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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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Insectduel
Posted on 08-16-11 05:10 PM Link | Quote | ID: 146001


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I gave this editor a try on my WinXP computer. The 16x16 editor works but no level is loaded on the screen.

Synthetekh
Posted on 08-17-11 02:53 AM Link | Quote | ID: 146014


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That and the 8x8 Editor are all that work right now. I'm currently developing the Room Editor and the Level Layout Editor (will be in the main window). I got held up on implementing features for the 16x16 Editor to make editing a little easier (one being a feature so you don't have to type the 8x8 Tile number for each quadrant like in LM, now you have the choice of pasting a group of 8x8 Tiles right into the 16x16 Tile array), and as well didn't feel like working on it much for a while. As long as the 8x8 and 16x16 Editors work, then it's all good. The Room Editor will be able to reuse a lot of code from the 16x16 Editor, so this shouldn't take nearly as long to make. After I make good progress on the Room and Layout Editors, I'll create the saving function for all of this data.

mickevincent
Posted on 09-12-11 10:59 AM Link | Quote | ID: 146810


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How is this project going? Will an update come soon were we can actualy change level layouts? Iam realy looking forward to it!

Synthetekh
Posted on 09-14-11 11:21 PM Link | Quote | ID: 146997


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It's going pretty well. I made the Room Editor display the rooms, and then took a break for a while. Programming's just one of those things that requires a lot of focus, and you need to take breaks sometimes. Sometimes my breaks are a little more lengthy than they should be however.

Here's the latest:
Mega Robot Laboratory v0.62 (Beta)

mickevincent
Posted on 09-15-11 10:38 PM Link | Quote | ID: 147016


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Yes of course. Well, what you have done so far looks very nice. I can't wait to start using this!

Synthetekh
Posted on 11-18-11 10:12 PM Link | Quote | ID: 148515


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Hey guys, I not going to work on this for a while (not much anyway). I've got some other programming projects that I need to get done (will help me a lot financially), so I'm going to have to put this project aside for now. I can't say when I'll be able to get back to it, but I'll let you all know when I do.

Synthetekh
Posted on 11-28-11 08:22 AM (rev. 2 of 11-28-11 09:25 PM) Link | Quote | ID: 148595


Ninji
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Small Update: Nothing exciting, but I have made good progress on making my own scrollbars (I don't quite like or understand the ones that .net provides). You can't move them yet, but I finally figured out how to make them resize properly depending on the viewable size of whatever Gfx is being displayed (a Room in this case), and how much of it isn't being displayed.
The equations for this weren't that complicated, but trying to figure them out was a bitch of a job. So now that that part's done, I'll soon be able to get back to making the Room Editor (and I can fix the 8x8 and 16x16 Editors using my Scrollbars).
As I stated in my previous post, I can't work on this all the time, but I'll work on it when I feel I have the time and energy for it.

Go into the Room Editor and resize the window and change the Zoom level if you want to see them functioning.
Mega Robot Laboratory v0.63 (Beta)
I'll try to make the next update a big one .... whenever that will be lol.

Edit: Made a tiny fix for the 16x16 Editor (I had deleted the .png files it was using and replaced them with .bmp but forgot to change the code to read the bmp files, so it was crashing). Now it works again.

Stifu
Posted on 11-28-11 08:27 AM Link | Quote | ID: 148596


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Posted by Synthetekh
(...) scrollbars (I don't quite like or understand the ones that .net provides)

A bit off topic, but why?

Synthetekh
Posted on 11-28-11 08:49 AM (rev. 3 of 11-28-11 08:59 AM) Link | Quote | ID: 148597


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Lol yeah seems kinda strange, but I tried using the ones in .Net and I was having problems with the accuracy of how much they scrolled the gfx viewing area.
Maybe I just didn't know how to use them properly, but I just could not figure out how to make them work right. I don't remember exactly what the problem was as it's been a while since I tried using them, but it was definately something with the accuracy of them.
Also, I don't like how if you're dragging them and you move your cursor too far away from them the bar snaps back to the position that it was at before you clicked on it (which is how all or pretty much all scrollbars work, but I find that really annoying; I'd rather have it as something like right-click while dragging to put it back to its previous position).

