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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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MiniCompute
Posted on 12-14-15 11:49 PM Link | Quote | ID: 162190


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Posted by Synthetekh

I also have been needing to rework some of the Editor's Code, though I've thought of a way where I can continue work on it without redoing a bunch of the core stuff yet (while being able to adapt the additional features I'll add to the enhanced program core when I get there), so maybe I'll just do that for now.

Also, I don't know what's up with my Comcast Storage Space right now. I can't access it and it seems to be completely down, so the link to the Editor is of course broken. Thanks for providing your own link Mike.


Lol yeah you do need to update it, check out microsoft technet as they have a free version of visual basic ready to go.
Check your palettes for mega man in all 3 of the games and check the tile editor.
When I use the tile editor it will eventually crash out and the palettes don't stick I imagine it must be asm hard coded.
Also I strongly recommend that you or anyone else don't use the european or english.
Because of the frame rate and some other issues sega and capcom messed up on while it was released in other reigns.
A few other people have fixed that but its still not perfect to run without problems.
Gens+ and kega at best runs japanese version decently and best to edit with.
Also no problem about the hosting, I'm just glad I had a local copy on my hdd to share with.

Hows life though in the long run ?

Synthetekh
Posted on 12-15-15 03:51 AM (rev. 2 of 12-15-15 04:00 AM) Link | Quote | ID: 162191


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Life's going pretty well overall. Physical Therapy's been doing me very well. My body is prone to wanting to tense more easily than relax (I have some kind of an anxiety disorder, and it easily manifests physically in me), and that's where the problem comes in. As long as I keep relaxed enough I'm fine, which I'm getting a lot better at (it's a very subtle kind of tensing that's hard to identify well). It's only if I tense enough that I can even get worse, so at least I can control it, even though a bit challenging at times.


The Framerate issue is completely fixed by changing the region. What happens there is the Emulator runs it at 50 FPS to emulate the way it runs on a real PAL region Console, but as soon as you change the game's region, it runs it at 60 FPS. It's not anything that's a part of the game's code either, it's just 1 Byte in the Genesis / Mega Drive Header of the Game that determines the Region.

There are some more bugs in the European game certainly so far that I've heard too, though nothing game breaking or really that noticeable so far that I've seen, and I've played it a lot over the past several years. So yeah the Japanese version may have some less bugs, but I didn't see much that's really significant just from playing the different versions. The major bugs that I'm aware of are also in the Jap version.
So I don't want to discourage anyone from using the English version if they'd prefer not having the game in Japanese.

Sorry about the Palette Editor, I just have a bug in my code with it. I'm going to completely redo the Palette Editor anyway though.
Also I don't use Visual Basic, so I don't need it for anything, but thanks anyway for that. I use C# and I have Visual Studio 2015 all set up already.


As I make progress on the Editor, I'll also make it so it can easily port data and such, so you can copy all of your work over to the Jap version and vise versa later on if desired.

Another thing is that a friend of mine and some of his friends are disassembling the programming of the whole game (and if they didn't, I would do it myself), so at some point too I will fix the game up very well. One thing I'm already planning to completely redo is the Collision Detection system.

MiniCompute
Posted on 12-15-15 06:44 AM Link | Quote | ID: 162192


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Posted by Synthetekh

Also I don't use Visual Basic, so I don't need it for anything, but thanks anyway for that. I use C# and I have Visual Studio 2015 all set up already.


As I make progress on the Editor, I'll also make it so it can easily port data and such, so you can copy all of your work over to the Jap version and vise versa later on if desired.

Another thing is that a friend of mine and some of his friends are disassembling the programming of the whole game (and if they didn't, I would do it myself), so at some point too I will fix the game up very well. One thing I'm already planning to completely redo is the Collision Detection system.


