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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 05-30-16 03:13 AM Link | Quote | ID: 163188


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Thank you Zynk, I really appreciate it!! If I decide to seek help with drawing Roll, I'll certainly ask you!

Yeah the original Protoman sprite in Wily Wars is basically a NES port that they added more colors to; it really shows that they just were lazy there haha. I'm going to fix the sprite gfx used for when you encounter Protoman in the levels as well (it'll be the same as the player character Protoman sprites I showed).


---

As far as which Roll sprite gfx to use goes, what I want is something that looks like the same style as the style used in Wily Wars, so it doesn't look out of place at all, and also because I like the kind of quality of the size + style in Wily Wars. I haven't looked to see what kind of 16-bit Roll sprites exist out there, but I have a feeling her sprite gfx will probably need to be created specifically for this game, but anyone at all feel free to show me anything that you think looks good; it doesn't matter if I end up using it or not, I'm still interested in taking a look.

---

When it comes to her abilities, I was thinking of making her a Megaman clone character that just looks like Roll, or at least mostly that with some minor differences (if I come up with any awesome ideas of unique abilities or tweaks for her). She'll have the ability to slide and use Boss Weapons and have her own Arm Cannon and with the ability to charge, just the same as Megaman and Protoman.

All the characters will be given their full abilities, but with the proper restrictions that fit the individual Megaman Game (with built in unlockable cheat options to customize it however desired for any Game).

Synthetekh
Posted on 01-15-17 05:17 AM (rev. 6 of 01-18-17 10:01 AM) Link | Quote | ID: 164738


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Okay, so I did a bunch on redoing the Core of the Game Editor, took a break for many months (just had other things to do in life, everything's been going really well), and recently have picked back up on it, but it's going to take me a while longer to have a good solid release ready.

... However, until then, I'm patching up the previous code of the Editor to allow for saving (without expansion for right now, but I'll add that after I get all the data able to save); I want you all to be able to at least make some modifications and play around with the game soon.


I've got it so it can save Room Data (placed 16x16 Tiles in the Level), the Palettes, and the 8x8 Tiles (just for levels using Uncompressed Gfx atm, as I still need to go through the programming of the Decompression Routine in the game, but I know where it is located).

I still need to add a Sprite editing feature, as well as Saving a Level's 16x16 Tile Structure and Collision property data (these two won't take more than a few hours of work), and the Level Matrix (the level map, where the Rooms themselves are placed in the Level).

I also need to figure out the data format for how levels load Palettes etc. and change BG screens and positioning mid-level (it loads some stuff using custom programming for each level~ this being included in that, but there seems to actually be a format for it).


--
Here's a little editing example I've made - These levels are for the most part semi-challenge & puzzle oriented (I've actually spent many days and many hours working on this haha) :
Megaman the Wily Wars - Mega Edition - Edited Levels
(levels are unfinished, but beatable - Magnet Man, Needle Man, Gemini Man, and Top Man which is the least worked on... and I changed Mega Water S Stage's Palette to night time using the Editor in its current state, I'll add stars and a moon when I can more easily expand the data in an organized way)

Edit: Use Gens to play if you want to play as Protoman. Kega Fusion will freak out and crash when playing as him~ I need to figure out what's going on with this).


The Hardhats / Mets are oversized slightly, because for now they are ripped strait from MMX (I couldn't stand the way they originally looked lol).... same with Batontons. I'll adjust the size of this specific version for those two enemies later on.

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Zynk
Posted on 01-15-17 05:55 AM Link | Quote | ID: 164739


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The patch does not work for me. What are the original rom's checksums?

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Synthetekh
Posted on 01-15-17 06:10 AM (rev. 9 of 01-15-17 07:16 AM) Link | Quote | ID: 164740


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Ehh darn it, let me try it again.

Edit: Ahh, oops, I apparently accidentally modified something in my "original" ROM lol .

---
I loaded up a program... I guess called "E.S.E -> Genesis / 32x CheckSum" (a CheckSum Fixing utility), and it says the correct one should be 0xAD23.

With the ROM I thought was original (but I accidentally modified), it says 0x125A would be the correct checksum.


