Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
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Aquamancia
Posted on 05-05-09 04:27 AM Link | Quote | ID: 106484


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First, Mon releases a Danmaku mode. Now he's going to implement something you find in most danmaku shooters.
At least that's what I'm thinking.

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joxalot
Posted on 05-05-09 05:07 AM Link | Quote | ID: 106495


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Will be even possible player-related parts (interact as ally/part of the ship)?
Since the Connect-Player came out, I tried to develop some utility "armors". All I got is a epic booster

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Vic Viper
Posted on 05-08-09 08:30 PM Link | Quote | ID: 106676


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Vic Viper
Posted by joxalot
Will be even possible player-related parts (interact as ally/part of the ship)?
Since the Connect-Player came out, I tried to develop some utility "armors". All I got is a epic booster


Having helpers would be neat. I could finally make Options!

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Burg Hammer Achtzehn
Posted on 05-09-09 02:50 AM (rev. 2 of 05-13-09 02:00 AM) Link | Quote | ID: 106700


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Posted by "Translator Engrish"
Related to parts:
Adding to the specific parameter of Vulcan type it adds 5 and 6,
Vulcan system and bullet system, power ball, plasma ring, burner, slow ray, grenade, needle gun, and ripple Stuff about the extra parameters...
Specific parameter 1: Specific parameter 1~4 use flag and speed change frequency (1~) As before.
Specific parameter 2: Early speed (-4000~4000) As before.
Specific parameter 3: Speed after the changing (-4000~4000) As before.
Specific parameter 4: Rotary quantity (-4096~4096) As before.
Specific parameter 5: The number of discharge directions (1~) New. Number of bullets?
Specific parameter 6: Firing angle (0~) New.
Specific parameter 7: It is not Nothing.
Specific parameter 8: Frame value to disappearance (1~) Added recently in version 20090408beta. This controls the range/life span of projectiles before fading away.

When value other than 0 is appointed in specific parameter 1, the specific parameter 1~4 is applied. If parameter 1 is set to 0, parameters 1 through 4 won't take effect; same behavior as before.
When value other than 0 is appointed in specific parameter 5, the specific parameter 5~6 is applied. Like above, but with parameter 5 enabling parameters 5 and 6.
When value other than 0 is appointed in specific parameter 8, specific parameter 8 is applied. Parameter 8 enables itself.
In other words without using the 1~4 and 8 just 5 and 6 also it is possible to apply.
The three 'sets' of parameters can function individually, meaning you don't have to activate parameter 1 if all you want to use is parameter 8.

Related to editor:
Adding drawing option to special flag system of the event
Drawing option: (draw option: 0~3)
&1 :When appearing and when non indicatory it makes phase effect is drawn (draw phase effect (appear and hide))
&2 : Phase effect is drawn when the indicatory flag is modified (draw phase effect (normal and shadow))
I'm lost on this one.

Related to player:
blackhole89 already described the weapons quite nicely.

Energy Refiller how it was not. Indecipherable.
There was no either Winder Bullet. Still confused.
Another Translator said that they were removed.

In addition:
- Way game interface can be set, modification
Interface like player graphic set it becomes modification possible type.
But because setting item and description method are difficult to understand as usual, perhaps it is difficult to add with ease.
I think it says something about modifying the HUD.

- The error which occurs when it tries probably to read the enemy which uses the event part correction Something about fixing an event error

- Adding scroll direction to appearance position of free play option
It reaches the point where in the position (direction) where the enemy adjusts to scroll direction it appears.
A setting to make the boss appear from the scroll direction.

- Adjusting the enemy appearance position of area fixed mode
It reaches the point where it appears inside the picture.
In addition when area fixed mode and scroll direction is appointed to appearance position of free option,
It can adjust to scroll direction early direction of the prayer.

Area fixed mode ON
Appearance position scroll direction
The direction conversion by the key-in rotary key
When it tries not to use the rotary key with the above-mentioned setting, to scroll direction 2048 appoints, when the normal vertical scroll wind, 3072 is appointed, it becomes the side scroll wind.
Something about fixed area mode and appearance position

- Modification and addition of setting item of player graphic set
"BOOSTDISTANCE"
Setting of base point distance of the booster of each direction was added.
In addition, as the same number as turning sideways animation pattern registered the booster picture, it modified.
Something about the player's booster graphics.