Synthetekh
Posted on 08-22-12 12:34 AM (rev. 11 of 08-25-12 12:41 AM) Link | Quote | ID: 152135


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Edit: Solved. ROM Addresses at the bottom (at least for the situations I'm interested in lol).

Just sharing a little info that can be used to improve the gameplay of Wily Wars, in case anyone's interested. I still cannot work on the editor at this time and don't know when I will, but I intend to eventually~ so there's no more news about that for now.
Anyway, I found a few RAM addresses that I thought were worth sharing.

Gens    Kega (I guess one of the emulators is doing some kind of byte swapping).
A418    A419 Used to keep track of movement related delays.
A428    A429 Used to keep track of Megaman's current state.
A426    A427 Used to keep track of weapon firing delays.

First I should mention that I could not find any obvious writes to these RAM Addresses in the ROM data anywhere using simple searches, so to actually apply these to the ROM may take some work. To really use any of these codes well you'll want to apply them to the ROM under certain circumstances since the same addresses are used for different delays, but of course these can still be tested using Game Genie / PAR codes (just add FF in front of an address to test as a code and set the value to 0 to remove the delays - so A418 would become FFA418:00).

The 1st RAM address is used as a counter (counts down) to determine how long it will take for things such as Megaman's blinking (when standing still), walking, climbing ladders etc (the animations rely on this address too). So you know how you can move forward a pixel easily in this game, but it takes too long between that movement and when Megaman actually starts walking (kind of annoying sometimes)? This can be used to remove or reduce that delay .

The 2nd RAM address simply keeps track of Megaman's movement state, such as standing, walking a pixel forward, actually walking, jumping, sliding etc. I'm putting this one in here because it could be useful in combination with the 1st one (maybe if any reprogramming is needed).

The 3rd RAM address is used as a counter (also counts down) to determine how long of a delay there is after shooting before you can shoot the same weapon again. I always felt that the plasma shot has too long of a delay in this game, so this can be used to fix that. It's a little hard to test if you don't have a turbo button feature of any kind, but you can always use Needle Cannon (since it's automatically turbo) or the "Next Frame" feature in newer versions of Gens (ESC then ENTER to skip frames); I know for sure the Next Frame option is in Gens Rewind. In Kega "Frame Advance" is used the same way except Pause is the PAUSE key, and then INSERT to advance the frame.
I haven't found the speed of the plasma shot yet (it's quite slow...) and I'm not sure how'll I'll go about that since I'm pretty sure the value never changes (might need to do a trace of the programming)...

Sorry I can't tell you how to make any changes to the ROM involving the delays at this time, but hopefully this info can still benefit someone.

Edit: I found the walk and plasma shoot delays in the ROM! Walk delay is at Address 809B5. Shoot delay for Plasma is at 2D058 (2 bytes). Both Addresses have a value of 8. Change those to the delay times you desire. I also found the Plasma shot's speed at 2CFD2 while facing right. The default value there is 3. Plasma shot speed going left is at 2CFDA. Note the left speed is a Negative value. By default it is a value of FD.

MiniCompute
Posted on 08-22-12 01:05 AM Link | Quote | ID: 152136


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Posted by Synthetekh
It's going pretty well. I made the Room Editor display the rooms, and then took a break for a while. Programming's just one of those things that requires a lot of focus, and you need to take breaks sometimes. Sometimes my breaks are a little more lengthy than they should be however.

Here's the latest:
Mega Robot Laboratory v0.62 (Beta)



Nice dude, when I geta chance late this evening I'll give it a try.
Thanks for hosting it up man.

Synthetekh
Posted on 08-26-12 04:34 AM (rev. 3 of 09-03-12 04:08 AM) Link | Quote | ID: 152171


Ninji
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np

Found another useful ROM Address.

2DE46: Slide enabled in certain games (2 bytes). Games that have a value greater than or equal to the value at this address has Slide Enabled.

