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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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Synthetekh
Posted on 04-18-11 05:04 AM (rev. 2 of 04-18-11 05:04 AM) Link | Quote | ID: 140881


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Yeah that would be great, let me know if you find any major bugs (excluding the 16x16 Editor at the moment). So far the only thing I'm aware of is the Scrollbars in the 8x8 Editor. They're nearly perfect, but messup slightly sometimes after changing the Zoom Level. Scrollbars in C# seem to have slight issues.

XTTX
Posted on 04-19-11 04:46 AM Link | Quote | ID: 140895


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i havent been on in ages but i must say great work! i might have to check this out.

Synthetekh
Posted on 04-22-11 09:58 AM (rev. 6 of 04-22-11 10:46 AM) Link | Quote | ID: 141014


Ninji
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Update Fun Fun!

Mega Robot Laboratory v0.56 (Beta)

The 8x8 Tile Editor is nearly complete. I have yet to fix the somewhat buggy Scrollbars, add the ability to select multiple colors in the Palette Panel (for fast editing of many colors, etc.), add functionality for the Selection Tool, Line Tool, Paint Bucket, and to display a Selection Box over the 8x8 Tiles when Selecting an area in there (you can select multiple tiles already, but you won't see it, however it does tell you what Tile Range is Selected using Labels, aka Text). Another thing I'm thinking of adding is something that Visually Highlights the Colors that your Cursor is Hovering over when editing a Tile with the Color Replacement Tool. The Color Replacement Tool allows you to Swap Colors in a Tile without having to Redraw them Pixel by Pixel; then when you want to finalize your new Color Arrangement, push 'Enter' or hit the "Set Color Arrangement" Button. Also note that when using the Color Replacement Tool, Flip and Rotate don't auto update the Tile like when using other tools, so you have to Finalize the changes (I did this intentionally so when using Color Replacement Tool you can Flip / Rotate without being forced to Set / Finalize the Changes).
Then finally I'll be adding Copy / Paste and Undo / Redo functionality. Plus Memory for last selected whatever when closing / reopening the Window (that goes for the whole Editor, as I haven't done any of that yet).
So it's a bit of work still, but as the whole thing has been very time consuming, I would consider it mostly done lol. Just think of it in a longer much more dragged out time scale!

You won't be able to Save anything still because I need to make the Editor Expand and Rearrange all Data as it's being Saved (so you can go over whatever max amount of something the Game has in place, such as being able to set more Sprites in a Level, increase the amount to 8x8 Tiles a Level reads, etc.). It would be easy if all editing functionality were made before doing this as testing the Save Function won't be easy if I can't easily resize all types of data used by the Editor (and you really don't want bugs there, cuz that'll cause curruption in your Game!).

mickevincent
Posted on 06-09-11 07:43 PM Link | Quote | ID: 143550


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Just curious, how's it going with this? Any progres? Or is the fun over..

Synthetekh
Posted on 06-25-11 09:32 AM (rev. 6 of 06-27-11 08:55 PM) Link | Quote | ID: 144098


Ninji
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Oh sorry, I got a little tired and took a break, plus I'm working on an iPhone game as well and need to try to balance my time spent on each a little better. I have a tendancy to work on one for a while, work on the other after that, and back and forth. It's going well still, the 8x8 (includes palette editor) and 16x16 editors are both near completion. After that I mainly just need to make the level layout editor (with optional room editor so you can see and edit the rooms by number as well).
The level layout editor will allow you to arrange rooms (which actually makes the Room Editor very useful so that you can place rooms down visually) to make the actual level layout. You will be able to edit the rooms directly in the layout editor if you have them placed there, otherwise you can find a room by number (and visually ordered by number) to edit in the room editor.

I've been thinking about it and want to get back to work on it soon. I'll try not to leave you guys hanging much longer.

Here's another update if you want to check out the 16x16 Editor. You can't select any of the different 16x16 Tiles yet (and Tile #70 is selected by default at the moment since Tile 0 is always the empty tile by default in every level), and only the arrow buttons work on the scrollbars at the moment, plus the ability to highlight specific tile types isn't yet functional, but I think everything else is if I remember right.
Plus there are a couple values displaying at the bottom that I'm using to work on the scrollbar at the moment, so just ignore those.
Also, in the panel that shows the selected 16x16 tile, you can make a selection (even though it doesn't show it yet), and it will tell you which of the 4 8x8 tiles of that 16x16 tile you currently have selected. You can use this to change the selected palette number for multiple of the 8x8 tiles at once, and you can also change the 8x8 tile number in use. Simply click in the Palette or Tile value boxes and use the up / down arrows to do this, or just use the up / down buttons. With the Tile value box, using up / down by themselves will increment / decrement the Tile numbers from what they currently are, Shift+Up / Down will change all of the selected tiles to the same Tile number (using the first selected Tile's tile number as a base). The buttons should increment / decrement, so I need to fix this because right now they do the same thing as Shift+ Up / Down. Wow that was long. Anyway have a look and see how things have been progressing.