- Way player graphic set and background set are searched to ahead several classes, modification
It reaches the point where it can rearrange at the folder unit.
I think it says something about using folders with player and background graphics

- In addition entire correction and modification
Because computing and order changes a little, perhaps when operation is not agreeable so far is many
This probably says "And other fixes and changes."
This looks like it's going to be a good update.
Edit:
Posted by "Translator Engrish"
Related to parts:
- It adds the specific parameter 5~8, to the specific parameter of the pursuit laser modifying the maximum of specific parameter 2
Added extra parameters 5 through 8, and changed the maximum value of parameter 2.
Pursuit laser
Specific parameter 1: Specific parameter use flag (flag: 0 or 1) As before.
Specific parameter 2: Maximum path velocity (max speed: 0~8000) Higher maximum value.
Specific parameter 3: Reaction ratio when discharging (reaction: 0~300%) As before.
Specific parameter 4: Maximum rotary quantity when pursuing (rotate: 0~256) As before.
Specific parameter 5: Thickness (width: 0 or 1~500%) New, laser thickness.
Specific parameter 6: Length (length: 0 or 1~1000%) New, laser length.
Specific parameter 7: Frame rate to maximum path velocity (frame rate for max speed: 0 or 1~256) New, more on this below.
Specific parameter 8: Frame value to disappearance (0 or 1~) New for homing lasers, projectile life time.

When 1 is appointed in specific parameter 1, the specific parameter 1~4 is applied.
When value other than 0 is appointed in specific parameter 5, specific parameter 5 is applied.
When value other than 0 is appointed in specific parameter 6, specific parameter 6 is applied.
When value other than 0 is appointed in specific parameter 7, specific parameter 7 is applied.
When value other than 0 is appointed in specific parameter 8, specific parameter 8 is applied. See previous quote.

Specific parameter 7 has become frame rate to maximum path velocity, but influence is exerted to also pursuit efficiency.
The usual pursuit laser is 32. 'Default' setting of parameter 7 is 32.
When 1 is appointed, immediately after the discharging in order to arrive in full speed, almost it stops pursuing. Stops pursuit almost immediately.
When 256 is appointed, it becomes the haphazardly persistent pursuit laser. Pursues persistently.

- Minute correction operation of pursuit laser
When 0 is appointed to the maximum rotary quantity of specific parameter 4, it reaches the point where it does not pursue altogether. Parameter 4 being set to 0 causes the laser to fire straight, without homing.

Related to player:
Soll diffuser (Those like the bullet turning off bomb ) Probably what is featured in this picture.
Soll activator (Temporarily rise level of all equipment ) Something like the "OVER SOLL" powerup.

As for the soll diffuser absorbing the enemy bullet, it is possible to save in stock of energy.
Energy stock at the time of each equipment use is consumed in place of main energy.
In this case, delay is lightened by the use ratio from energy stock.(In use ratio 100% equality to over loading)

As for type of player "standard", "the attacker", is "a tanker" at present time.
In the future it keeps adding also the type other than this. He plans on adding other ship variations.

In addition:
- Adding the slot 1~5 to key setting
The key setting which corresponds to each slot was added.
The A button same period in order to be able to point, when it sets, the slot button just is pushed to be able the fact that uses optional equipment, it reaches the point where functioning it does as a decisive button. Keys for selecting weapons probably.

NightKev
Posted on 05-16-09 08:29 AM Link | Quote | ID: 106989


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Posted by Burg Hammer Achtzehn
Posted by "Translator Engrish"
Specific parameter 5: The number of discharge directions (1~) New. Number of bullets?
Specific parameter 6: Firing angle (0~) New.


Could it be...? This sounds like that WF style spread shot we were talking about in the other thread, maybe Mon was two steps ahead of us on this one... ?

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TheBlueEcho
Posted on 05-16-09 04:22 PM (rev. 2 of 05-16-09 04:24 PM) Link | Quote | ID: 106994


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I definitely hope so. If it is, we can make real MGTurrets!

Oneshiningstar
Posted on 05-18-09 02:06 PM Link | Quote | ID: 107130


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The only thing missing is a projectile that continually fires bullets until it decays!

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Polymorph
Posted on 05-19-09 07:12 AM Link | Quote | ID: 107233


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Posted by Oneshiningstar
The only thing missing is a projectile that continually fires bullets until it decays!
You could probably simulate one with events. The problem would be trying to find a way to be able to continuously be able to fire those bullet guns. Hmmm.... perhaps a variable and the use of ghost would work.

Burg Hammer Achtzehn
Posted on 05-19-09 11:26 AM Link | Quote | ID: 107243


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Posted by Polymorph
Posted by Oneshiningstar
The only thing missing is a projectile that continually fires bullets until it decays!
You could probably simulate one with events. The problem would be trying to find a way to be able to continuously be able to fire those bullet guns. Hmmm.... perhaps a variable and the use of ghost would work.
A better way of doing that would probably be stacking a bunch of energy eggs on top of one another, and setting them to detonate at different times.

