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Acmlm's Board - I3 Archive - ROM Hacking - MegaFLE X version 0.4 release! | New poll | | |
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Matrixz Micro-Goomba Since: 11-28-05 Last post: 6395 days Last view: 6277 days |
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MegaFLE X is an editor for Megaman 3, 4, 5 and now 6. (for those not in the know)
In short, it supports level screen editing by two different methods, level palettes, editing of level enemy/sprite placement, level scroll data.. and much more. Now it also supports miscellaneous data like level mid-points / boss-points and multi-path data. The readme covers an advanced table of what is supported and not for each game. Download here: http://elazulspad.net/matrixz/programs/megaflex0400.zip Here's whats new in 0.4: * Minor support for Megaman 6. * Complete Palette Animation Editing for MM3 and MM5 * SBD Editor opened, complete functionality as far as i know. * Graphics Load Editor for MM4 * Better Palette / CHR Animation timing * Editing of Misc. Scroll Data for MM5 * Automatic changing of Palette Sets (MM5) * Simulation of CHR Animations (MM5) * Effect sprite simulation for MM5 * Various features in main window * Enemy Names for MM5 * Autodetection of Editing Mode. * Window showing Current Structure in Screen Editor * MM3 Palette Animations uses settings in megafle.dat * Resolved Screen / Scroll map skipping issue caused by "Scroll Type" 0 * Added "Level - Miscellaneous" Editor, currently editing the following: * SBD Bank to use for each level (MM3 and MM5). * Music ID to play for each level * Mid-Point / Boss-Point editing for MM3, MM4 and MM5 * Level CHR Pointers for MM3 and MM5 * Multi-Path data for MM4 and MM5. * Enemy names for MM3 and MM4 improved, according to the GameBoy games. Some screenshots, old and new: Fresh screenshot, Misc. editor in Megaman 5 mode: http://elazulspad.net/matrixz/mfle_misced2.png Shows the new features in the main window (MM6), slightly outdated: http://elazulspad.net/matrixz/mfle2_mm6.png Megaman 6 editing, showing 4 of the editing windows: http://elazulspad.net/matrixz/mfle2_mm62.png Editing enemies in Megaman 6, shown before: http://elazulspad.net/matrixz/mfle2_mm63.png Editing what chr is loaded for Brigman's level using the new Megaman 4-only feature, this window is now named the Graphics Load Editor: http://elazulspad.net/matrixz/mfle2_mm4.png Same window, editing one of the Scroll graphics sets in MM4: http://elazulspad.net/matrixz/mfle2_mm42.png Demonstration of the new SBD Special Editor i showed before, in 4 parts: http://elazulspad.net/matrixz/sbd1.png http://elazulspad.net/matrixz/sbd2.png http://elazulspad.net/matrixz/sbd3.png http://elazulspad.net/matrixz/sbd4.png Note that the window is much better organized in the release. Old screenshot of Enemy Editor in MM5 mode: http://elazulspad.net/matrixz/programs/mflx3scr5.png Done. Just wanted to give visual capture of old features for people who are new to the editor and of the new features for those who know it fairly well. For those who will use it - hack away and have fun |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6297 days Last view: 6282 days |
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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!!) | |||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6277 days Last view: 6277 days |
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Excellent job!!
Any ideas of the features of the future releases? MM1-2 support? |
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kuja killer Rope Since: 11-17-05 From: Lake Havasu City, AZ Last post: 6321 days Last view: 6277 days |
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I doubt it considering there's already 2 major level editors for megaman 1 & 2 ...
Visine and Rock & Roll. |
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Matrixz Micro-Goomba Since: 11-28-05 Last post: 6395 days Last view: 6277 days |
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Originally posted by Raccoon Sam 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. |
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Xkeeper Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is. Since: 11-17-05 From: Henderson, Nevada Last post: 6277 days Last view: 6277 days |
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Originally posted by Jigglysaint 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. |
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Matrixz Micro-Goomba Since: 11-28-05 Last post: 6395 days Last view: 6277 days |
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Originally posted by Jigglysaint Originally posted by Xkeeper [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. (edited by Matrixz on 10-08-06 05:47 PM) |
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infidelity Paragoomba Since: 11-19-05 Last post: 6278 days Last view: 6277 days |
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what is Nephi Ultra? | |||
Matrixz Micro-Goomba Since: 11-28-05 Last post: 6395 days Last view: 6277 days |
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Nephi Ultra is a Zelda - Link's Awakening DX editor,
so totally unrelated to megaman hacking. |
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fetts Octorok Since: 01-17-06 Last post: 6401 days Last view: 6281 days |
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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 |
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Matrixz Micro-Goomba Since: 11-28-05 Last post: 6395 days Last view: 6277 days |
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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. |
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Zepper Paragoomba Since: 09-04-06 From: Brazil Last post: 6278 days Last view: 6277 days |
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Well, you can expect a Windows port of visine soon... ;; | |||
srothroc Red Paragoomba Since: 04-27-06 From: Chambersburg, Pa Last post: 6296 days Last view: 6282 days |
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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! |
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Matrixz Micro-Goomba Since: 11-28-05 Last post: 6395 days Last view: 6277 days |
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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? :/ |
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srothroc Red Paragoomba Since: 04-27-06 From: Chambersburg, Pa Last post: 6296 days Last view: 6282 days |
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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? |
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kuja killer Rope Since: 11-17-05 From: Lake Havasu City, AZ Last post: 6321 days Last view: 6277 days |
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Originally posted by Matrixz Fewer as in removing stuff from your editor ? I hope not (edited by kuja killer on 10-19-06 02:16 PM) |
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Vurano Since: 01-06-06 From: Hoboken N.J. Last post: 6277 days Last view: 6277 days |
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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. | |||
Skreename Giant Red Paratroopa Since: 11-18-05 Last post: 6284 days Last view: 6277 days |
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Originally posted by kuja killerOriginally posted by Matrixz No, no. He means fewer NEW features in the new version. Get it sooner, with less new stuff, or later with more. |
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kuja killer Rope Since: 11-17-05 From: Lake Havasu City, AZ Last post: 6321 days Last view: 6277 days |
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Ah alright, figured I misunderstood. Thanks.
I'd rather wait longer for something. That's my opinion |
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Simon Belmont Except I'm totally fucking hyped about Dracula X: Chronicles. Since: 11-18-05 From: Pittsburgh Last post: 6277 days Last view: 6277 days |
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Originally posted by Matrixz 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. |
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Acmlm's Board - I3 Archive - ROM Hacking - MegaFLE X version 0.4 release! | | |