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05-09-24 12:34 AM
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Acmlm's Board - I3 Archive - ROM Hacking - MegaFLE X version 0.4 release!
  
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Zepper
Posts: 26/74
Hmm... guess you'd like an editor much like the PSP version (MegaMan PoweredUp), which you work with the 16x16 block, instead of a structure. This is quite complex, as the game "replaces" certain groups of blocks by structures. It's kinda hard, but not impossible. By the way, it lacks freedom to draw levels, because you MUST accept the automatic structure changes, specially with spikes.
Matrixz
Posts: 16/16
Originally posted by srothroc
Something weird I found while I was searching; in the screen editor, if I change the Scroll GFX Load value, even if I go back to the old value, the screen is still messed up. Am I doing something wrong?

No, that effect is just temporary, it will not show during gameplay (or if you do a F7 then F6).
Originally posted by srothroc
What's special about the SBD Editor? I haven't been able to figure it out much myself -- or more importantly, I haven't been able to figure out what it has over the Screen Editor. The two windows confuse me...

Well, one advantage is that you can "draw" levels using TSA Blocks, which is smaller. You could do this the same way by editing using Screen Editor, then edit the Structures you place on the screens, but it is painful and takes more time.

So, for a little guide to the SBD Editor..
When you start up the editor, the SBD Editor screens will all be blank. If you click "Import Screen (all screens)". It will allow you to "draw" blocks on basis of the level's screens data.
There are two ways to edit with the SBD Editor. Using blocks, and using "objects".
Using blocks is simple. First, click "View Blocks.." to open TSA Table. Here you select the block, then you can place it on the SBD screen by Left-clicking. Note that you're not doing changes to the game. When you want to write your changes back to normal data, hit "Convert to Normal Data!". Then you will see the changes in Screen Edit / Structure Editor, etc. (You will also need to save using F5 after this just like with anything else). I won't go more into detail for now.
Originally posted by srothroc
If enough people chime in about their favorite features and how to use them, actually, I was thinking about culling the important parts from the thread and putting them all together in a HTML-based guide/instruction book/FAQ -- if Matrixz had no objections, that is.

Thats welcome.
Originally posted by PSlugworth
As for this update, this really looks like it'll make Mega Man hacking more efficient -- I'm particularly looking at the "SBD editor", which is the closest thing to "painting" a new level as I've ever seen before, which is really what most people dream of whenever they hear of a new editor.

Ah, yes. Thats what i wanted to accomplish.

I've decided to release an update after i've completed and tested a few more things.. so it won't be so long. Thanks for the input.
srothroc
Posts: 29/56
Something I wanted to say since I saw your post, though I wasn't able to for lack of approval.

What's special about the SBD Editor? I haven't been able to figure it out much myself -- or more importantly, I haven't been able to figure out what it has over the Screen Editor. The two windows confuse me...

If enough people chime in about their favorite features and how to use them, actually, I was thinking about culling the important parts from the thread and putting them all together in a HTML-based guide/instruction book/FAQ -- if Matrixz had no objections, that is.
PSlugworth
Posts: 55/61
This has always been one of the better game editors, I think, which makes me wonder why there are so few Mega Man hacks out there.

As for this update, this really looks like it'll make Mega Man hacking more efficient -- I'm particularly looking at the "SBD editor", which is the closest thing to "painting" a new level as I've ever seen before, which is really what most people dream of whenever they hear of a new editor.

Mega Man has always been my favorite game series, it makes me wonder why I haven't put as much time into hacking it as I have other games -- if only I had all the old drawings of new bosses and levels I made as a kid!
Simon Belmont
Posts: 1115/1773
Originally posted by Matrixz
Now im wondering.. do people want a new version sooner, with fewer features, or later, but with more features? :/

I would think somewhere in the middle, anytime you've got new features, but no bugs. no matter how many features you have, you've go to make sure they all work properly, which would probably be easier if you released versions with smaller updates.
kuja killer
Posts: 98/104
Ah alright, figured I misunderstood. Thanks.
I'd rather wait longer for something. That's my opinion
Skreename
Posts: 1298/1427
Originally posted by kuja killer
Originally posted by Matrixz

Now im wondering.. do people want a new version sooner, with fewer features, or later, but with more features? :/


Fewer as in removing stuff from your editor ? I hope not

No, no. He means fewer NEW features in the new version. Get it sooner, with less new stuff, or later with more.
Vurano
Posts: 21/37
Well, as long as the editor can edit levels, enemies and palettes that's really all that needs to be there in my opinion, but it's up to you Matrixz, nice job with the editor.
kuja killer
Posts: 97/104
Originally posted by Matrixz

Now im wondering.. do people want a new version sooner, with fewer features, or later, but with more features? :/


Fewer as in removing stuff from your editor ? I hope not
srothroc
Posts: 25/56
Personally, I think regular, incremental updates are preferred to long waits with monster updates, though that may be just me...