Boxorak
Posted on 05-19-09 09:46 PM Link | Quote | ID: 107265


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Posted by Burg Hammer Achtzehn
Posted by Polymorph
Posted by Oneshiningstar
The only thing missing is a projectile that continually fires bullets until it decays!
You could probably simulate one with events. The problem would be trying to find a way to be able to continuously be able to fire those bullet guns. Hmmm.... perhaps a variable and the use of ghost would work.
A better way of doing that would probably be stacking a bunch of energy eggs on top of one another, and setting them to detonate at different times.
That's the easiest way.
Also. on the website, there was a picture of the fighter surrounded by energy things....So will we have superweapons?

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Polymorph
Posted on 05-20-09 04:49 AM Link | Quote | ID: 107297


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Posted by Burg Hammer Achtzehn
Posted by Polymorph
Posted by Oneshiningstar
The only thing missing is a projectile that continually fires bullets until it decays!
You could probably simulate one with events. The problem would be trying to find a way to be able to continuously be able to fire those bullet guns. Hmmm.... perhaps a variable and the use of ghost would work.
A better way of doing that would probably be stacking a bunch of energy eggs on top of one another, and setting them to detonate at different times.
Oh right, forgot about those.

Oneshiningstar
Posted on 05-21-09 04:33 PM Link | Quote | ID: 107385


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That's what I did with my energy drone cannon, but energy eggs don't fire sideways!

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Burg Hammer Achtzehn
Posted on 05-24-09 09:55 AM (rev. 8 of 05-24-09 12:03 PM) Link | Quote | ID: 107523


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Version 20090524 has been released.
Posted by "Translator Engrish"
Related to parts:
- Adding specific parameter to the item box

Specific parameter 1: Item flag (item flag: 0 or -4~7)
Specific parameter 2~8: Item ID1~7 (item ID: 1~14)

When value other than 0 is appointed in specific parameter 1, the item which is formed is modified.
When specific parameter 1 is 1 or more, specific parameter 1 reaches the number of types of item.
For example, when 2 is appointed in specific parameter 1, specific parameter the item which two of 2 and 3 connects is formed.
When the number of items 1 is, becomes the single item only of the item which is appointed, when they are 2 or more, the item which has the center point is formed.

When - 1 or less are appointed in specific parameter 1, the item is formed with the combination which is prepared beforehand.
As for -1 the lowest class item, - as for 4 the superlative item is formed.
When the first parameter is set to a negative, it creates a premade set of powerups:
-1 produces the default red, green, blue combination (max energy level up, regenerate level up, and equip level up)
-2 produces a durability powerup, and depending on what equipment you have, a bullet-type level up, a blaster-type level up, and a support-type level up
-3 produces a durability powerup, and an all-equipment level up
-4 produces a "!" powerup, and a "!?" powerup


As for item ID please appoint the value below.
1 : Largest energy rise (max energy up)
2 : Recovery power rise (regenerate up)
3 : Equipment power rise (equip level up)
4 : Over soll (over soll)
5 : Full charge (full charge)Fills your energy to max, and gives you 300% extra energy; while you have this extra energy, you shoot faster
6 : Durability (largest energy and recovery power) rise (max energy and regenerate up)
7 : bullet equipment power rise (bullet type level up)
8 : Blaster type equipment power rise (blaster type level up)
9 : Support type equipment power rise (support type level up)
10 : All the equipment power rises (all equip level up)
11 : All the equipment powering down (all equip level down)
12 : Remaining machine rise (extend)
13 : ! (!) Upgrades everything by one.
14 : !? (!?) Downgrades everything to one... unless it's at level one in the first place, in which case it upgrades everything to maximum level!

-Adding new effector (booster 2)
It is lightweight edition of booster effect.

Related to Trys:
- Adding the order " ITEMCONSTRUCT " which modifies the constitution of the item which it forms
"ITEMCONSTRUCT",int1,int2,int3...
int1: The number of items (item count: 1~7)
int2~8: Item ID (item ID: 1~14)
Appointment of these values is similar to the specific parameter of the item box.
When it appears the item which sets in this order, - please appoint 1 to int1 (type of item) " of ITEM " and " ITEM2 ".

- Modifying int1 (type of item) "of ITEM " and " ITEM2 "
"ITEM",int1,int2,int3
"ITEM2",int1,int2,int3
int1: Type of item
-4 : Superlative item (highest)
-3 : Upper-class item
-2 : Middle class item
-1 : The lowest class item (lowest)
0 : Usual item (so far similar) (existing)
1 : The item which sets with "ITEMCONSTRUCT " (user constructed)

Related to Editor:
- In connection type of part setting adjustment of 3 type additions and existing connection type
Leaving type and re-fixed type and semi- fixed type were added.
Leaving type is expelled in that place and stops, maintains the direction where that part is faced.
Re-fixed type and semi- fixed type designate the position and direction of the parent part same as fixed type as standard.
Fixed condition (pursuit and rotary speed) changes with the value of parameter.
Value of the parameter decreases re-fixed type automatically and re-is locked to the parent part finally.

