there. But im still romhacking,
so.. you never know. Im want to pick it up again sometime.
Matrixz

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Posted on 04-06-05 09:52 PM, in MegaFLE X release Link
Available here: http://www.geocities.com/matrixz15/megaflex0100.zip

There it is, an early version of my Megaman 3, 4 and 5 editor, now not in DOS.
It features a pretty functional enemy editor, the tsa editor also works.
Only MegaMan 3 is supported yet.
I might release updates more frequently with this project, if im currently working on it that is. Anyways, maybe this will slightly lighten up the mood around here..

-Link to VB6 runtime files, might be a good idea: http://download.microsoft.com/download/vb60pro/install/6/win98me/en-us/vbrun60.exe
Try that installer if the editor doesnt work.-

Images to tempt you:





(edited by Matrixz on 04-06-05 05:04 AM)
Matrixz

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Posted on 07-27-05 07:09 AM, in Custom Palettes: Good vs Bad Link
This is crazy. When did it go from custom palettes
to MP3 players and PNG displayers?
Emulation: You look at a computer monitor. (in this case)
The real thing: You look at a television

Let me ask you how any emulator designed for the PC can possibly
have perfect color emulation. I mean sure, it might use an
palette generation algorithm approved by Nintendo themselves, but youre
still looking at a PC monitor.
No matter what, that simple difference isnt unitable through emulation.
I belive what NES palette look "right" is a matter of personal taste,
that's why there's palettes like FX3's and BMF's out there for you.
There's never been a global opinion on this,
so might as well give people the freedom to choose a palette file.
Im not saying it as an excuse for using palettes that will make it
look horrible on the real thing, but that
as long as emulation's purpose is to simulate NES gaming experience
in all ways, it can never be perfect, becouse there's things
that just arent unitable, like TV / Monitor difference.

As for custom palettes,
who is to decide a global opinion on what the true purpose of
romhacking is? I understand well those who want to proove the best
under the NES' limits. But there's those who want to facelift
an old classic in whatever ways they can, and take advantage of
custom palettes.
You could take the source code of an emulator, enhance it specially
for your NES romhack so it uses the right palette, distributed
with the hack. (That's our solution right there, if we happen to
see the end of day for emulators with custom palette options)
Or you could re-program the classic game as a computer game.
But today we still have this nice thing called custom-palette
options. Now those who doesnt want to play a hack that's using
NES features it doesnt have, they dont need to play it.
But for those who want to see how the romhacker has managed
to touch up a great classic, with new levels, graphics, and colors,
all they need to do is load up the custom palette file.
So its funny its such a problem, and we should just let
be people who are actually trying to be creative in this
rather god-forsaken community
Matrixz

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Posted on 10-04-05 07:39 PM, in Need refresher in using FCEUXD Tracer. My html's no longer work Link
If you are looking for the actual HP of the enemy.. when you start the Sparkman stage, you see that $4FF already contains the value $03. This means you cannot find what sets the initial value of $4FF by looking for writes to $4FF when you shoot the enemy, but you have to find it when it sets $4FF to $03. So keep the Write breakpoint to $4FF enabled, but reset the game and choose Sparkman's stage. Now, right when megaman is about to warp down and the enemies becomes visible, you should get a snap at PC adress $9CF4 where it writes to $4FF. On the line above, it loads the HP value from a table at $A400. Now you should be able to figure out the rest from there.
Matrixz

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Posted on 10-08-05 05:05 AM, in Proposing universal byte-data editor; DRDHack Link
I was working on MegaFLE X, planning to implement editing of miscanneleous data in Megaman 5 that has nothing with level-specific data to do. But instead of having TONS of textboxes for each byte data, i wanted a TreeView box where the user would choose what data to edit, then edit it in one single textbox. I thought the idea was good, and it would use a database file containing the offsets i needed and other info. Then i came to the idea that if i made it a seperate program, the user would be able to edit any rom this way, if there were an offset database aviable for the rom that was compitable the program.