Edit: More stuff.
B647: Delay time before you can damage common enemies again (Default 08).
35E25: Delay time before you can damage Robot Masters again (Default 2D).
3D4F7: Delay time before you can damage MM1 Megaman Clone Boss again (Default 0x2D).
5B600: Delay time before you can damage MM3 Megaman Clone Boss again (Default 0x3C).
2EBD6: Megaman's Delay Time before being able to be hit again (Default 0x0078).

mickevincent
Posted on 10-15-12 11:16 PM Link | Quote | ID: 152659


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Just wondering, what happened with this program? Or maybe it is... dead..?

MiniCompute
Posted on 10-17-12 11:56 PM (rev. 2 of 10-17-12 11:58 PM) Link | Quote | ID: 152679


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Posted by mickevincent
Just wondering, what happened with this program? Or maybe it is... dead..?


I dont think so, his last update was in 2011 of august.
If anything he does over time, he may want to bring the program to be compatible with windows2000/vistasp2.

Atleast that way Microsoft visual basic 2008 on 7 won't fuss so much when it tries to execute certain parts of the rom while editing the levels and Rock's palette.

Still wonderfull to use, better than sonic 2 hacking at most times.

R. Solaris
Posted on 10-18-12 10:25 PM Link | Quote | ID: 152691


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I'm sure the program is still in the works. Also bro, the editor I wanted was for my upgraded Sonic 3 [Codenamed Sonic 4] Engine . I hope to help with the disassembly sometime when I have more free time. Genesis roms don't need special tools to be expanded but if it's at 4MB you're at your limit.

Synthetekh
Posted on 11-29-12 12:01 PM (rev. 5 of 12-01-12 06:57 AM) Link | Quote | ID: 152935


Ninji
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Sorry guys, I've been wanting to work on the editor but I'm dealing with physical problems that severely restrict my computer use (I can't sit a lot for long periods of time, and it is dangerous for me to). I know I haven't mentioned this before, but that's because I was hoping I would have been past this by now and wouldn't have needed to get into all of this, for simplicity. My neural muscular skeletal system is all messed up due to severe amounts of trigger points (caused by accidental major self injury of a sort), and recovery just hasn't gone as well as I'd hoped (progress has been slow, but it's fully reversible at least). I have a couple options for faster recovery, and I'm going to work with those soon (Dry Needling, which I'll have to do myself... because of limited money, but I pretty much fully understand all that I need to for that). The other possible option, and hopefully better option involves controlling the frequency of brainwaves to initiate healing in the body (I know how this sounds, but it's not that 'far out' once you understand it... it's as far out as the concept of computers existing really). The brain looks for dominant wave forms and automatically makes the most dominant brainwave's frequency match the frequency of the wave it detects (this can be fully controlled with your own mind if it's strong enough, so we are not victims to outside frequencies, unless a person's mind is weak...). If you think I've lost it... lol, just do some research online, you can find stuff about this if you look well enough (wasn't that hard for me to find though...). Here's a patent someone has about this very thing: http://www.google.com/patents?id=tm8FAAAAEBAJ&zoom=4&dq=6%2C135%2C944&pg=PA8#v=onepage&q&f=false. So basically, the brain allows for input through the use of waves (can be light, sound, energy waves, etc., though sound may not be one of the most viable ways because you might need high amplification just to get the wave to be powerful enough to have much effect, which could be a problem when using frequencies in audible range).
Anyway so myoneuro muscle tension (just one of the many names this is referred to by) is controlled neurologically both in tightening and loosening, so the best solution is to instruct the brain to loosen the tension. Whenever I am free of this crap, I will work on the editor again .