Speak to him if you need more help, he is a professional coder.
He maybe able to get you out of a tight spot if something goes wrong with your program.
Mentioned my name to him and he'll know who it is and will lend you a hand.
http://www.techist.com/forums/members/carnagex/

Synthetekh
Posted on 12-15-15 08:15 AM (rev. 4 of 12-16-15 06:46 AM) Link | Quote | ID: 162193


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Thanks for the info, I'll keep this close.
I should be fine though, I just needed to plan things out farther than what I started over 4 years ago (it started out as somewhat of a rushed job too, since I couldn't be at the computer nearly as much then), and it took me these years to figure out how to make things totally adaptable for later purposes.
But if for any reason I really need help, I will certainly talk to him.


Edit: Hey Mike, in the link you provided for my Editor, the supporting files it relies on are missing, so it won't run (images and things).
Btw, I think I know what's up with my Comcast Storage space. My account's basically locked right now because someone else apparently tried to log in, and Comcast auto changed my password. And I don't remember the answer to my security question, so I need to contact Comcast, which I'll do very soon.

I forgot I could upload files here to board2, so here's a working link: http://acmlm.kafuka.org/uploader/get.php?id=4985

MiniCompute
Posted on 12-16-15 08:25 AM Link | Quote | ID: 162194


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Posted by Synthetekh


Edit: Hey Mike, in the link you provided for my Editor, the supporting files it relies on are missing, so it won't run (images and things).



Here is a permanent mediafire link for all users here and elsewhere to use for your current version.
http://www.mediafire.com/download/hh2bax86la78ia8/Mega_Robot_Laboratory_v0.63_%28Beta%29.zip
I also think it would be a good idea if you host this on RHDN and list it as a beta public build.
If people see that and they like rock man to death, they're going to want an update and they'll be looking for you.

Synthetekh
Posted on 12-17-15 02:26 AM Link | Quote | ID: 162198


Ninji
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Yeah I was starting to wonder if I should do that soon. Maybe I could handle the extra attention now. I think I'll make an update so it can actually edit and save the Level Tiles and Room Layout + Screen Boundary Properties first.

MiniCompute
Posted on 12-17-15 03:46 AM Link | Quote | ID: 162199


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Yes it would be a good time as mega man is still a good thing to hack.
That and the mega man x editor I mentioned a long time ago someone already made a hack.
After me and quite a few others played it Mega Man X hard type, it'll increase a good thurst for snes and possibly sega genesis mega man hacking.
I'm quite sure 3 oldbie members deep in nes mega man hacking could whip up something in a year.

za909
Posted on 12-17-15 10:33 AM Link | Quote | ID: 162200


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I'm very curious about the audio engine in Wily Wars, because most of the songs use the exact same instruments... not really making the richest use of the given hardware, so I'd really go ahead and program better instrument patches for the game if we knew where they are.

MiniCompute
Posted on 12-17-15 10:53 AM Link | Quote | ID: 162201


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Posted by za909
I'm very curious about the audio engine in Wily Wars, because most of the songs use the exact same instruments... not really making the richest use of the given hardware, so I'd really go ahead and program better instrument patches for the game if we knew where they are.



Well this modified version of gens+ has a built in debugger, I also think asking the sonic hacking community.
About music editing, repatching of the sound system for mega drive and what not will give you more details.

http://gendev.spritesmind.net/page-gensK.html

Synthetekh
Posted on 12-19-15 08:57 PM Link | Quote | ID: 162205


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The Sound Data in this game is something I really don't know much about yet. I'm still learning about how that stuff is structured with older games and programmed (I also need to learn some more music terminology, though I understand how music works fundamentally).

I don't know if there's a limitation in the Sound Engine, but I'm thinking it's probably that they used the same instruments from one song to another to more easily give all of the songs in Megaman a more distinct recognizable style (besides the ways they're otherwise Formulated), and it's less work. They seem to do this with any Megaman game (Megaman 7 often makes use the same instruments too, and I hear it in the other games).


Either way though, here's some info that may be useful :

Maybe you could effectively use this to trace your way to a specific Song or Effect (when it reads data from here), and then to the Sound Engine.

65774 - 657C5: Music list for Sound Test
657C6 - 65813: Sound Effect list for Sound Test

or also :

1E4000 - 1E4C0B? : Sound effect data
1E4C0C : Involves Sound effects (volume and shit?)

