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Main - ROM Hacking Related Releases - MegaFLE X 0.6 (and source code) New thread | New reply

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Matrixz
Posted on 12-25-09 02:11 PM (rev. 2 of 12-25-09 02:22 PM) Link | Quote | ID: 124083


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Download (With components) : http://acmlm.no-ip.org/uploader/get.php?id=2657
Download (Without components) : http://acmlm.no-ip.org/uploader/get.php?id=2658
(With components) includes VB6 runtime files in the base folder.

VB6 source code download: http://acmlm.no-ip.org/uploader/get.php?id=2656

For those new to this, MegaFLE X is a multi-game editor for Megaman 3, 4, 5 and 6.

Some of you might have been looking forward to a new release, and here it is. Its thanks to unwaning popularity and support.. and coincidentally this is used in the everyday making of Megaman Forever, and i needed to upgrade it thanks to that.
The last release was actually Christmas two years ago, minus two days.

The most important changes might be this:
I know japanese romhackers have had problems with the editor. When i changed my windows xp settings to default to Japanese, i discovered the problem. When I begun development i had stored the rom in a VB string variable, which i later discovered is a very bad idea anyway. (Its a long story, i passed this technology from the days i wrote editors in QuickBasic )
Anyway, after rewriting all parts of the editor, i think i have fixed the problem.

2nd. A guide is now included. (guide.txt) Its small right now, but it contains an explanation of the Scrolling data. The readme also covers some useful information as well.

Im also releasing the source code.
I have no concrete plans to keep building on this, but im currently inspired to do so. I have 3 new features that can be seen in there, that are in the beginning stage. One of them is the "Patcher", which should allow the user to fix or enhance different things in the MM games, or even change specific byte values to a desired value. I would also very much like to keep updating the user guide.

The list of what is new:

  • Graphics Load Editor bugfixes:
    • Fixed moving up/down list entries, which stopped working in version 0.5.
    • Fixed corruption of pointers after inserting new entries in specific cases
      (Primary Graphics Load $15 and on)

  • SBD Editor enhancements:
    • Functionality changed. Data is automatically imported, and also when the level is re-loaded or
      the user changes level.
    • If conversion goes past the Structure limit, the user can choose to keep the conversion or not.
    • Added "Mask Block" feature, which allows free drawing/filling filtered to replacing a single defined block.
    • Screen can be filled with TSA Blocks by holding down left mousebutton and moving the cursor.
    • Rearranged drawing controls, and added new draw functions.
    • Added "Fill Screen With Object" feature.

  • Added "Animate Sprites" feature in Enemy Editor, works for MM3, 4 and 5.
  • Tile Table : Added Horizontal Flip, Vertical Flip and Rotate features for the tile editor.
  • Rewrote editor, the rom is stored in a byte array rather than a string. The editor might now work (better)
    on non-english computers (or where East Asian languages are activated in Windows.)
  • Enemy Editor: Favourite Enemy list is not cleared if Closing/Re-Opening the Enemy Editor.
  • Enemy Editor: Changing to enemy residing on screen with too high value, or changing enemy's screen position to
    too high value, should now not crash the editor anymore.
  • Config: Fixed "Enable Simulation of Palette-Animations" and "Enable Simulation of CHR Animations". The two
    were accidently swapped around since 0.5.
  • Added "Run Shell Command" feature, which launches a specified file by key F11 or clicking "Run Shell Command"
    in the Tools menu. The file to be launched is specified in Config.
  • Fixed issues where backup.rom is saved to/loaded from incorrect folders after loading/saving other files
    to different folders than the loaded ROM. Now always stored in the same folder as the loaded ROM.
  • Palette Editor: No double-clicks needed to increase/decrease palette values
    (Regular palette as well as palette animation editor.)
  • Fixed crashes in Enemy Editor when Right-clicking enemies in corners.
  • Fixed random freezes. Were caused by monstrously big parameter pass on Sleep call. (Which happened at random.)
  • Config window can now be opened from everywhere with F12
  • Reduced memory consumption considerably. (Fixed bitmap rendering functions' weirdness.)
  • Yet new NES Palette : French NES Palette rip (by me)
  • Added "Dump" menu, allowing the bitmap arrays used by the program, to be saved to a BMP file.
  • Added feature "Convert .SCR file to new format", found under Tools menu. Converts .SCR files saved with
    version 0.42 or earlier to work with newer versions.
  • Smaller updates (see "Complete update list.txt")

Rocketech Productions
Posted on 12-26-09 02:33 AM Link | Quote | ID: 124125


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Sweetness. I was wondering when this program would get rejuiced. Now I can get back to work on my MM4 hack.

Thanks, Matrixz. You're a life saver.

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bradzx
Posted on 12-26-09 03:08 AM Link | Quote | ID: 124128


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Can you tell mw what is all about? I did read it but I still don't understand.

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Matrixz
Posted on 12-26-09 05:00 AM Link | Quote | ID: 124137


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Posted by Matrixz
For those new to this, MegaFLE X is a multi-game editor for Megaman 3, 4, 5 and 6.

Yeah, the rest of the announcement applies mostly to anyone who used older releases of this utility, or programmers. So ignore that nonsense..

bradzx
Posted on 12-26-09 04:54 PM Link | Quote | ID: 124162


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Oh now I get it.

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kuja killer
Posted on 12-26-09 07:47 PM (rev. 5 of 12-26-09 07:57 PM) Link | Quote | ID: 124185


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Im afraid to to tell you matrixz, it's still not working on japanese PC's at all. People still get run-time errors reguardless of trying the one with the VB run-time files or not.