Something weird I found while I was searching; in the screen editor, if I change the Scroll GFX Load value, even if I go back to the old value, the screen is still messed up. Am I doing something wrong?
Matrixz
Posts: 14/16
Menus : Click Level -> Structure Table. Here you will be able to select between all structures used in that level. (Left click on one, then you can place it in the level screen in the Screen Editor).

As for enemies.. you can't choose what type to insert, but you can change it after the insert. In the frame below the screen, it shows/edits information about the current enemy (the last enemy below the mousecursor). One of them says "Type:". Here you can change the enemy type.

Now im wondering.. do people want a new version sooner, with fewer features, or later, but with more features? :/
srothroc
Posts: 23/56
This is pretty neat...

I'm toying around with it, and I've been wondering if anyone has any tips, since there isn't any thorough documentation. In particular, I'm wondering about the screen editor. I found that if you right-click a block on the screen, it becomes the selected block, insertable by left-clicking. The problem with this is that it limits you to the blocks used on-screen -- is there any way to look at the blocks used throughout the level and select them for insertion, or is this a limitation of the game/editor?

I'm also wondering how you can choose enemies to insert...

Great editor, wonderful job! I'm really enjoying looking around so far!
Zepper
Posts: 23/74
Well, you can expect a Windows port of visine soon... ;;
Matrixz
Posts: 12/16
No.. the readme (MegaFLE X.txt) covers a bit, but beyond that, you just have to play around

In general.. left-clicking and right-clicking on the graphics are how to do selections and do changes to level data. For most palettes shown in the windows, left/right-clicking on the colors will edit the color values.

You'll probably figure out most things if you experiment.. it seems people are able to use it well without any extended guide. Admittedly, some things could really use explanation by online help or a guide.
fetts
Posts: 26/26
is there documentation that shows how to use this program? Im very interested in doing MM5 and look forward to using (and understanding) megafle

thanks
Matrixz
Posts: 10/16
Nephi Ultra is a Zelda - Link's Awakening DX editor,
so totally unrelated to megaman hacking.
infidelity
Posts: 63/66
what is Nephi Ultra?
Matrixz
Posts: 9/16
Originally posted by Jigglysaint
Holy crap, you arn't dead!(okay, I know you've been online, but good to see the editor upgraded. Now get you butt going on Nephi Ultra or the LA fanboys will rape me!!)

Originally posted by Xkeeper
I saw this and I was about to say "Now where's Nephi Ultra?".

Yes... finish it or I... uh... I don't know, but it won't be good.

[edit: forget it. i forgot im posting in a release thread for an editor that havent been updated for 1 year and 5 months. ]

Sorry, but i have no intention of laying a finger on the project.
Im going to admit its dead, becouse it pretty much is.
The VB 6 source code of Nephi Ultra is here:
http://elazulspad.net/matrixz/nephiu0210_src.zip
I'd love to work on it as much as i
hate to make priorities in life.
Xkeeper
Posts: 4091/5653
Originally posted by Jigglysaint
Holy crap, you arn't dead!(okay, I know you've been online, but good to see the editor upgraded. Now get you butt going on Nephi Ultra or the LA fanboys will rape me!!)

I saw this and I was about to say "Now where's Nephi Ultra?".

Yes... finish it or I... uh... I don't know, but it won't be good.
Matrixz
Posts: 8/16
Originally posted by Raccoon Sam
Excellent job!!
Any ideas of the features of the future releases?
MM1-2 support?


Plus,
too much additional code and objects for just those modes. These two games are *very* different.
It would be a mess, and the continued support for the other games would be sacrificed.
This is a long thread. Click here to view it.
Acmlm's Board - I3 Archive - ROM Hacking - MegaFLE X version 0.4 release!


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