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04-27-24 10:13 AM
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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
Posted on 10-06-06 09:37 PM Link | Quote
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Shows the new features in the main window (MM6), slightly outdated: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
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6297 days
Last view: 6282 days
Posted on 10-07-06 12:03 AM Link | Quote
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
Posted on 10-07-06 06:58 AM Link | Quote
Excellent job!!
Any ideas of the features of the future releases?
MM1-2 support?
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6321 days
Last view: 6277 days
Posted on 10-07-06 09:58 AM Link | Quote
I doubt it considering there's already 2 major level editors for megaman 1 & 2 ...
Visine and Rock & Roll.
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6395 days
Last view: 6277 days
Posted on 10-07-06 02:13 PM Link | Quote
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.
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
Skype
Posted on 10-07-06 10:00 PM Link | Quote
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

Micro-Goomba








Since: 11-28-05

Last post: 6395 days
Last view: 6277 days
Posted on 10-08-06 02:10 PM Link | Quote
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.


(edited by Matrixz on 10-08-06 05:47 PM)
infidelity

Paragoomba








Since: 11-19-05

Last post: 6278 days
Last view: 6277 days
Posted on 10-09-06 12:04 PM Link | Quote
what is Nephi Ultra?
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6395 days
Last view: 6277 days
Posted on 10-10-06 09:21 AM Link | Quote
Nephi Ultra is a Zelda - Link's Awakening DX editor,
so totally unrelated to megaman hacking.
fetts

Octorok


 





Since: 01-17-06

Last post: 6401 days
Last view: 6281 days
Posted on 10-18-06 12:13 AM Link | Quote
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

Micro-Goomba








Since: 11-28-05

Last post: 6395 days
Last view: 6277 days
Posted on 10-18-06 11:00 AM Link | Quote
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.
Zepper

Paragoomba








Since: 09-04-06
From: Brazil

Last post: 6278 days
Last view: 6277 days
Posted on 10-18-06 01:13 PM Link | Quote
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
Posted on 10-18-06 06:00 PM Link | Quote
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!
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6395 days
Last view: 6277 days
Posted on 10-19-06 11:40 AM Link | Quote
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

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6296 days
Last view: 6282 days
Posted on 10-19-06 01:54 PM Link | Quote
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?
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6321 days
Last view: 6277 days
Posted on 10-19-06 03:15 PM Link | Quote
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


(edited by kuja killer on 10-19-06 02:16 PM)
Vurano



 





Since: 01-06-06
From: Hoboken N.J.

Last post: 6277 days
Last view: 6277 days
Posted on 10-19-06 11:44 PM Link | Quote
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
Posted on 10-20-06 02:22 AM Link | Quote
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.
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6321 days
Last view: 6277 days
Posted on 10-20-06 02:31 AM Link | Quote
Ah alright, figured I misunderstood. Thanks.
I'd rather wait longer for something. That's my opinion
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
Posted on 10-20-06 05:41 AM Link | Quote
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.
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