Edit 2: Okay, should be fixed!~ .. I should have just unzipped a fresh copy from the start to be safe lol.
~ Let me know if you have anymore problems with it.



------------------------------------------------------------------------------------

Here's some more screenshots.

Note: In Magnet Man's Stage, while hovering under a Magfly (Magnet Enemy), you can lift yourself up more and more by pressing the Jump Button~ and it's essential to do so in this Level.

There's a few cosmetic issues (I need to expand upon the graphical data to fix this).
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Top Man's Stage is highly incomplete, but there are a few finished rooms, and the first Hallway is done (I'll get a lot more done on this Stage soon).

. . .

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. . .

Zynk
Posted on 01-15-17 07:38 AM (rev. 2 of 01-15-17 07:42 AM) Link | Quote | ID: 164741


Purple Leever
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It still does not work, is the file in your last post with a DL link?

Could you use this utility to get the hashes of your original game?

Rom Hasher: http://www.romhacking.net/utilities/1002/

Megaman - The Wily Wars (Europe).md
Size: 2,097,152
CRC32: dcf6e8b2
MD5: bb891aec8a7dfe6164033f57af2025bd
SHA1: ea9ae2043c97db716a8d31ee90e581c3d75f4e3e

Is the hashes above that your game has?

EDIT: Hold the phone! It seems it works. Sorry. Gonna play a bit.

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Synthetekh
Posted on 01-15-17 07:53 AM (rev. 4 of 01-15-17 08:06 AM) Link | Quote | ID: 164742


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Ahhh, wow I'm sorry, this really sucks.... the frustrations of using Patches D:

------ (ROM File last Modified 12-24-1996)
No-Intro Name: Mega Man - The Wily Wars (Europe)

(No-Intro version 20130710-102701)
ROM format: BIN
ROM Size: 2,097,152 (0x200000)
External Header: No

CRC32: DCF6E8B2
SHA-1: EA9AE2043C97DB716A8D31EE90E581C3D75F4E3E
Internal Header Found : Yes
Interleaved : No

~ Ahhh, I had gotten mine from Emu Paradise (I hope it's not in someway against the rules to mention where I got a ROM from). I just downloaded it from there to make sure, and it works.
I also used Lunar IPS to Patch it (and Created it with it).

Zynk
Posted on 01-15-17 08:05 AM Link | Quote | ID: 164743


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I'm assuming that Protoman is playable? I'm using K-fusion emulator and he Breaks the game.

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Synthetekh
Posted on 01-15-17 08:15 AM (rev. 10 of 01-15-17 09:30 AM) Link | Quote | ID: 164744


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Yeah he is ;D. I'm using Gens (Rewind 1.0 and also Gens Plus); no issues in Gens at all. It works in Regen as well (but crashes if you slide and fall and then press against a wall and shoot~ one of his frames that's used in this case needs the Sprite Mapping fixed).

Wow, Fusion just totally bugs out when he spawns ... (his Palette doesn't even load).... I wonder if something I programmed is technically erroneous on actual hardware (I didn't do anything crazy though...).

Not all of Protoman's Frames are Graphically inserted yet (most the ones you normally see are there, except when using Top Spin or a Throwing Weapon), and I had some weird stuff going on (playing tricks on my mind some) when redirecting the Pointers to the correct Addresses for Protoman's Sprite Mappings (there is a LOT of them to change, when including the Sub-Pointers involved).

It's possible the error that Kega's freaking out about is from that.

Edit : Just did some tests (I changed the Pointers of Protoman's to Load Megaman's Data instead, and it still has the same exact problem), and I think it may be something in the programming changes I made that Kega doesn't like (something involving reading the correct Addresses when the Player ID is something other than 0x00).

~ Ughhh, and Kega is the only of the 3 Emulators that doesn't have a debugger (as far as I've seen...).

Trinitronity
Posted on 01-15-17 10:21 AM Link | Quote | ID: 164745


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Shouldn't be, since Regen is the emulator that recreates the actual hardware the closest.

So if Regen gives out no issues, then you probably wont get issues on real hardware either.