The pursuit and rotary speed also other connection type due to the value of parameter was adjusted.
- Modifying the parameter of modification of the connection type with the event
Designation method of value was modified.
As for the enemy data which uses this event correction becomes necessary.

Related to player:
The player when it is inside the effective range of the sole diffuser, becomes invincible vis-a-vis all enemy bullets.


In addition:
- Adding the slot 1~5 to key setting
The key setting which corresponds to each slot was added.
In addition the slot button chooses the behavior from below.

It selects: The slot does not use just is selected.
While having pushed just, selecting, you use: When that slot is used, the button is separated, before being pushed, it returns to the slot.
Selecting, you use: It selects that slot and uses.

Allocating per slot 1~3 to the ZXC key, if "(while having pushed just,) selecting, you use behavior it sets"
Perhaps it becomes the operation like normal STG.(Because, but cannot use plural equipment simultaneously, perhaps sensitivity)

- In addition entire correction and modification
Because the part where order of computing and processing is modified is many there are times when operation is not agreeable so far.

Weight adjustment method of game side was modified 。
You think now that almost with all environments it becomes about 39~40FPS.
When with circumstances we would like to execute with 30FPS if,
The occasion where fraxy.exe is executed wait 33 or init 30 you call please transfer the character string with command line.
As for wait weight value as for direct appointment and init weight value is adjusted automatically in FPS which is appointed.
Modifying FPS, operation around 1 frames does not change.

There is additional modification in the part sprite list.
sprite list.txt
tl;dr: this update rules.

Also:
All the weapons now have 10 levels, you can upgrade them to level five normally, but to reach level 10, you have to use a level 5 soll activator while under the effects of an over soll powerup.

Aquamancia
Posted on 05-24-09 02:47 PM Link | Quote | ID: 107530


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Whoa... that's just beautiful!
I'm amazed that the power-ups are no longer just Power, Energy, Energy Restoration, and Over Soll.
I can't wait to check it out!

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ultimatepower22
Posted on 05-24-09 05:45 PM (rev. 2 of 05-24-09 11:33 PM) Link | Quote | ID: 107533


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Wait, it updated?

/download

FINALLY!

...I can understand the wait, though. So. Many. Updates.

EDIT: Here you go, you lazy bastards.



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NightKev
Posted on 05-25-09 01:53 AM (rev. 6 of 05-25-09 02:22 AM) Link | Quote | ID: 107541


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Thanks for the video, up22!

Edit5: For some reason, there might be two "401" choices for the graphics set. If this happens, the first one (middle of the three options) will crash your game with "Error 7", you have to use the second one (bottom of the three choices) for it to work.

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Bukkarooo
Posted on 05-25-09 02:13 AM Link | Quote | ID: 107542


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Posted by NightKev
Thanks for the video, up22!

Edit4 (final edit): For some reason, there are two "401" choices for the graphics set. The first one (middle of the three options) will crash your game with "Error 7", you have to use the second one (bottom of the three choices) for it to work.


works perfectly fine for me. did you transfer any files from your older fraxy folders? if so, what ones?


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Oneshiningstar
Posted on 05-25-09 02:24 PM (rev. 3 of 05-26-09 08:52 AM) Link | Quote | ID: 107559


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it appears that the params 5 and 6 for bullet-type weapons work this way:
Param 5 controls the number of angles that bullets will be discharged at.
If you input 3, the weapon will fire in 3 streams, equally separated.
Param 6 controls the firing range (1-2048). The number gives the range to either side.
For example, if you input 2048 here in conjunction with 3 in param 5, the editor notes that you want 3 evenly distributed streams with full 360 degree coverage.

EDIT: Thanks Burg for the fix!

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Burg Hammer Achtzehn
Posted on 05-25-09 03:41 PM Link | Quote | ID: 107563


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Posted by Oneshiningstar

Param 6 controls the firing range (1-4096).
For example, if you input 4096 here in conjunction with 3 in param 5, the editor notes that you want 3 evenly distributed streams with full 360 degree coverage.
You're slightly off; 2048 is 360 degree coverage, as the number represents the angle from the center of the spread to either side, rather then the angle from one side of the spread to the other.

Numbers higher than 2048 cause overlapping.

TheBlueEcho
Posted on 05-25-09 04:39 PM (rev. 2 of 05-25-09 04:40 PM) Link | Quote | ID: 107564


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Posted by Main Page (Google Translate)
I feel that I could not find a blob MONO凄I something somewhere ...

Color for faster results and tried a little bit, but the increase in the size of the executable.

As a small tip, when you run the command line debug 1 displays the number of enemy bullets across the top and pass the string.
Other value for debug is as follows.
& 1: Ebullet
& 2: Counter
& 4: Player
& 8: Enemy
& 16: Background
& 32: Try
& 64: --
& 128: --
& 256: damage
Anybody know anything about Debug Mode?
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