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05-09-24 02:40 AM
Acmlm's Board - I3 Archive - - Posts by Matrixz
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Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 11-28-05 12:43 PM, in Scene Death Link
I think the release of Data Crystal was a sort of nice bless. A romhacking/romhack/utility database like what Data Crystal is becoming, is probably an idea alot had, but there's actually several updates every day, showing people have time to maintain it and there's activity. Besides, its obvious that people these days are still working on their hacks and stuff, although there's long periods between releases.
Me, my interest for romhacking and the like doesnt seem it will be replaced in many years. School is pushing me right now but school doesnt work for me anyway. I spend the time i can on the romhacking-related things i do.
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 02-10-06 10:41 PM, in Stunt Race FX Link
Great, someone else interested in SRFX . Ive done work on this game (had fun remixing the track themes, like making Aqua Tunnel a sky-themed track. Maybe ill release that remix hack someday)
I havent dared to do much in the 3D area, but i did found where the track data is stored for example.
Here's my hacking notes:
http://elazulspad.net/matrixz/SRFX.txt

Whats greater is that the work of mapping the song offsets led to me stumble upon some cool, unused music data!

SPC rip of each song:
http://elazulspad.net/matrixz/SRFX_Unused_1DE600.spc
http://elazulspad.net/matrixz/SRFX_Unused_1EC541.spc

There might even be more. I havent done much research on the song data itself, and i didnt find the location of every standard song yet.
Looks like there are potential for hidden treasures to still remain hidden in all kinds of games..
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 05-06-06 03:49 PM, in General Project Screenshot Thread Link
Long time, time to give a sign of life.
I have picked up MegaFLE X (Megaman 3, 4, 5 editor) again, and been working on a feature i planned a while.. its called SBD (Screen Bank Data) Special Editor. What this does, is give you editing of the level's screens in the format of
TSA Blocks. You can "draw" screens using TSA Blocks, or "Objects", which is variable-size things composed of multiple TSA Blocks. After all the level's screens are made up, you can convert the screens to level data. (Screen Preset Data and Structure Data)
Some illustrations might give a better idea:

http://elazulspad.net/matrixz/sbd1.png
http://elazulspad.net/matrixz/sbd2.png
http://elazulspad.net/matrixz/sbd3.png
http://elazulspad.net/matrixz/sbd4.png

So by using this editor, you dont have to mess with Structures anymore. (which is a mess to deal with when making levels.)
If you study the pictures, you'll see the original and edited versions of the Structure data has many equal structures (in the same order). I think when they developed the game, they had something that generated Structure data, similiar to what this editor will do.

MegaFLE X is being improved on other areas, so the project is alive
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 05-07-06 12:57 PM, in General Project Screenshot Thread Link
Originally posted by NetSplit
Matrixz: Wow. I'm really impressed by that feature. It'll definitely make editing those games a lot easier. My one question, though, is what happens if too many structures are required for the current stage? When doing a level with structures, the user is aware of the fact that there are structures there that can be reused, and thus, though it is more time consuming, the user can make his levels both elaborate and efficient in terms of structures at the same time. With this SBD system you've come up with, the user won't be thinking about structures at all, and the number of structures required for the level will likely skyrocket because the user won't be thinking 'What can I do to make this level more efficient?' Are you going to deal with this difficulty by expanding the ROM or something of that sort, or not allowing the level to be made if it is requiring too many structures?


Good point.. well when there are too many structures, the editor gives a warning message. The level will then look alright from the start until the screen where it run out of structures. I guess if you run into that problem, you can only try and make the level less complicated or shorter. If the user re-uses patterns of blocks through the levels, reused structures are easily made. I have the feeling it wont be a big drawback with the SBD editor, becouse people will make levels that are efficient anyway, due to the nature of megaman levels and how people usually structure them in hacks.

Originally posted by kuja killer
Oh matrixz sorry to be a bother, but i have one tiny little request if it's not too much ...think you might be able to add a simple little option on the screen editor to allow for switching of a levels CHR bank numbers on the fly like you did with the DOS version? I don't use the DOS megafle btw since I'm not a fan of dos.


That will be possible to do later like in the DOS version, but in another window.
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 08-28-06 01:14 PM, in General Project Screenshot Thread Link
I'll burst in with some editor progress..
My Megaman 3, 4, 5 and.. 6 (suprise!) editor is alive and well.
Here's a peek at the upcoming features.

http://elazulspad.net/matrixz/mfle2_mm6.png

This shows some new features which might have been missed, or come to great aid.

http://elazulspad.net/matrixz/mfle2_mm62.png

And there it is.. Megaman 6 support. Its early, and wont be so much focused on as the other MM games supported, at least not yet.

http://elazulspad.net/matrixz/mfle2_mm63.png

Looking nice, hm? The sky has the wrong palette becouse MegaFLE X doesnt load it correctly. The $80 sprites are used to decide how the level goes in direction.

http://elazulspad.net/matrixz/mfle2_mm4.png

This is a new Megaman 4-only feature. It lets you accurately edit how CHR graphics are loaded at the start of the level / in the middle of the level / for enemies / at cutscenes, and so on.

http://elazulspad.net/matrixz/mfle2_mm42.png

Another shot, showing sprite graphics being loaded in the middle of Ringman's stage.