Synthetekh
Posted on 01-15-17 11:33 AM (rev. 5 of 01-15-17 11:50 AM) Link | Quote | ID: 164747


Ninji
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Ahh that's right, very good point...


... and as I'm writing this, I just figured it out. It's the way Kega is applying the PAR / Game Genie code lol. It's forcing it as 2 Bytes instead of 1, and not writing to the correct Address in RAM apparently. Or I think what it really is, is that the Bytes in RAM are reversed in either Gens or Kega, so in Kega it thinks it's making the Character ID 0x0100 instead of 0x0001 (though I'm pretty sure I only Programmed the game to use 1 Byte for the Character ID... so that's odd).

Make the code FFCA8F:01 for Protoman to work, instead of FFCA8E:01.

Hopefully that's the end of its fussiness.


Edit : I updated the Game Genie code txt file in the download to mention Kega's particular change in the code.

Zynk
Posted on 01-15-17 01:52 PM Link | Quote | ID: 164748


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Glad you figured out Kega.

Need any bug report? I get this weapon glitch when switching weapons, sometimes the player's attack gets disabled. When moving to the next screen, it gets fixed (or die when reaching the boss room).

And why does Flashman's BGM changed to MM3 Wily Castle 3-4 theme?



And reminder,
Spoiler:
ask me for spriting Roll please.


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Synthetekh
Posted on 01-15-17 08:59 PM (rev. 8 of 01-15-17 11:12 PM) Link | Quote | ID: 164749


Ninji
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Glad I figured out how to get it working in Kega too

Oh hahaha, yeah I switched Flash Man's music... I get kind of annoyed with it sometimes lol, and it's technically a modification (although small), so yeah haha.
I also changed Ice Man's music to Buster Rod G's stage as I felt it was fitting enough and far more enjoyable.
And then changed the battle with Breakman to Wily Tower's Stage 4 theme.

I also changed the sky in Guts Man's stage, but need to do some Graphical changes / rearrangements to be able to finish it. The sky right now is the color of the cliffs in the BG, but will be a light blue, fading into a golden yellow-orange color to flow with the cliff BG when I can separate the two from each other. It'll be like the early onset of a sunset sky or semi-early morning sky.

Note: I also reorganized the Character Palette to make more sense, and as a result the Weapons need their Gfx updated, so many of the weapons will look a bit messy. I'm going to wait until I get my editor able to edit sprite gfx and palettes to continue fixing them, as the Addresses the weapon gfx etc. are located at are not by default well organized in the ROM and mixed in with some enemy gfx.....

~ All of those things I actually changed a while ago and forgot to mention.

---

Sure you're welcome to give bug reports! I appreciate it.
Hopefully though, all bugs you'll come across are just due to the game's original limitations and issues, and made accessible through me editing things to open up more of the game, before I've had the time to fix the bugs & limitations.

- I made it so that you can pause the game when a weapon is on the screen (so you don't have to wait to pause, or switch weapons, and can cancel a Gemini Laser when needed), and as a result, if Fire Storm, Thunder Beam, or Platform 2 or 3 are canceled, it causes the issue you mentioned. There seems to be a bug in those weapons where it doesn't clear everything, causing you weapons to lock up.
I'm actually surprised they made the others work haha, since you normally can't pause when firing any shot.

- I made Gemini Man's stage Screen Transition Left into the boss' room, but you can see that even though functional, it graphically messes things up (until a Transition in any of the other 3 directions is made).
They slapped together functionality for Left Transitions for brief use in Wily Tower (in those secret rooms that you enter from the Right, and then exit back to the Left); instead of having it actually graphically load the room tiles (the collision of the tiles load properly), it creates a cache of the previously loaded room and just reloads from that on Left Transitions.
The doors to the boss also auto-open when going left. I found an existing way to configure them to at least do that, but doesn't seem to have a way currently to open on contact when going left.

- The SRAM Patch from Romhacking.net (so it'll save on an Emulator) no longer works after expanding the game past it's original size, so I'll have to go in and fix their fix (I've tried correctly changing the ROM size in the Genesis Header before too, and that didn't help). I want to see if it can be made to check for EEPROM first, and then SRAM if EEPROM weren't available.
(but this obviously isn't important to do for this simple level editing example)

~ I changed in the programming so that it graphically flips the Plasma shot horizontally, to work with my custom gfx for it. I noticed that when using Rush, your Plasma won't flip (it'll always face left); there's apparently some separate programming for it when using Rush. So that's unfinished.