1E5FCC : Music Data (Cutman)
1FEDE4 : Last Music Data
------------------------------------------------------
1FF100-1FFFFF: Sega & Capcom Logo Graphics

Those are from Matrixz's notes. I don't know if any of those include the samples and instruments themselves though, so you can add more.

MiniCompute
Posted on 12-19-15 10:56 PM Link | Quote | ID: 162206


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Hmm well given what you've found this may help.
I think locating a good member/mod over sonic music hacking would help you out a great deal.

He may have some insight into hacking and porting sega genesis music last time we saw each other.
His other comrad has better knowledge of it than he does and may help you out.
https://soundcloud.com/harumi-makoto

This would be the best place to start at, also register with them and see what may happen.
http://info.sonicretro.org/SCHG:Music_Hacking



Synthetekh
Posted on 03-20-16 04:54 AM (rev. 2 of 03-20-16 04:57 AM) Link | Quote | ID: 162947


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Well, I've made some progress on the Editor. I haven't been working on it all the time, but I've really accomplished a good amount so far. I will continue to work at this leisurely pace, but it will get done in time.
It's not the most important thing in my life, and there are many things that seriously precede this in importance, but it is however one of my major interests, and it is very important to me.

----
The core of the program has been needing to be redone, because things were not laid out in a flexible, systematic, and powerful enough manner to do what I've been wanting to do with this, but I've gotten most of that done now.

Once I finish that, I'll get to developing full functionality for it, and remaking and reworking a lot of the functionality already made (changing the structuring of my Program 'Functions' plus with other changes).

It will be a feature-rich Editor, including amongst other things, a lot of features that most other people don't bother to create or even think of, which are actually pretty simple a lot of the times to make, and would really improve efficiency and make the program more enjoyable to use. But before much of anything else, I will get basic level editing and saving functionality in place.


MegaEliteGamers
Posted on 04-03-16 12:25 PM Link | Quote | ID: 162993


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Great that you're still working on it. It'll be worth the wait.

Synthetekh
Posted on 05-19-16 04:47 AM (rev. 3 of 05-19-16 04:48 AM) Link | Quote | ID: 163099


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Opps I forgot to respond, I saw this a while ago.
I'll do my best not to take forever, just got lots of other things I must do for myself that are more important (RL things that just need to be done, and much of them interesting and exciting for me too, other aspirations that I must work towards, and would not even be able to work on game stuff if I didn't do), but this is also very important to me too, and is still a major interest for me; I won't be giving up this project, and I finally am able to work on it more than before. There will be times where I'll get a lot more done, and times where I won't be able to touch it, but I'm still going at it. Thanks for being so patient.

It really will be worth the wait! It's gunna be awesome! ;D


I no longer have my Comcast Storage Space, as they apparently aren't offering that anymore (they've been trying to get rid of it for years now too, I think they thought it was too generous and "a mistake" to let people have, being greedy probably). I'm using DropBox now for online storage.

Here's a new link to the Editor (or more of a data viewer right now lol) in it's current beta state : (MegaRL / MRL v0.63 Beta)
https://www.dropbox.com/s/jza6r3717krwjbh/Mega%20Robot%20Laboratory%20v0.63%20%28Beta%29.zip?dl=0

Zynk
Posted on 05-19-16 11:50 AM Link | Quote | ID: 163100


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This is great! Thanks, Synthetekh

____________________

Synthetekh
Posted on 05-21-16 10:16 PM (rev. 2 of 05-21-16 10:28 PM) Link | Quote | ID: 163108


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You're really welcome!!
I'm really glad to do this, not only for myself, but just as much for everyone else too.