Im thinking of releasing an update soon, maybe within this week or the next.
Cheers..
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 09-26-06 08:37 PM, in Megaman 4 palette test menu - found Link


I made a simple hack that opens it instead
of the weapons menu.

For those who can ASM-hack straight:

$C731: LDA #$39
$C733: STA $00F5
$C735: JSR $FF37
$C738: LDA #$30
$C73A: JSR $F6BE
$C73D: JSR $8009

For those who likes hex:

$7C741: A9 39 85 F5 20 37 FF A9 30 20 BE F6 20 09 80

And, plain IPS:

http://elazulspad.net/matrixz/mm4_debug.zip

Not very useful, but, there it is, into light.
Megaman 5 had a very similiar debug/palette test menu
that was found years ago.


(edited by Matrixz on 09-26-06 07:40 PM)
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 10-06-06 09:37 PM, in MegaFLE X version 0.4 release! Link
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
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 10-07-06 02:13 PM, in MegaFLE X version 0.4 release! Link
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.
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 10-08-06 02:10 PM, in MegaFLE X version 0.4 release! Link
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)
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 10-10-06 09:21 AM, in MegaFLE X version 0.4 release! Link
Nephi Ultra is a Zelda - Link's Awakening DX editor,
so totally unrelated to megaman hacking.
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 10-17-06 03:47 PM, in Newbie-ish C++ problem - dynamic arrays Link
After i tried C++ a bit, i ran into this problem. I went with regular arrays, but that won't do forever. I finnaly decided i need some help with this..
Im using MS Visual C++ 6.0.

code start >>
#include "stdafx.h"

using namespace std;

ifstream filedata;

char* romdat;
long bankmap[2];

char getbyte (long ptr);

int main(int argc, char* argv[])
{
char* filename;
long filesize;
long a;

filename = "C:\\megaman3.nes";
filedata.open (filename, ios::in|ios::binary|ios::ate);

filesize = filedata.tellg();
romdat = new char [filesize];
filedata.seekg(0, ios::beg);
filedata.read (romdat, filesize);
//cout << filedata.is_open();
filedata.close();
//body_s = body_spos;
//oldsize = body_s;
bankmap[0] = 0x2C010;
bankmap[1] = 0x2E010;
bankmap[2] = 0x30010;

a = getbyte(0x0);
a = getbyte(0x1);

return 0;
}

char getbyte (long ptr) {
char t1;
long b;
b = bankmap[ptr >> 0xD] + (ptr & 0x1FFF);
t1 = romdat[0]; //MSVC++ BARKS HERE ABOUT ACCESS VIOLATION.
return romdat[bankmap[ptr >> 0xD] + (ptr & 0x1FFF)];
}
<< code end.

It gives a C0000005 Access Violation at the bold line in getbyte.
This should be alright.. since "romdat" is a public array pointer, and can be accessed from any function, right?
Im feeling its something obvious, but.. i dont know what
If i can get to the bottom of this, i can go on with C++ programming.
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 10-18-06 11:00 AM, in MegaFLE X version 0.4 release! Link
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.
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 10-18-06 11:27 AM, in Newbie-ish C++ problem - dynamic arrays Link
That was it. Thanks.
I guess im carrying a habit from Visual Basic, since it have you declare arrays with [# of entries] - 1 as argument.
Im going to look closer for memory access past boundaries which doesnt give immediate errors, if i get similiar problems.. this is something new to me.
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 10-19-06 11:40 AM, in MegaFLE X version 0.4 release! Link
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? :/
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 10-21-06 08:27 PM, in Approval request - (romhacking forum) Link
Hi. I've been around for at least 3 years..
I've done a lot of different stuff, so i'll try keep it short.
Im an experienced 6502 ASM hacker, i've made some small hacks, mostly of NES megaman games. For the later NES MM games im also working on an editor; MegaFLE X. I've worked on other editors in the past. Im sure i'll come out with other utilyties in the future, and show off hacking work like something im doing for Megaman 4 right now.

I dont post much. I've seen the Release forum, and i might hang there mostly..
But im sure i'll want to post in the regular forum as well.
(Especially in the General Project Screenshot Thread)
Other than that, im able to help in the megaman hacking field, and possibly contribute technical knowledge on other things.
Thats all.
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6407 days
Last view: 6289 days
Posted on 10-23-06 11:21 AM, in MegaFLE X version 0.4 release! Link
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.
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