~ I'm sure you've noticed by now that when you open the weapon menu in MM1 - MM3, the Palettes get all funky. This is just showing custom programming that I made (so the weapon menu can use all of the Genesis' available colors, instead of just loading the Plasma Palette). All I need to do to "fix" this, is disable the colors (in the Palette data) that I don't want to change. I still need to make it load separate Gfx for Protoman and other characters in the weapon menu.
Edit: Speaking of which, I just made a quick update to the download to clean up the colors in Protoman's Weapon menu (I wasn't thinking before about the fact that I can switch the green color used in his ear to red now for the menu lol, to make the weapon menu look totally right for him... other than the lack of alternate gfx loading for the 1up Helmet).

---
---
---

Alright!! You can totally work on drawing Roll for me. I really appreciate it!
Just try to get her character height approximately in accordance with Megaman's and Protoman's, which should be easy since they're exactly the same as Roll in height (Bass' helmet extends further, but that part doesn't count; if Rolls hair sticks up some that's fine too, I wouldn't count that towards the height either).
Character Height Chart, not that you'll actually need it

I used Sonic 3's sprites as inspiration to make higher quality character gfx (while still keeping the basic Wily Wars style) with color limitations, where they use a more clear difference between darker and lighter colors (in a simple but not obnoxious way, where Wily Wars by default has too great of a gap between dark and light colors, and in other cases not enough of one where the colors blur together too much), and small shines where appropriate. And I focused on accuracy of the shape of the character as much as I could seem to manage to.


Here's the Palette you have to work within :


- The Black, White, and 3 Grey colors in the front, the yellow, tan, and orange - are all required to stay the same (you could possibly adjust the shading of the yellow, tan and orange ones slightly if needed), as they not only affect the character, but common objects in the levels.
- The Last 6 Colors are for the Body of the character; the first 3 of those is the main-body, and the last 3 of those are the sub-body colors (in the case of Bass, the light grey on his body doesn't need to change with weapon powers, so that worked out okay fortunately).

- The Green color in Protoman's Palette is just for his Ear (I wanted to make it correct since it is actually barely possible). I used 1 Red color from his body for his Plasma shot, since he only needs it while using Plasma lol (if you look closely, the red in it is slightly darker than in Megaman's). So the Color right before the Body Colors can in some cases be changed, as with done with Protoman.

I don't mind what order you put the Palettes in in your Roll images, as long as they CAN fit within these limitations.

erpster2
Posted on 02-11-17 02:06 AM (rev. 2 of 02-11-17 02:09 AM) Link | Quote | ID: 164846


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Posted by Trinitronity
Shouldn't be, since Regen is the emulator that recreates the actual hardware the closest.

So if Regen gives out no issues, then you probably wont get issues on real hardware either.


It works on Regen except for game saves. Regen can't remember saved games with the Megaman the Wily Wars game, even with the sram patch as I've tested myself. I'm using v0.972 of regen.

the sram patch is not needed for Kega fusion as that emulator does retain saved game progress but the sram patch is very useful for Gens.

Synthetekh
Posted on 02-11-17 06:41 AM Link | Quote | ID: 164847


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The SRAM Patch breaks when I expanded the ROM past 0x200000 / 2,097,152 Bytes of Data (the normal size of the game). I just have to reprogram their SRAM Patch to not break when expanding the ROM.

Rabbid4240
Posted on 08-23-22 12:51 AM Link | Quote | ID: 168257

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Have there been any updates to this editor? I have 0.63 Beta, and I am trying to edit tilesets for a Wily Wars Demake hack I'm making.