Well, the result is DRDXML and DRDHack.
DRDXML is the database format used, which is XML-based.
Quoted from the DRDXML documentation:
"DRDXML is an XML-based format for structuring a database of data offsets in a ROM.
(hence Data Reference Database=DRD). Information includes a pointer, description,
a choice of a set of interface types data should be edited in, and other optional information."
DRDHack is a simple program that loads a rom, a DRDXML file for it, and you get a nice overview of documented offsets in the database, and directly editable.
So the point of this is really to create a universal editor (but limited to hexidecimal smal-scale data), where anyone could contribute.



Current version is downloadable here:
http://elazulspad.net/matrixz/drdhack.zip

The pack includes DRDHack, the VB6 source code to DRDHack, a detailed documentation of the DRDXML file format, and a sample XML for Megaman 5.

The Megaman 5 sample is an early progress. I want to improve DRDHack also, for more types of rom editing, and maybe eventually editing of DRDXML files. But the file format will always be backwards-compitable, so feel free to start creating db's
Matrixz

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Posted on 10-09-05 05:25 AM, in Proposing universal byte-data editor; DRDHack Link
Haha, so there's already made something like this. Strange, i completely missed that, but i found the thread about Nightmare. Its module system with txt files seems a lot more simplier. Oh well, i will keep working on DRDHack towards the ideas i have for it.
Matrixz

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Posted on 10-09-05 05:04 PM, in Proposing universal byte-data editor; DRDHack Link
Originally posted by AnyoneEB
Perhaps you could add a (table branch) element or something like that with an offset for the very start of the table and the table entry size and have the item offsets be relative to the start of an entry?


As it stands, data types can be an array where user choose the index (and each index can have a relative offset to the main one), so it works like a table. I recently improved it so each index can each have a name/label displayed in a textbox too. But your idea (if i got it right) is a good alternative, so i will support that.

Originally posted by AnyoneEB
Also, type requests:
1. Binary flags like the "ownership" byte in EarthBound's items table (http://pkhack.fobby.net/misc/txt/items_table.txt). (I believe that is a feature request for Nightmare.) You would have to specify the meaning of each bit.


Great idea. Ill make it as an addition to the byte types, so you can have either bits, byte, or both.

Originally posted by AnyoneEB
2. Being able to edit a string by specifying in the XML that it is ASCII+something text would be nice.


Planning on it. Maybe ill just make .tbl files includable for this purpose

Originally posted by Jigglysaint
What might be neat is if it's possible to implement graphical representation for certain bytes. For example, say I have a game where 1 byte is one tile. I want to be able to see those tiles in the rom and edit them as is. Perhaps it just might meaning that you need to rip the tiles and store them in the file, but that's better than nothing at all.


Or it could use pointers in the XML to specify where in the rom the CHR is, and what type it is (nes, gb, snes..). Hm, shouldnt be too hard to do, but ill stick to NES first.

Originally posted by Jigglysaint
Also, instant pointer calulations. I'd like something that could decompress, but that's really beyond this type of editor.


You mean, instead of having static pointers in the XML, read and calculate pointers from the rom? Im gonna have to implement that.
Decompression.. not sure how that would be useful for what this thing does.
Matrixz

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Posted on 10-14-05 12:36 PM, in Proposing universal byte-data editor; DRDHack Link
Great, good that this is catching on. It motivates me to keep active updates on this project.

http://elazulspad.net/matrixz/drd/drd.htm

That place is where i will keep all latest updates on DRDHack and my own database files. I updated the specifications for DRDXML files, (which is also aviable there). I hope to release a new version of DRDHack today to support the changes.
Here's a little preview:



Yep, palette support
Matrixz

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Posted on 10-15-05 12:00 AM, in Proposing universal byte-data editor; DRDHack Link
Originally posted by dan
Does DRDHack have support for signed data types?


No.. but does NES games ever use signed bytes, though? I guess SNES games uses signed integers commonly. I will support 16-bit integers anyway, and decimal bytes and integers.

