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Main - ROM Hacking Related Releases - New MegaFLE X release (0.5) New thread | New reply


Matrixz
Posted on 12-24-07 03:31 PM (rev. 3 of 12-27-07 09:14 PM) Link | Quote | ID: 72089


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Since i have this username, im Matrixz, the original author of this editor.

Just for those who dont know, this is an editor for Megaman 3, 4, 5 and 6 programmed in VB6. But dont judge it based on that
I know some people have had problems getting it to run, though.

kuja killer let me have the project again becouse i wanted to improve it for personal reasons. (and that only). About future updates, the future is unknown.

I decided to create two distributions, one with the vb run-time included (plus other OCX files the editor seem to use), and one without any of that.

If you're unsure which to choose, try the first link.
Pack with run-time and other components:
http://acmlm.no-ip.org/uploader/get.php?id=30 (1,212 KB)

Pack without run-time or other components:
http://acmlm.no-ip.org/uploader/get.php?id=31 (220 KB)

elazulspad.net, where im hosted seems to be down. Or i would have used it instead of a file upload service.
Hope it will do. ^^

And here's the list of what is new: (a great deal of smal things)
* MM4 Graphics Load Editor: Fixed Insert/Remove of entries for Scroll Graphics Load from corrupting data.
* Added a simple Tile Editor in Tile Table
* Vastly improved rendering speed for all bitmaps. (Especially SBD Object Editor and Graphics Load Editor.)
* Possibly fixed random program freezes which occurs on some computers.
* Added detection of changes to file by other programs. The editor will ask if the file should be Re-loaded. (can be enabled/disabled in Config window.)
* Re-Load ROM function now works (F4 key)
* Fixed "Invalid Property Value" crashes in TSA Table found in version 0.42, triggered by TSA Block types which werent in the list.
* Megaman 6: Enemy Editor Insertion/Deletion of enemies now supported.
* Favourite Enemy List file Save/Load
* Fixed Favourite Enemy List from getting messed up after deleting entries.
* Enemy Editor: Insert/Delete Enemy Buttons
* Config: Option to choose if Enemy Editor screen may steal focus when cursor is above screen.
* Option to turn automatic Scroll Map Position search On/Off.
* Manual Scroll Map counter change and editing:
> Manually changing scroll map count updates all scroll-related info, not just direction / # of screens.
> All scroll related data in Screen Editor can be changed after manually changing Scroll Map, without it reverting to the Scroll Map belonging to the current screen (This also applies to when Auto-search is on)
* Megaman 6: Improved scroll event simulation (Mid-level Palette/CHR changes)
* "Ignore Screen Layout Data" option works again now.
* SBD Editor: Added alternate conversion algorithm which ignores the lower row of TSA Blocks, which becomes invisible anyway. This makes it possible for more effective use of Structure space. Can be configured in Config window.
* 8x32 TSA Table resolution mode, which vertically aligns TSA Block graphics in original, unhacked roms. Selection between 8x32 mode or 16x16 mode in Config window.
* Possible to change palette animation values of palette set after using "Force Palette Set" function without palette reverting to the Scroll Map's palette set value.
* "Clear unused TSA Blocks" feature. (Found in Tools Menu.)
* Palette Editor: Added text-boxes for hexidecimal color editing.
* MM4 Graphics Load Editor: For Graphics Loads without sprite palette, Megaman's palette is used to draw sprites in the "VRAM Tile Layout" field.
* Option to disable/enable grid in Tile Table and TSA Table (Config).
* Fixed manual entering of Palette File in Config window.
* TSA Table: Fixed block cursor from being dragged along when moving cursor past picture Up and Left (Along with program crashes which would happen along with this.)
* Fixed "early" palette change refresh glitches, and generally improved refreshing system.
* Global keys (like F5) now works in Configuration window and Text Editor.
* Other smal additions/fixes (See "Complete update list.txt")
Things added by Kuja Killer:
* Added tooltip help for some of the textboxes around the editor.
* Small bugfix to the TSA Table when selecting a pallete for a TSA block. Would cause unknown colors to appear on the selected block.
* Added auto-fill with Right Click mouse button for structure table since all the other editing features had it except this one.
* Palette Editor: Weapon colors now editable when selecting a weapon from the menu. Only MM3-5 currently supported.

edit: Changed to board uploader links. I didn't notice that feature.

edit2: Uploaded releases with tsa table bugfix, updated links.

blackhole89
Posted on 12-24-07 04:24 PM Link | Quote | ID: 72090


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Does it operate on the Japanese, the English or both versions of the ROMs? (I'd get both, but with ~500KB space left on the HD I have my emulation folders on, I have to be selective with that... )

Also, why didn't you just put it onto this board's uploader instead of some shifty rapidshare-like site? That's why it was created in the first place, pretty much...

