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Main - ROM Hacking Related Releases - MegaFLE X 0.701 release New thread | New reply

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Matrixz
Posted on 04-28-11 02:44 PM (rev. 4 of 01-05-13 04:39 PM) Link | Quote | ID: 141306


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edit: fixed links.

Download MegaFLE X 0.701

This version also has an updated "guide.txt" which is expanded a lot since the one found in 0.6. It was hard to finish! I really hope its good for something and the english is fine.

Since the 0.7 beta release, there is over a dozen smaller fixes, but this is a list of the more visible improvements:

Additions:
* More Icons.
External additions:
* Full "Sprite Group" sets for MM3, 4 and 5.
* Added 3 more patches:
     * Mega Man 4 - Use "Slippery" Block type in any level
     * Mega Man 4 - Disable pre-intro
     * Mega Man 4 - Disable Cossack Stage 3 Autoscroll
Major:
* Effect Sprite Editor (Enemy Editor): Complete support for editing Mega Man 5's effect sprites:
     * A fourth option has been added, for CHR Bank swap. The Enemy Ids in the C0-FF range that couldn't be edited previously, will show in the editor now.
     * Its now possible to change between all 4 types.
     * Its now possible to change the options beside "Pal. Slot:" when it should be, instead of it randomly being enabled or disabled.
* Fixed changing of Effect Sprite values as text, which would crash the program since version 0.6. (relevant to both MM4 and MM5 mode)
Moderate:
* Enemy Editor (Mega Man 3): Fixed program from freezing when using "Find GFX Set" for certain enemies, like Id $2B.
* Enemy Editor: Enemy sprites no longer wrap to the other side of the screen if they get cut off by the left or right edge. "Eff:" boxes
still do when they are cut off at the right.
* Enemy Editor (Mega Man 5): Sprite tiles are updated immediatedly whenever enemies are displayed.
megafle.dat related:
* "mm3_boss_spr" is now actually used by the program to decide what Enemy IDs should be drawn with the Boss sprite bank.
Minor: See "Complete update list.txt"

I am releasing the source files also, like with the previous version. Download here:

MegaFLE X source code

This time, i have included the .frx files also, since they are needed apparently. They contain things like icons and bitmaps added to a Form. But i have also included the raw .ico and .bmp files in a subfolder.

Two more screens of the new stuff:
Enemy Editor (displaying full Effect Enemy editing for MM5)
Palette Editor




Just to note it, there are known problems running it in Windows 7 (i haven't tested it.. but people reported so.). Also, it will not work to load a ROM on a different Drive letter than the editor itself. (such as editor in C:\.. and ROM in H:\...). I tried to fix this problem, but i gave up.

Screens of the new stuff:
Door Editor
Patcher
Scene Screen Mode

This is the updates list for 0.7 (consider it the 2nd half of improvements since 0.6)

Additions or Improvements:
* Scene Screen Mode has been worked on, so that it is now practically complete. Mega Man 6 is not supported.
* Implemented Door Editor. MM3, 4 and 5 should all be fully supported.
* Enemy Editor: Implemented "Add Sprite Group" feature. It may be used to quickly insert some common setups of multiple enemies (like Wily bosses). Presets can be edited in megafle.dat.
* TSA Table: Added "Copy TSA" and "Paste TSA" buttons. It can copy all the datas of one TSA Block to another.
* TSA Table/Config: Added a third resolution mode, "Large 8x8". It should be easier on the eyes. (also the upper and left sides are not completely obscured by the grid.)
* Palette Editor: Added "Palette Set change" with two options, deciding how the editor's current Palette Set is selected. "Auto" will change it automatically according to the game's data and the current Screen. (like old versions). "Manual Selects" lets you to change it, and it will not change automatically.
* Added "Patches", under "Other" on the menu. It can provide some useful fixes for some of the supported games, and is open for expansion by users (by modifying files in the "Patches" subfolder, although it may be useless)
* Added support for Mega Man 5's "change bottom-half CHR" variable which is associated with the current Scroll Map's Sprite Palette set. It can be modified in the Screen Editor.
* Tile Table (Mega Man 5): Added "CHR Anim Controls". The left button will stop/start CHR Animations. The right button will advance the animation 1 frame.
* Palette Editor: Implemented preview of Mega Man sprite for the Weapon palette editor.
* Structure Editor: Added function for Middle mouse button. Pressing it will set the current TSA (in TSA Table) as the TSA Block below the Mouse pointer.
* TSA Table: Added function for Middle mouse button. Pressing it will set the current Tile to what is below the Mouse pointer.
* Screen Editor: Added more mouse functions. Shift + Left Click and Right Click, will Increase and Decrease (respectively) the Structure Id below the mouse pointer.
* Implemented "Animate Sprites" for Mega Man 6 in Enemy Editor.
* Added button on main form to Re-Load .DAT file.
* Changed hotkey for Load Backup from F8 to F3.
* Added "Special" in the menu, with a function "Load Chargeman train interior graphics".
* Added shortcut key to SBD Editor (shift + Z anywhere)
* Implemented (finished) "Enemy Id Usage" under "Stats". Not very useful, but its fun..
* Config: Added option "Mega Man 4 - Enable copy of Ringman Palette Animation to Spr palette.
* Improved some text in Configuration window (maybe)