SNES (and GBC) palettes will be no problem Im familiar with those.
Hm.. variable-length-bit fields.. i think thats a good idea. Now to just think up how to organize support for all those combinations of byte and integer data :p

Btw, that new version of DRDHack is now aviable.
Matrixz

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Posted on 10-19-05 09:13 PM, in Proposing universal byte-data editor; DRDHack Link
Originally posted by GuyInSummers
A bunch of people have pointed me to this topic since apparently it's similar to Nightmare. From the looks of things, this is developing much more quickly than Nightmare did. Does DRDHack in fact do everything Nightmare did and more? If so, I'll certainly recommend use of DRDHack rather than Nightmare and offer my services, though that might not amount to much since Nightmare mostly ceased development due to my laziness in the first place. I don't know how Alchemic'd feel about me abandoning his brainchild, but since I've got the cryptic source it isn't going far if I'm too unmotivated to touch it.


Well, the main thing is that DRDHack is aimed towards various kind of data at a defined offset, supported by different setups of interfaces. But, tables/arrays are supported pretty well, as indexed arrays and relative pointers are. One thing is that it doesnt line-up textboxes and drop-downs below each other like Nightmare does.
Anyway, the Visual Basic source isnt too great for team development.. im doing slight changes everywhere in the code almost everyday. I had ideas about dividing the program into script-like plug-in files, but it seems pointless work still.

Originally posted by Imzogelmo
I like the relative pointer capability, but is there a way (or are you planning a way) to edit 2x2 arrays of data?


Its not really supported. You could create a branch with relative pointers, and have many arrays in it:

(angle brackets are replaced so browsers doesnt detect XML.)
{bra ptr="8010" name="Enemy Statistics"}
  {item relptr="0" type="arr_byte" len="100" name="HP"/}
  {item relptr="100" type="arr_byte" len="100" name="Palette"/}
  {item relptr="200" type="arr_byte" len="100" name="Attack"/}
  {item relptr="300" type="arr_byte" len="100" name="Sprite"/}
{/bra}

But thats as deep table/array support in DRDHack is right now. I might find a way to support double-dimensional arrays (assuming thats what youre talking about by the formula you wrote). Im planning more variations of table/array support though


(edited by Matrixz on 10-20-05 07:24 PM)
Matrixz

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Posted on 10-20-05 02:41 PM, in Proposing universal byte-data editor; DRDHack Link
So what if VB6 is old, it works fine
Anyway, i have gotten myself started on the quest to convert to VC++. Once im able to do windows programs fairly well i will recode DRDHack for C++ 6.0.
SharpDevelop i never heard about, but since its freeware, i might check out that..
Matrixz

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Posted on 11-01-05 05:29 PM, in How To Create Your Own Music For Megaman 2 Link
Originally posted by kuja killer

Say I find Sparkman music, it's "07" ..would i just do .. sound engine bank +A43 +07?
It doesn't say if I'm suppose to use 2C010, 2E010, or 30010..but i've tried them all ...i've tried like endless different combinations and can't find what I'm looking for. I do KNOW that the start of the entire sound engine thing starts at 2C010 obviously.


Its 2C010. But do ($2CA53 + ($7 * 2)) and look there. You have to multiply it by two since each song uses a 2-byte pointer in the song adress table.
My document could be more precise at that point, yeah..
Looking in the adress table and calculating pointers goes fast once you have done it a few times.

Sticky this!
Matrixz

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Posted on 11-02-05 12:30 AM, in How To Create Your Own Music For Megaman 2 Link
Originally posted by kuja killer

Blehh Let's see..so that's 2CA61 when doing the adding.
First 2 bytes are A7, C1 ...now i'd take C1A7 + 2C010 - 8000 right ?


The bytes are ordered the other way around actually: A7C1. That should clear everything up.
But then yeah.. you'd do A7C1 + 2C010 - 8000 (or just A7C1 + 24010 blah).
You'll get 2E7D1. There is the Sparkman music.
Thats the weird difference from MM2 to MM3.. the music pointer bytes are order High first the Low.. very unusual.

Originally posted by kuja killer

...it says if a bye starts with "0" ..song otherwise sound effect.
Do you mean 00 ? ...or something else ?


Nah its always 00 if its a song. But now the problem is solved anyway.

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