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Main - ROM Hacking - Megaman the Wily Wars - Editor news and Game related info New thread | New reply

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mickevincent
Posted on 03-21-11 09:18 PM Link | Quote | ID: 140290


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Sounds good "Capable of a wide range of things". Music/sound editing..?

Synthetekh
Posted on 03-22-11 07:57 PM Link | Quote | ID: 140304


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I intend to, but Music and Sound editing is not my focus right now so it'll be in a later release if any. I don't know much of anything about audio formats, however I have a friend who does know both the audio format and assembly for the Genesis extreamly well. So in other words that kind of feature will rely mostly on him. He wants me to build an Editor for him specific to his game engine for Sonic 2 (he completely dissasembled it and overhauled it... he's be working on it for years >.>), and music editing will be a feature for it, so he's supposed to teach me it anyway not just for my sake but his as well.

I am very optomistic about my Editor, but I still have to be realistic about it, so all I can say is we'll see about it.

mickevincent
Posted on 03-23-11 06:13 AM Link | Quote | ID: 140320


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Ok well music editing is maybe to much to ask for anyway hehe, it's good enough with a level editor.

Synthetekh
Posted on 03-24-11 07:47 AM Link | Quote | ID: 140346


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Hehe it's cool, no harm in asking.

amarcum81
Posted on 03-24-11 09:13 AM (rev. 2 of 03-24-11 09:17 AM) Link | Quote | ID: 140348


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I, like many others here, have been waiting for years for a coder to come along and make a Wily Wars editor. So... with that said, thank you for doing this. Your doing the ROM hacking community a huge favor.

Now, I have an idea, and maybe you could shed some light on how it might be implemented in the editor. Let's say we want to hack Mega Man 2, and not touch the other games contained within the ROM. Would it be possible to export a completed ROM image of just that game... separate from the others? That way when we load the ROM in an emulator, we can start playing our completed hack for the respected game we chose to work with out of the three. Just an idea...

The reason I ask, is because I've been working on a Mega Man 2 ROM hack for nearly three years now (I'm a very lazy hacker, lol) and I had planned to build a actual NES cart for it to play on real hardware once completed. If my idea can be done within the editor, I may consider scraping my project and moving it over to the genesis once this editor gets a first release. I know it may be possible to do by just changing some code within the ROM, but I know nothing when it comes to the genesis.

I've seen Super Mario All-Stars hacks on the SNES where this has been done, so I figured I'd mention it. Genesis carts are pretty easy to build... I actually built my own Wily Wars cart a few years ago, to play on an American genesis console. Since the real megadrive version sells for a ton of $$ on evil-bay, I figured it was the way to go for me. It's just a matter of burning the ROM chip, and applying it to the board of the cart. I could put my own hack on a genesis cart as well as other peeps hacks if this could be done.


mickevincent
Posted on 03-24-11 08:19 PM Link | Quote | ID: 140369


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Just gotta say that amarcums idea 'bout saving the rom so it's only the game you want on it(mm1,2 or 3) is a brilliant idea. I thought about something like that before but, he got to tell you first

Senaye
Posted on 03-24-11 08:24 PM Link | Quote | ID: 140370


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I've played all of the Megaman's 1-8 two fighting ones and X1 to x7. But I just gotta ask this, WTF IS WILY WARS!?

amarcum81
Posted on 03-24-11 11:59 PM Link | Quote | ID: 140384


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Posted by Yamanaka Ino
I've played all of the Megaman's 1-8 two fighting ones and X1 to x7. But I just gotta ask this, WTF IS WILY WARS!?


Megaman Wily Wars (Known as Rockman: Mega World in Japan) Is a compilation cart of the first three NES Mega Man titles for the genesis. It also contains bonus levels and some new bosses after you complete each game. Graphics are updated to 16-bit as well. Kind of like what Nintendo did with Super Mario All-Stars. By the way... Nice to see you again DarkSamus.

mickevincent
Posted on 03-25-11 06:05 AM Link | Quote | ID: 140391


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I have to say that it's realy wierd that Capcom made Wily Wars for Genesis and not Snes, anyone know why? I realy don't like the soundchip of Genesis also The Snes sounds waaaay better to me.