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Googie
Posted on 12-25-07 05:48 AM (rev. 2 of 12-25-07 06:44 AM) Link | Quote | ID: 72119


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Thanks for the update Panophobia, I've been wanting to go back to my MM4 hack. I'll be sure to play with the editor this week. ^^'

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kuja killer
Posted on 12-25-07 06:23 AM Link | Quote | ID: 72121


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Yes it will work just fine with J, U, or E roms.
Because i work with megafle myself frequently and tend to be opening japanese mm3 roms in megafle just fine with no trouble.

Jigglysaint
Posted on 12-26-07 04:13 AM Link | Quote | ID: 72149


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That's pretty cool, but what I care about more is Nephi, although hopefully the new additions will help with my Megaman 4 hack.

blackhole89
Posted on 12-26-07 04:15 AM Link | Quote | ID: 72150


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From what I saw earlier today, this is indeed a fairly nice editor... I will probably try to have a deeper look at it later. (Then, I'd rather beat Megaman 3, which I tested it on, first... there's always something killjoyish about seeing a level in an editor before playing it)

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Matrixz
Posted on 12-27-07 09:24 PM Link | Quote | ID: 72262


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I discovered some problems in the TSA Table which i missed before release, making it impossible to edit TSA Blocks properly (in 32x8 reolution mode). I uploaded new zips fixing these bugs:

Bugfix version 0.501, with runtime files:
http://acmlm.no-ip.org/uploader/get.php?id=30

Bugfix version 0.501 without runtime files:
http://acmlm.no-ip.org/uploader/get.php?id=31

(Also updated the links in the original post.)

Googie
Posted on 12-28-07 06:09 AM Link | Quote | ID: 72283


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Smooth, thanks for the heads up. I played the editor for a few minutes and to me, everything runs faster & smoother. I'll be playing with it more when I get back from New Jersey tomorrow, seeing all the NES goodies is giving me the ROM Hack itch. ^^'

I gotta srsly hit the bed, to get up at 6am. >8(

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Rocketech Productions
Posted on 01-17-08 08:21 PM Link | Quote | ID: 73856


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Dude, thanks, finally I can get to work on My second Installment of the vs. Myotismon series.

FYI, Rocket VS. Myotismon (MM3 Hack) Coming Soon, thanks to MFLE v.0.5

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Arbe
Posted on 01-17-08 10:43 PM Link | Quote | ID: 73868

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Posted by Panophobia
Just for those who dont know, this is an editor for Megaman 3, 4, 5 and 6 programmed in VB6. But dont judge it based on that



I'm sorry? Don't judge it on what it DOES? XD

But yeah, this is really fun to mess around with. It's cool.

blackhole89
Posted on 01-20-08 03:21 AM Link | Quote | ID: 74180


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Posted by ArBeWhat
Posted by Panophobia
Just for those who dont know, this is an editor for Megaman 3, 4, 5 and 6 programmed in VB6. But dont judge it based on that



I'm sorry? Don't judge it on what it DOES? XD

But yeah, this is really fun to mess around with. It's cool.

I'd assume he meant the VB6 part of it...

Either way, how large (if present at all) are the differences between the four editable games' data structures, and what's the difference that makes it impossible to edit Megaman 2 with it?

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Matrixz
Posted on 01-20-08 09:53 AM Link | Quote | ID: 74301


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While Megaman 3, 4, 5 and 6 has the same way of level data when it comes to the structure and looks of levels.. Megaman 2 is different. I would imagine i'd have to add alot of new controls/objects around in MegaFLE X, maybe an additional window extra, just to allow the same level editing functionality to MM2 as the other games have. Aside from level data, 3/4/5/6 is each very different in other ways. Its the difference in level data structure which makes the "barrier" between those games and MM2.

mickevincent
Posted on 02-27-08 02:23 AM Link | Quote | ID: 78992


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Hello!
Iam a big fan of this program, it kicks ass! However I have a few wishes for the next coming version, if you please . I would like to be able to change background as well as foreground in the tsa table in mega man 4. It would be realy nice and I would be able to do better levels. I also wish I could rotate tiles in the tile editor, it would make things much easier. Looking forward to next version like hell. Greets / Micael

boingboingsplat
Posted on 02-27-08 04:27 AM Link | Quote | ID: 79002


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Nice bump you got there.

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