Mega Robot Laboratory v0.58 (Beta)

Also one more thing to mention is that unlike most editors, you get an early release with the ability to change at least the basic level data, where as with mine you're going to have to wait until the 8x8 (plus palettes), 16x16, Room, and Layout editors are all done first, so the wait is longer. I know it sucks, but since this is my first editor, I wanted to make sure that I was doing everything right, which meant that I should start with the most basic Tile Structure and work my way up (which is in the order that I just listed).

Synthetekh
Posted on 06-29-11 06:32 AM (rev. 15 of 07-01-11 05:09 AM) Link | Quote | ID: 144188


Ninji
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Ok, I have a question that I need answered if anyone can help. I've been looking around the internet and I can't seem to find anything. Is there anything I need to do to properly expand the size of a Genesis / Megadrive ROM?
The only thing that seems to go wrong at all with just adding data to the end of the ROM is that the save patch no longer works. Until I get some info on this, there won't be any saving using the SRAM (pretty much anything you do to edit the game will have need to expand the size of the ROM, as most all of you should know already).

Btw:
Small Update: All Level Palettes are correct now (remember that in some levels extra palettes are loaded in various places throughout the level though). Tile Selection in the 16x16 Editor works now as well (does not show the selection box yet, but it will tell you the selected range from one corner of the selection box to the other). Mega Robot Laboratory v0.59 (Beta)
Edit: Fixed the bug with the selection. It was a silly mistake. I resued the selection code from the 8x8 Editor and forgot to change something.
Mega Robot Laboratory v0.591 (Beta)

It's getting time to work on the Room and Level Layout Editors, which means a release that will allow you to save changes will be coming about in the semi-near future... lol...!! Just be patient, it will happen! =D

mickevincent
Posted on 06-30-11 07:29 PM Link | Quote | ID: 144232


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This gets better and better. One question, does this work with Windows 7 32bit? Cause I can't get it to work anymore I've tried all versions of MMWW. The error message tells alot, but it doesn't help me...

Synthetekh
Posted on 06-30-11 11:09 PM (rev. 8 of 07-01-11 06:43 AM) Link | Quote | ID: 144279


Ninji
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It should.... I built it using the "Any CPU" option (I'm using Windows 7 64 Bit). I'll do some tests and get back to you shortly.
Edit: Ok it works on 32bit Windows 7. The only thing that I can think of that could have went wrong is if I accidentally uploaded the Debug version of the program last time, or if maybe your .Net Framework needs updating (although these would be reasons for the program not running at all). Try the newest version, 0.592. If that doesn't work, then it's got to be something on your end.

Edit 2: Oh yeah, and make sure the game is in .bin format. .smd is not supported yet.
I added something that will allow it to detect if the game is in .bin format or not, and if it's even the right game (Megaman The Wily wars or Rockman Megaworld). If there is a problem with the format or game, it will give you an error telling you what's wrong. To determine if the game is correct, it checks the game's serial number (Wily Wars = T-12046 | Megaworld = T-12053).
Mega Robot Laboratory v0.592 (Beta)

mickevincent
Posted on 07-03-11 07:07 PM Link | Quote | ID: 144344


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Ok I got it to work when I downloaded the newest version and then a .bin file. It starts to looks as good as MegaFlex as an editor. I can't wait to start using it

Synthetekh
Posted on 07-06-11 11:22 PM (rev. 3 of 07-07-11 12:25 AM) Link | Quote | ID: 144639


Ninji
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Horray, I figured out the Sprite Mappings (includes Collision properties) + Graphics loading formats!! As long as this format stays constant for all or most Sprites (so far as I've seen they do), expect to be able to change them! =D. Download the below ips for a neat demo, and go check out a Boss Door (it works similar to an MMX Boss Door). I made it completely from scratch (the normal vertical ones, the horizontal ones haven't been worked on yet). Now, I made the Doors 1 block shorter than they normally are, so the area around the Boss Doors would need to be rearranged, but that's not a big deal.
Apply the patch to an unmodified European Wily Wars that's in .bin format (.md should be the same).
>Megaman - The Wily Wars (Synthetekhs Boss Door).ips

za909
Posted on 07-07-11 10:40 PM Link | Quote | ID: 144693


Cheep-cheep
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Awww as soon as I wanted to load a .bin file, there was an Unhandled sh*t with NET framework

Synthetekh
Posted on 07-08-11 01:38 AM (rev. 3 of 07-08-11 01:40 AM) Link | Quote | ID: 144698


Ninji
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Was that while running the Editor?... or a program to apply the ips patch?

za909
Posted on 07-08-11 12:10 PM Link | Quote | ID: 144724


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I was just trying to load a .bin file in the editor to take a look at how the editor works, and it just popped up

Synthetekh
Posted on 07-08-11 09:17 PM (rev. 2 of 07-08-11 09:19 PM) Link | Quote | ID: 144739


Ninji
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Did you actually convert the game to .bin format, or just rename an smd formatted game to .bin? And also if it doesn't find "SEGA" in the header it will give you a message saying that it can't read games in smd format (because the smd format is scrambled and the Editor currently does not decode it). If it can't find the game's serial number (also in the header), it will tell you that you're trying to load the wrong game. If you're getting a crash, then I would try updating your .Net Framework. Also, this Editor is being developed on Windows 7, so if you're running it on XP or something else, I can't say what will happen.