Synthetekh
Posted on 03-25-11 08:10 AM Link | Quote | ID: 140392


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In order to skip the Wily Wars title screen and such, I need to follow the code to wherever it Loads the first screen (I suppose after the Sega and Capcom logos, could be done before as well) and the Games' Title Screens for MM1 - MM3. Then I'll have the code redirected so that it continues execution at wherever the chosen Game's Title Screen code is located. I imagine this isn't difficult to do, but I don't know Asslembly, so I'll either need help from a friend of mine (to either have him do it for me, or help teach me Genesis Assembly to speed things up), or someone else who knows Genesis Assembly.

The only problem is that you won't be able to customize your Button Configuration unless an option is added to the Title Screens for the first 3 Games. And since Wily Tower doesn't have a Title Screen, I suppose the Wily Wars Title Screen could work (just change the graphics for the "Wily Wars" text to "Wily Tower").
This will require a litte bit of reprogramming certainly, but shouldn't be too much.
I also want to find the Default Button Config (because I always like Shoot as A, and Jump as B, that is with my PC Gamepad anyway), no luck yet though.

I'll do the best that I can on this. I imagine it won't be a problem; however miscellaneous features such as this will come sometime after the 1st release.

Btw, I think I'm going to skip Sprite Mappings and Animations for now. It seems that they work a little different for each Sprite, and there's 211 Sprites; so sorry, you won't be able to edit that for a while. I still haven't completely figured out the Mappings for just 1 Sprite, so uhh yeah lol.

Senaye
Posted on 03-25-11 08:57 AM Link | Quote | ID: 140393


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Ahhh, I get you now, Thanks. Nice for you to be here to. But why that user? :O

Insectduel
Posted on 03-26-11 08:02 PM Link | Quote | ID: 140450


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I always wanted to do Rockman Megaworld (Wily Wars) but one question. When is released about VERY SOON or ASAP, what region version is supported? I prefer the Japanese version which is Rockman Megaworld.

kuja killer
Posted on 03-26-11 08:05 PM Link | Quote | ID: 140453


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and what about europe ??

i only play the 50 FPS pal europe rom, not 60 fps ntsc japan/american

Synthetekh
Posted on 03-26-11 08:53 PM (rev. 3 of 03-27-11 08:08 AM) Link | Quote | ID: 140456


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So much to think of that I forgot to discuss this. European 50 FPS and European Patched to USA 60 FPS versions are supported. The Japanese version's data is all in different locations and seems like some of it might be arranged differently. I intend to add support for the Jap version but for right now it's Europe and USA only. I will make the Editor support easy porting of data, so if you want to work on the Jap version, you can start on one of the other versions first, and do a quick port of the data whenever support can be added to the Jap version.


Btw, I haven't been able to work on the Editor much in the past few days and won't be able to much this week. I'm doing to best I can to develop it fast and bug free, but I can assure you all that it's going to take at least few weeks, probably a bit longer. Lately I've been having to look through a lot of data and haven't even worked much on the Editor. I couldn't find anything to tell me how many Colors to read in the Level Palettes (also including Title Screen and such Palettes; 93 Palette sets Total), so I had to check each one individually, and now I'm finding that I'm going to have to do that with Sprite Graphics and Sprite Palettes as well (only some of the Sprites tell me how much data to read for these things, oddly enough) and there are 211 Sprites (this just includes Enemies, not Items).
And on top of all of that, I need to arrange the Graphics Tiles that'll be read in for Sprites so you can see the Sprite as it should be, because the Mappings for each Sprite are different (and a pain to figure out completely for just 1 Sprite).
Just be patient, I'm doing my best.

Insectduel
Posted on 03-27-11 03:06 PM Link | Quote | ID: 140502


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Posted by Synthetekh
So much to think of that I forgot to discuss this. European 50 FPS and European Patched to USA 60 FPS versions are supported. The Japanese version's data is all in different locations and seems like some of it might be arranged differently. I intend to add support for the Jap version but for right now it's Europe and USA only. I will make the Editor support easy porting of data, so if you want to work on the Jap version, you can start on one of the other versions first, and do a quick port of the data whenever support can be added to the Jap version.




There's no need to rush through it! Just take you time as best as you can. I'm very much good at porting stuff from one version to another with WindHex. WindHex seems to be the best Hex Editor close to Translhextion.