Synthetekh
Posted on 08-29-22 07:22 AM (rev. 5 of 08-29-22 09:12 AM) Link | Quote | ID: 168272


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Unfortunately no there haven't been.
I was in the middle of reworking the code for the editor at one time, and never finished with that. Chronic health problems have interfered with me making further progress on this, but at least I know what's wrong now. I have very strange symptoms that are coming from a chronic sinus problem. Whenever I can get that resolved enough I will get back to work on this program, but it'll probably take a good while still.
I was doing pretty well for about 5 years, particularly the most recent 2 of those (but spent most of what time I could on my own Wily Wars hacks to progress those further), but I screwed something up worse with my body recently, and need to recover further from that than I have so far.

It's not a dead project though. I'm very interested in continuing this however soon I can.
But yeah sadly 0.63 Beta is only capable of viewing the data & editing it within the program, never got the saving part done yet. When I recover some more, I could maybe do a quick job first so it could simply save any edited data before having the ability to expand.

However:
I've actually done that already for the 16x16 tile placement in the levels (which is how I made those edited levels I show screenshots of), as well as the 8x8 Tile Gfx (for levels with uncompressed gfx ONLY), Color Palettes, but seems not yet on the 16x16 Tile Mappings.
Mega RL Editor v0.63 (Beta) - Some Saving Capability

- If you use the "Room" Editor window, make sure to open the 16x16 Editor window first for it to draw tiles (for some reason it doesn't work otherwise). Switch levels to update the display in the other windows on any 8x8 Gfx that you can change. The edited data won't disappear when switching levels.
- When editing Colors set the values to show as 1x instead of 2x, or it will screw up the R, G, or B value just changed, unless you set it to 1x and then back to 2x after selecting a color, but I would avoid that to avoid any headaches. 2x isn't properly functional yet. It currently loads the Color values in as 1x when selecting a color no matter what. 1x = 0-7, 2x = 0-E color ranges.
- Avoid using the Save Game button, and stick to the Save Level button, or from what I've tested you can F up other modified stages than what you're selected on currently.
- The Pencil tool is the only one that fully works for the 8x8 Tile Gfx.
- Use the "Save Enabled for:" check boxes in the Main Window to turn on / off what will be saved when you hit the "Save Level" button (should only be necessary when dealing with 8x8 Gfx).
- Do NOT save 8x8 Tile Gfx for any stages that use Compressed Gfx, or it will mess up that Stage's Gfx. I know where the Decompression Sub Routine is at in the ROM for the Compressed Stage Gfx (& is the only kind of Compressed Gfx in the game), so when I'm up to it I'll work on reverse engineering it & add support. To know which Stages use Uncompressed Gfx, refer to "LevelGraphics\Levels - Uncompressed Graphics.txt" in the Editor zip file.

It's definitely unpolished, but should be able to edit what I laid out if you follow those instructions.



Also for now if it's helpful, here's some hacking documentation I have already put together that may help get you started as well.
https://dl.dropboxusercontent.com/s/2odypy1o8jbwxce/Hacking%20Documentation.zip

Rabbid4241
Posted on 09-01-22 04:43 PM Link | Quote | ID: 168276

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Posted by Synthetekh
Unfortunately no there haven't been.
I was in the middle of reworking the code for the editor at one time, and never finished with that. Chronic health problems have interfered with me making further progress on this, but at least I know what's wrong now. I have very strange symptoms that are coming from a chronic sinus problem. Whenever I can get that resolved enough I will get back to work on this program, but it'll probably take a good while still.
I was doing pretty well for about 5 years, particularly the most recent 2 of those (but spent most of what time I could on my own Wily Wars hacks to progress those further), but I screwed something up worse with my body recently, and need to recover further from that than I have so far.

It's not a dead project though. I'm very interested in continuing this however soon I can.
But yeah sadly 0.63 Beta is only capable of viewing the data & editing it within the program, never got the saving part done yet. When I recover some more, I could maybe do a quick job first so it could simply save any edited data before having the ability to expand.