Fixes:
* Mega Man 6: Enemies can be Inserted again without breaking program. Also, fixed Deletion so it removes the right enemy.
* TSA Table: Fixed the annoying problem when changing TSA property while CHR Animations are being simulated. (relevant for MM5 mode only)
* Fixed bad scroll navigation for Megaman 5. (Waveman's stage is now in sync with scroll data when navigating. Also, scroll sets which are hacked to use more than 16 screens should no longer cause problems).
* SBD Editor: Converter now again reads and converts the bottom-most row of TSA Blocks (row 16) that you cannot see in
gameplay. The TSA properties in the bottom-most row still DOES have an effect on gameplay (at least in Mega Man 4). So, sometimes the
conversion would cause odd behavior, like Mega Man dying before scrolling down to the next screen. It is now possible
to fix and prevent those problems with the editor.
* Fixed odd corruption of data when removing things in Graphics Load Editor. (The Data handler would modify one byte more "up" in the ROM than it should.)
* Misc. Editor multi-paths (Mega Man 5 mode): Swapped around "Screen Position B" and "Scroll Map B", which previously were in the wrong order for the values shown.
* Structure Table: Fixed black window when opening.
* The Configuration checkbox under "Enemy Editor" -> "Show Enemy Count in Hexidecimal (off = Decimal)". This option actually works now, and by default, the Scroll Map Position counter in the Enemy editor shows it in hex.

kuja killer
Posted on 04-28-11 03:17 PM Link | Quote | ID: 141307


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oh theres only 1 problem that began since like 0.6
on the pallete editor window, the rectangle cursor thing when clicking on a pallete square wont ever do anything unless you click 2 times.
its a little bit of a nuisance.
like i mean you click on a particular spot, and the currently selected rectangle wont show unless you click it again.

it seems to be fine only if theres a pallete animation going currently, but when there isn't, then it happens, hope ya know what i mean, you'll be able to notice it if you try.

its never been a problem in older versions, just wanted to point it out to ya.

Matrixz
Posted on 04-28-11 07:37 PM Link | Quote | ID: 141321


Ninji
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i noticed that now and it was easy to fix.

mickevincent
Posted on 04-29-11 04:15 AM Link | Quote | ID: 141346


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The door editor ... wow, thanx!!

Matrixz
Posted on 05-16-11 04:45 PM Link | Quote | ID: 142136


Ninji
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Its done! See the top post.

After 6 years of being on and off development, here it is, the final update, as far as i am concerned.

Thanatos-Zero
Posted on 06-14-11 07:06 PM Link | Quote | ID: 143774


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Say Matrixz, don't you want to finish the script Kuja Killer made once for these story dialoges from version 0.7?
I think, if it is finished by you there might be a new boom of Rockman 3-6 hacks with intensive stories.

____________________
I was a prisoner enclosed in the void, were everything might end up just as myself.
There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".

Matrixz
Posted on 06-14-11 10:43 PM Link | Quote | ID: 143786


Ninji
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I doubt it would matter much.. using .tbl files and utilities with table files should be good enough for some hackers. (or direct hex editing of the text)
Anyway honest answer, no i really don't want to. I already went all out in passion with these releases, probably not for the better of my health.
So, about creating better tools to modify the text, (or using the source code of MegaFLE X), anyone is free to do.

I forgot to add any notes by the way, the VB6 source is free for anyone to use or update.

za909
Posted on 06-25-11 12:09 AM Link | Quote | ID: 144095


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Oh man I love all the new functions!
They made my life a heck of a lot easier designing things that were buggy in the older versions(Scene editing)
Although I can't tell if the weird disppearing sprites when you die glitch is fixed(if the editor had anything to do with that)

kuja killer
Posted on 06-25-11 03:28 AM (rev. 3 of 06-25-11 03:33 AM) Link | Quote | ID: 144096


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i dont think there was ever anything anything wrong with it. i know what your talking about it and it is a common problem that can happen extremely easy.

Basically where-ever you setup your 2 checkpoints for restarting the level half way through, and at the boss doors. you wanna make sure you have the first 2 options turned on in the config window under the enemy editor section.