Synthetekh
Posted on 03-27-11 11:16 PM (rev. 5 of 04-02-11 07:49 PM) Link | Quote | ID: 140537


Ninji
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Sorry guys, Real Life's getting in the way. Turns out I'm not going to be able to work on it for a month. I won't drop the project though, I'm still very interested in it. I basically just started work on the GUI, though I have the basic working environment pretty well set up for the part that doesn't involve editing the Game's data. It does a lot of behind the scenes work at the moment; it Loads the Game properly with all of the data and pointers to the data (which believe me is more programming work than it seems). Anyway, since I'm going to be busy for a month, I'm willing to give you all a teaser (just to see the program layout and such), which I would call an early Alpha. 2 Hot keys so far, Ctrl+O, and Alt-F4. There's a Level List (the Blue Orb icon in the Shortcut Bar) in which you can select the Level (and actually Loads the data as you change Levels), and it keeps the data loaded if you switch Levels (so in a future release, you'll be able to compare data from 2 different Levels before deciding if you want to save changes), with a Reload Level Button of course. There's a little more, but you get the idea. I'll put it up later today so you can toy with it a little, see that it really does exist, or whatever.

Mega Robot Laboratory v0.35 (Alpha)
If you try to load a Game other than Megaman Wily Wars (E) or (U), it will crash (Of course I'll put Error Messages in Later on for stuff like this).

mickevincent
Posted on 03-29-11 06:05 AM (rev. 3 of 03-29-11 06:09 AM) Link | Quote | ID: 140562


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Oh that's not fun But hopefully you will be able to start again soon. About the little demo I won't get it to load the game. I have tried several versions but it says some error about palette file

No nevermind that, I got it to work.

Synthetekh
Posted on 04-02-11 07:48 PM (rev. 24 of 04-05-11 06:28 AM) Link | Quote | ID: 140640


Ninji
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Good news for those who want to edit the Japanese Version. I had a .smd that's formatted different than the .bin version. Now I was able to compare data from the European/USA to the Jap version, and it all looks almost completely the same. So adding support for the Jap version shouldn't take much extra work (some things are at different Addresses, not a big deal).

Small Update: Gives you a little more to play around with.

Mega Robot Laboratory v0.4 (Alpha)

Mega Robot Laboratory v0.41 (Alpha) - (Edit: small fix, Game is Auto-Patched so Data can be Written)
v0.41 Will now load the Jap Version and will save the Game Title that appears in the Title Bar of some Emulators (Edit -> Miscellaneous Options).
Btw, looks like just the .bin versions of the Game are supported (I'll leave the .smd filter there if you want to have your game display with the .smd extention in the File Open Dialog, but it must be in the bin format).


Edit: Now you can save 3 things to the Game! (using the "Save Game" option, not "Save Level")
The Game's Title, Region, and Patch to allow editing of the Game at all (auto-applies when Game is Saved).
Mega Robot Laboratory v0.42 (Alpha)
Now that you can change the Region of the Game, you can convert the Europe ROM to USA without having to use the IPS patch that's out there (you can change the Region from any of the 3, to any of the 3).

Synthetekh
Posted on 04-17-11 02:12 AM (rev. 4 of 04-17-11 04:27 AM) Link | Quote | ID: 140861


Ninji
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Update! :
8x8 Tile Editor is close to being finished. I need to make it able to select and Edit 8x8 Tiles, as you can already do for Colors.
If some Level Palettes don't show up as in Game, it's either because the Level (in-Game) loads some Palettes after the initial load (by Sprites or something of the sort), OR it's a small mistake on my part (I'll review that later as I'm quite busy already).
You can't Save anything that you changed though the 8x8 Editor Yet, but you can mess around with it all (except 8x8 Tile Editing, however you can view 8x8 Tiles and mess around with them in other ways).
Also Page Up / Down are hotkeys to change the Palette to view the 8x8 Tiles in, and in the Main Window Ctrl+L will Open the Level List.

Mega Robot Laboratory v0.5 (Beta)

Btw programming that involves Graphics is a Bitch, so it'll take me longer to develop this than I had originally anticipated.
But regardless I've had some time to work on it lately and it's coming along pretty well =)

Insectduel
Posted on 04-17-11 06:58 PM Link | Quote | ID: 140876


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You know, I wish I can beta-test your Wily Wars editor but life seems to get in the way every day. Plus my PC still is at the shop and I was forced to use a PC in my mom's room to browse my stuff into the flashdrive.

I should try it next week.
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