However:
I've actually done that already for the 16x16 tile placement in the levels (which is how I made those edited levels I show screenshots of), as well as the 8x8 Tile Gfx (for levels with uncompressed gfx ONLY), Color Palettes, but seems not yet on the 16x16 Tile Mappings.
Mega RL Editor v0.63 (Beta) - Some Saving Capability

- If you use the "Room" Editor window, make sure to open the 16x16 Editor window first for it to draw tiles (for some reason it doesn't work otherwise). Switch levels to update the display in the other windows on any 8x8 Gfx that you can change. The edited data won't disappear when switching levels.
- When editing Colors set the values to show as 1x instead of 2x, or it will screw up the R, G, or B value just changed, unless you set it to 1x and then back to 2x after selecting a color, but I would avoid that to avoid any headaches. 2x isn't properly functional yet. It currently loads the Color values in as 1x when selecting a color no matter what. 1x = 0-7, 2x = 0-E color ranges.
- Avoid using the Save Game button, and stick to the Save Level button, or from what I've tested you can F up other modified stages than what you're selected on currently.
- The Pencil tool is the only one that fully works for the 8x8 Tile Gfx.
- Use the "Save Enabled for:" check boxes in the Main Window to turn on / off what will be saved when you hit the "Save Level" button (should only be necessary when dealing with 8x8 Gfx).
- Do NOT save 8x8 Tile Gfx for any stages that use Compressed Gfx, or it will mess up that Stage's Gfx. I know where the Decompression Sub Routine is at in the ROM for the Compressed Stage Gfx (& is the only kind of Compressed Gfx in the game), so when I'm up to it I'll work on reverse engineering it & add support. To know which Stages use Uncompressed Gfx, refer to "LevelGraphics\Levels - Uncompressed Graphics.txt" in the Editor zip file.

It's definitely unpolished, but should be able to edit what I laid out if you follow those instructions.



Also for now if it's helpful, here's some hacking documentation I have already put together that may help get you started as well.
https://dl.dropboxusercontent.com/s/2odypy1o8jbwxce/Hacking%20Documentation.zip

Thank you for the update I hope you get better soon. While I was making my demake hack, I was able to document A LOT of GFX and palette addresses, I'm still updating it tho. I believe it could be useful for a Sprite Editor? https://docs.google.com/document/d/1V-g59VQY-beNF-N00pGVb8_fhx6Bw-0uMAuKd_CHZZ8/edit?usp=sharing

Synthetekh
Posted on 09-02-22 12:50 AM Link | Quote | ID: 168277


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You're welcome. Thanks, yeah hopefully so!
Yeah you have a lot of individual addresses listed, very nice!

I've documented the Address Indexes for many of those things somewhere in my notes, but haven't yet taken the time to list each entry, so those notes you put together will certainly help a lot!

Also, re-download my Hacking Documentation (same link), I added more files. I forgot to include the 'Sprite Mappings' file, and I added some others that are incomplete, but still have useful info.
And Megaman's Sprite Mappings + Address Index as far as I remember are the same as for Enemies (which is what my notes lay out as of right now), except Megaman's has more of a nested Address Index to include all the different animation sequences for all his many frames.

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Yeah when I get well again, I'm going to polish up the editor, and then add things like a Sprite and Music Editor, and an Assembly Code & Patch Editor, and everything else the game needs to make all parts of it fully modifiable. Title Screens, Stage Select, Enemies, Weapon Consumption + Damage, MM1's Score values (per enemy), all other Misc. info. etc. etc. I want this to be much more than simply a Level Editor, but a full Game Editor.
And at some point also a way through editable data, make the Editor Windows' layouts & how the program reads the game's Data Formats fully customizable so they can meet the needs of any ASM Code changes / Patches the hacker may do for their hack (with an Editor window in the Program for redesigning all the various Editor layouts / functionality).

Back in 2015 I had made a concept layout for a Sprite Editor window as shown below.



p_ko
Posted on 01-12-23 03:45 PM (rev. 3 of 01-12-23 03:49 PM) Link | Quote | ID: 168438


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Just thought I'd let you know that the link to the notes is now working again since the uploader was put back up!

Also, that UI looks pretty straightforward and understandable, I really like it

Synthetekh
Posted on 01-15-23 02:50 AM Link | Quote | ID: 168452


Ninji
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Sweet thanks!
Yeah I want to make my Editor very easy and efficient to use. I’ve seen plenty of programs out there that are inefficient and difficult to use simply because of lack of good design / polishing of the UI layout.
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