One japanese person mentions they get a "run time error 5, invalid procedure call/argument"

It's probably not worth to even try anymore honestly. I think they'll stick to the editors made by Rock5easily.
Even though those are far much "less" advanced in comparison to megafle.

Insectduel
Posted on 12-26-09 10:38 PM (rev. 2 of 12-26-09 10:40 PM) Link | Quote | ID: 124194


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Posted by kuja killer
Im afraid to to tell you matrixz, it's still not working on japanese PC's at all. People still get run-time errors reguardless of trying the one with the VB run-time files or not.

One japanese person mentions they get a "run time error 5, invalid procedure call/argument"

It's probably not worth to even try anymore honestly. I think they'll stick to the editors made by Rock5easily.
Even though those are far much "less" advanced in comparison to megafle.


It's kinda annoying switching PC languages between Rockman 2 editor and MegaFLE X opened in the same window in a Japanese language. My computer has all asian language support.

I've used Rockman 4 Editor often than MegaFLE X except for graphic load editors and enemy settings (HP and weak spots). Gosh I hope the TSA Editor is been fixed because I found something annoying for the 0.5 version.

Everytime I put the 16x16 TSA block in the structure window, the other TSA's in the 8x8 window is been messed up.

Matrixz
Posted on 12-27-09 02:53 AM (rev. 2 of 12-27-09 03:49 PM) Link | Quote | ID: 124219


Ninji
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Posted by kuja killer
Im afraid to to tell you matrixz, it's still not working on japanese PC's at all. People still get run-time errors reguardless of trying the one with the VB run-time files or not.

One japanese person mentions they get a "run time error 5, invalid procedure call/argument"

It's probably not worth to even try anymore honestly. I think they'll stick to the editors made by Rock5easily.
Even though those are far much "less" advanced in comparison to megafle.

An alternative doesn't hurt..

I really should have tried this myself, before releasing it. There was a small piece of code i forgot to "fix". It now works with Asian settings enabled, at least for me.
EXE replacement here: http://acmlm.no-ip.org/uploader/get.php?id=2685

Insectduel
Posted on 12-28-09 09:24 PM Link | Quote | ID: 124382


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I don't know much about Japanese software especially Pokemon Synthesis used for Japanese Fire Red and Leaf Green games. I hope this might help.

Applocale can open any software in a current default langauge setting. I should try it with a Japanese default setting on my computer when it gets fixed possibly Today or Tomorrow.

When you open Applocale, be sure you choose Mega FLE X, then "English" as the setting.

I hope this helps.


mickevincent
Posted on 12-31-09 10:05 PM Link | Quote | ID: 124674


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this is great! keep em updates coming!

infidelity
Posted on 01-02-10 03:38 PM Link | Quote | ID: 124810


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Matrixz, is there anyway for your editor to work on Windows 7? I got a new laptop, and I'm having difficulty inserting the proper .ocx files into Windows 7 to allow your editor to work.

Matrixz
Posted on 01-02-10 05:43 PM (rev. 2 of 01-02-10 07:08 PM) Link | Quote | ID: 124822


Ninji
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I know nothing about Windows 7 basically, so i cannot help there.
All i know is the following files seem to be used:
MSVBVM60.DLL
COMCT232.OCX
COMCTL32.OCX

Program portability is such a mess.

edit: More progress (Scene screen editor):




Zanny77
Posted on 04-30-10 10:17 PM (rev. 2 of 05-01-10 12:11 AM) Link | Quote | ID: 130765

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nevermind, I found the problem

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Matrixz
Posted on 04-30-10 11:18 PM Link | Quote | ID: 130766


Ninji
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This is a common problem?
I haven't.. and i probably won't get that OS anytime soon (or ever).
Since im not in the vicinity of any Windows 7 installation, someone else may know more to help actually.

Zanny77
Posted on 05-01-10 12:19 AM (rev. 3 of 05-07-10 05:21 AM) Link | Quote | ID: 130769

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I found what you have to do if you are using Windows 7. Simply left click on MegaFLE X and go to Properties. Click the Compatability tab, and check "Run this program in compatibility mode for:". It'll automatically go to Windows XP (Service Pack 3), which works. Simple as that, happy hacking.

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Zanny77
Posted on 05-07-10 05:21 AM Link | Quote | ID: 130968

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I was wondering, is there a way in this tool to actually edit the tiles with a tileset not in the rom? Like if I wanted to load Mario tiles into it, how would I go about doing that?

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Matrixz
Posted on 05-07-10 09:16 PM Link | Quote | ID: 130990


Ninji
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By using a tile editor, like YY-CHR.

Haz
Posted on 05-07-10 09:20 PM Link | Quote | ID: 130992


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Yeah, good for you recommending YY-CHR instead of Tile Layer Pro. Also, good work with the editor. Leaving inconspicuously now.

Rocketech Productions
Posted on 05-08-10 07:27 AM Link | Quote | ID: 131004


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Matrixz, the reason you can't make MFLE work on Windows 7 is because you need to compile MegaFLE with Visual Basic.NET, not VB 6.0.

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safaribans
Posted on 05-08-10 12:00 PM (rev. 3 of 05-08-10 12:19 PM) Link | Quote | ID: 131007

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Visual Basic 6 code is not compatible with vb.net. It would be non-trivial to port and possibly require re-writing the thing.

Windows 7 should support the old vb6 runtime, so it should work.
http://en.wikipedia.org/wiki/Visual_basic_6#Legacy_development_and_support

I can vouch that vb6 and apps do run fine in wine.

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Main - ROM Hacking Related Releases - MegaFLE X 0.6 (and source code) New thread | New reply

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