I'm also simultaneously making a Wily Wars game (maybe I'll call it 'Megaman the Wily Wars - Mega Edition' or something) that will allow people to play all of the different characters (Megaman, Protoman, Bass... even Roll, and maybe as an unlockable bonus X and Zero and some others... some villains even hehe? lol).
- As well as include remakes of Megaman 4 - 10 + Megaman & Bass (hopefully there will be enough ROM memory to not have to split it into 2 different Game ROMs).
- Plus with something like challenge stages (similar to what MM10 has) and the ability to load custom / extra stages from a list, in separate menus.
- Also with 6 Button Controller support so you can switch weapons without requiring you to open the Weapon Menu.
- Plus Multiplayer modes; I know I could do a Battle game mode between players, and even a counter-op mode where different players could control enemies that come onto the screen, but a co-op mode would require basically a whole extra Palette line per Player Character (with an already full use of the available Color Indexes for the Levels + Sprites in the Levels), so a 32X port of the game will be required for co-op (since the 32X has 16 Palette Lines instead of 4, plus can simultaneously utilize the Genesis Hardware allowing for 20 Palette Lines in total, though the Genesis' 4 Palettes will still have more limited color values). Same screen for all players would be the way it would work, and split screen (which I would normally find less desirable) would require even more Palettes, since different areas of levels have different Sprites and can + do load new colors for the levels themselves.
- And various many other improvements.

- Plus Sega CD support if desired for more Data space.
- Plus a 32X port of the game (also with ability to utilize Sega CD if desired).

I'll make a new Thread for this game in 'Rom Hacking Related Releases' and make an initial note of it in this Thread whenever I'm ready to start releasing demos of it (I almost have the programming changes done so it loads different characters!!~ at least individual Graphics and Palettes so far, and separate programming for each character will be next).

Zynk
Posted on 05-22-16 01:14 PM Link | Quote | ID: 163110


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Posted by Synthetekh

I'm also simultaneously making a Wily Wars game (maybe I'll call it 'Megaman the Wily Wars - Mega Edition' or something) that will allow people to play all of the different characters (Megaman, Protoman, Bass... even Roll, and maybe as an unlockable bonus X and Zero and some others... some villains even hehe? lol).
- As well as include remakes of Megaman 4 - 10 + Megaman & Bass (hopefully there will be enough ROM memory to not have to split it into 2 different Game ROMs).

If you need help with the sprites, maybe the ppl at Sprites Inc may help you.
I hope you develop the sprite editor soon, that would really help.

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Synthetekh
Posted on 05-24-16 03:12 AM (rev. 2 of 05-24-16 03:28 AM) Link | Quote | ID: 163116


Ninji
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Alright, thanks for that link! I actually want to draw them myself, so I doubt I'll use it, but I really appreciate it.

I made the layout of the Sprite Editor Window in MegaRL, but still need to program it to actually do stuff. I'm in the middle of redoing the Core of the program, so I have to wait until that's finished D:


Here's the characters so far (I just put some of the frames for an example)
Protoman's cape still needs to be done while on the ladder, but that's not so much to do, otherwise he's almost complete. His 1up Helmet needs a little touching up on.
And Bass only has that 1 Frame so far lol, he'll be a project for sure, but I look forward to getting him done when I have time for it.
I also need to add shine / lighting effects to most of the frames still, especially for the hands and boots, but that can come later as it's not so crucial.


Zynk
Posted on 05-24-16 04:15 AM Link | Quote | ID: 163117


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Those Protoman sprites are sweet! The original seems unrefined direct NES port of his sprite, and it made Megaman look taller. A playable Bass would be cool even if his playing style wasn't implemented.

If you need help with Roll, I'd like to help. I did the NES Roll-chan hacks, btw.

____________________

Insectduel
Posted on 05-25-16 04:45 PM (rev. 2 of 05-25-16 04:58 PM) Link | Quote | ID: 163130


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Speaking of Roll, which Roll chan would be using? There are many 16 bit sprite versions unless you want to transform Roll Chan Mobile to the 16-Bit age. That would be awesome! Or a cropped version of Roll from Marvel VS. Capcom. It's not just the graphics it's her mechanics. She have no weapon ability and her Roll Buster is the only weapon and drains her ammo in the official games.

EDIT: She also have no sliding ability or sprite image and I found a sprite image for it on a PC mod of Rockman 7FC.
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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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