This page should do if there's something wrong with .Net Framework on your computer.
http://msdn.microsoft.com/en-us/netframework/aa569263

Synthetekh
Posted on 07-11-11 11:28 AM (rev. 14 of 07-15-11 01:37 PM) Link | Quote | ID: 144838


Ninji
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The highlight feature in the 16x16 Editor is fully functional now =) (allows you to easily find which Tiles have specific properties set).
Mega Robot Laboratory v0.6 (Beta).

Well, the 8x8 and 16x16 Editors are both close to being done (I still have some minor feartures to add to them such as copy / paste, undo / redo, displaying selection boxes, some tweaks to things, etc.). I'm thinking about adding save features for the 8x8 and 16x16 Editors before the Room & Layout Editors are made, say if you want to make some tweaks to the game but don't feel like waiting much longer. I feel pretty sure that I've thought of everything that needs to be done to properly save everything (so I don't end up thinking of something later on that I "forgot about" before, because it's esspecially annoying to have to go back and fix things in programming rather than doing it right the first time).


Edit: I made the Hardhats / Methats look like the ones in Megaman X! So much better looking imo (this patch also includes my modified Boss Doors).
Stationary, Walking, and Flying Hardhats have been changed, along with the ones that the Big Hardhats drop in the Doc version of Needleman's stage. The Construction Hardhats still need to be done. All but one of the Hardhats needed to be almost completely remapped and was done with a hex editor btw (it's been about a day's worth of work).
Wily Wars with MMX Hardhats! (Screwed up Protoman by accident, but he's fixed now).

Edit 2: Yeay Megaman X Battontons!! Yes I just added them as well =) .
Synthetekh's Wily Wars Hack (with altered Boss Doors, Hardhats, and Battontons)
Apply this to an unmodified European game in 'bin' format.

Synthetekh
Posted on 07-29-11 11:32 PM (rev. 5 of 07-29-11 11:53 PM) Link | Quote | ID: 145567


Ninji
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The Editor should now run on XP as well as Windows 7. I tested it with VirtualBox, but if someone would like to try it on a normal install of XP, let me know if it works alright.
Mega Robot Laboratory (XP test).

Synthetekh
Posted on 08-11-11 08:54 AM (rev. 2 of 08-11-11 08:56 AM) Link | Quote | ID: 145837


Ninji
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I just added a new feature to the 16x16 Editor which will allow you to select a range of tiles in the 8x8 Editor, and then paste them into the 16x16 Editor (with a right-click). As of right now, you can paste them anywhere in the 16x16 Tile space (not in the single 16x16 Tile panel yet), then left-click inside of the pasted region to move it around if you want, and left-click outside of it or press Ctrl+D to set the pasted tiles down and they will then take on the formatting of the 16x16 Tiles that they were placed over (only the 8x8 Tiles themselves get written, not the palettes in use or anything like that). You can drop the tiles starting halfway into a 16x16 Tile as well (the movement is snapped by the 8x8 tile).

Mega Robot Laboratory v0.61 (Beta) -- If this doesn't work on XP, then I will have to build it on XP (I'll make sure all of my builds work on XP once I get more developed).

Ok NOW I'm actually going to work on the Level Layout stuff and saving. I'll add more useful features like this later on.

Synthetekh
Posted on 08-14-11 07:56 PM Link | Quote | ID: 145933


Ninji
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News Update:
I found out what controls special programming for every level.

This naturally includes (but is not limited to since it's using custom programming for each level):
Animated Palettes
Palettes that load part way through a level
Background Positioning and Scrolling
Custom Programming for 16x16 Tiles (i.e. Tadpole Egg blocks in Gemini Man's Level, or whatever the hell they are)

Also, right in the same place are a couple values that determine which Offset a Level will load the Level Palette from in the Palette Pointer Table (this can fix a problem with Spark Man and Doc Spark Man levels sharing the same Offset for their Palettes), and whether or not the level loads it's gfx using the decompression routine (in other words, turn compression on or off). This should also lead me to the compression routine so I can make the editor decompress the gfx when needed.

What I'll likely end up doing is making formats for BG Positioning, BGScrolling, Animated Palettes, Mid Level Palette Loading, and custom block loading (like custom blocks in SMW) so the user won't have to program these into every desired level.

za909
Posted on 08-15-11 10:40 AM Link | Quote | ID: 145977


Cheep-cheep
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Now after all that, I want to ask you...
Is there going to be an "Undo" function?

Synthetekh
Posted on 08-16-11 02:03 AM Link | Quote | ID: 145991


Ninji
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Yes. Undo & Redo, Copy & Paste, and more.
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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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