Lol yeah bro, not the editor you were exactly hoping for D: ... BUT I do want to make a Sonic Editor along with the Megaman one. But for convenience, I'm going to develop more on the Megaman Editor first (and then just convert it to edit Sonic at some point) since I know more about the data formats in Megaman.
Yeah it's too bad the limit is 4MB (unless you can use the 32X and/or CD's memory, if that can be done... I think it can). I like how the SNES can hold... 8MB I think it is. I think Megaman uses 2MB by default if I remember right, so that's not too bad at least. I really like the Genesis more than the SNES from a hacking and coding perspective, just wish it weren't as limited. However, 32X games are less limited than the SNES and can fully utilize the Genesis' hardware (except the Genesis' hardware can only see 1MB of the ROM memory at a time in 32X mode, so then some bank switching would be required for the Genesis' hardware to access the whole ROM) in combination with the 32X's hardware (and can even exclude use of the 32X's hardware.. rofl, besides being powered by it), so eventually I would like to make my Editor able to convert the game to a 32X game for those who want more freedom, and allow it to stay as a Genesis game for those who don't want it as a 32X game.

Oh btw, a couple months ago I did finally solve the issue of the graphics compression. I found the code that loads the graphics in both compressed and uncompressed formats, so when I'm well all I need to do is trace/step through the code to see how it loads.

Synthetekh
Posted on 12-04-12 11:57 AM (rev. 4 of 12-04-12 12:45 PM) Link | Quote | ID: 153005


Ninji
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I created a Facebook page for hacking info and resources for Mega Man: The Wily Wars.
http://www.facebook.com/MegaManTheWilyWarsHacking

For now I just created a "Note" with much of my own hacking info.
I will do more with the page later.

You can't make your own posts (not sure if I want to keep it this way yet), but you can comment on posts made by me.



Posted by MikeFuryXP
Posted by mickevincent
Just wondering, what happened with this program? Or maybe it is... dead..?


I dont think so, his last update was in 2011 of august.
If anything he does over time, he may want to bring the program to be compatible with windows2000/vistasp2.

Atleast that way Microsoft visual basic 2008 on 7 won't fuss so much when it tries to execute certain parts of the rom while editing the levels and Rock's palette.

Still wonderfull to use, better than sonic 2 hacking at most times.


Hmm, what's going on with the Editor on Windows 2000 and Vista sp2?
I'm confused on the Visual Basic part too, since this program was made in C#... (though C# is part of the .Net framework as is Visual Basic).
Btw the palette editor is buggy and needs to be completely redone. I fixed it some before to make it not so bad, because it was causing errors and crashing a lot, but it probably still has some major issues left (just not as common to happen upon now).

MathUser2929
Posted on 12-05-12 01:18 AM Link | Quote | ID: 153008


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It's good that a editor to this game is being made. I think maybe you should make a game remover so that people will only have to hack one game if they want to.

Synthetekh
Posted on 12-05-12 01:59 AM (rev. 5 of 12-05-12 02:32 AM) Link | Quote | ID: 153009


Ninji
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Ahh yeah, that is something that I plan to do, as well as being able to optionally strip out unused content to reduce the size of the game (which or course there will be a lot of if you remove some of the games).

Also, I just found out that on November 13th, something called the (Sega Genesis) "Ultimate Portable Game Player" was released in the USA which is said to include the North American version of Mega Man: The Wily Wars. I have not yet found a ROM download, so if any of you do, please let me know asap!!

RirikaStarlight
Posted on 12-05-12 03:40 AM (rev. 3 of 12-05-12 03:42 AM) Link | Quote | ID: 153010

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Posted by Synthetekh
Ahh yeah, that is something that I plan to do, as well as being able to optionally strip out unused content to reduce the size of the game (which or course there will be a lot of if you remove some of the games).

Also, I just found out that on November 13th, something called the (Sega Genesis) "Ultimate Portable Game Player" was released in the USA which is said to include the North American version of Mega Man: The Wily Wars. I have not yet found a ROM download, so if any of you do, please let me know asap!!


Megaman The Wily Wars is not released in the North America.
http://segaretro.org/File:WilyWarsNABoxart.JPG
The box art was made, but it was canceled after all.

http://www.atgames.net/front/bin/ptdetail.phtml?Part=GP1025MD&Category=100719
Ultimate Portable Game Player is released with a license of Sega.
Is ROM edited for North America?
May it be a thing same as ROM of the PAL version?
may operate PAL version ROM with NTSC mode.

Is there the person possessing Ultimate Portable Game Player?

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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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