Now when you click the "set midpoint" or "set boss point" buttons on the screen editor, it will automatically calculate the correct enemy number to start at when you restart the level halfway, or at the boss.

If you add or delete anymore enemies after you were done, make sure you click those set midpoint and boss point buttons again so that it updates again properly. Or else you may have the disappearing thing you said.

i hope i was not confusing. It's all automatically taken care of for you pretty much. you dont need to type any numbers or letter anywhere whatsoever

za909
Posted on 06-27-11 09:12 PM Link | Quote | ID: 144154


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Hmm it seems like it's fine now!
Although I have a really great problem with editing Wily Stage 3 and 4.
In 3, I don't know if it's possible to remove the scrolling platforms segment before the boss doors, or if it is, I have no idea how.If I remove the sprites that make the scrolling platform parts constantly solid, I still get a sideways scrolling in those rows(although it's not solid then).And when I get to the end, it seems like if i change anything in the boss room, the clones never come back after teleporting for the first time.
In Wily 4, the boss refight is screwed up.It's like whenever i enter the teleport that takes you to Screen 7 (regardless of its position, original or not) I end up in a wall on the previous screen.Also I don't know if it's possible to change the CHR sets to load in the actual boss rooms (I want to have the doc robots in the refight)
These are basically the issues I have whenever I hack Mega Man 3 with the editor

kuja killer
Posted on 06-29-11 02:19 PM Link | Quote | ID: 144199


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Posted by za909
Hmm it seems like it's fine now!
Although I have a really great problem with editing Wily Stage 3 and 4.
In 3, I don't know if it's possible to remove the scrolling platforms segment before the boss doors, or if it is, I have no idea how.If I remove the sprites that make the scrolling platform parts constantly solid, I still get a sideways scrolling in those rows(although it's not solid then).And when I get to the end, it seems like if i change anything in the boss room, the clones never come back after teleporting for the first time.
In Wily 4, the boss refight is screwed up.It's like whenever i enter the teleport that takes you to Screen 7 (regardless of its position, original or not) I end up in a wall on the previous screen.Also I don't know if it's possible to change the CHR sets to load in the actual boss rooms (I want to have the doc robots in the refight)
These are basically the issues I have whenever I hack Mega Man 3 with the editor


** im going to just assume you want to not have the scrolling platforms thing there whatsoever, just completely deleted. okay then. That's a hard-coded thing that can't be edited in the level editor. You gotta change 1 single little spot in a hex editor. I recommend using the fceux emulator + hex editor

Just put an FF on 122EA, and then it's fixed. It wont do scrolling stuff anymore, you're free to edit those 2 rooms now however you want.

** change what exactly in the boss room ?? most likely cant really edit the room how you want cause you'll have to modify something in the megaman clone boss's coding on whatever it is you want to do.

** You didn't touch the scroll settings or anything right ?? They both still say "right x $1" for both screen 6 and 7 right ?? on the screen editor window - if they're different, that might be why.

** you might possibly be able to change some of them to doc robot. I'm not quite sure, haven't looked at that ever before. but do give it a try though. Starting on Screen A - you'll see needleman on the top right corner of the screen in the enemy editor, magnetman on screen C, geminiman on screen E. Just change them to the doc robots, it might or might not work, im not sure. I dont feel like trying right now

za909
Posted on 06-29-11 03:46 PM Link | Quote | ID: 144201


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Posted by kuja killer


** im going to just assume you want to not have the scrolling platforms thing there whatsoever, just completely deleted. okay then. That's a hard-coded thing that can't be edited in the level editor. You gotta change 1 single little spot in a hex editor. I recommend using the fceux emulator + hex editor

Just put an FF on 122EA, and then it's fixed. It wont do scrolling stuff anymore, you're free to edit those 2 rooms now however you want.

** change what exactly in the boss room ?? most likely cant really edit the room how you want cause you'll have to modify something in the megaman clone boss's coding on whatever it is you want to do.

** You didn't touch the scroll settings or anything right ?? They both still say "right x $1" for both screen 6 and 7 right ?? on the screen editor window - if they're different, that might be why.

** you might possibly be able to change some of them to doc robot. I'm not quite sure, haven't looked at that ever before. but do give it a try though. Starting on Screen A - you'll see needleman on the top right corner of the screen in the enemy editor, magnetman on screen C, geminiman on screen E. Just change them to the doc robots, it might or might not work, im not sure. I dont feel like trying right now


Thanks for the info!Maybe I'll be able to make use of the scrolling platforms because I checked if this was a Level ID pointer for the effect to take place in and I was correct.

Well the clone thing I mean is that if I change the structures to TSA blocks that aren't glitchy because of my tile editing, it still happens.I never changed the layout itself or the boss sprite.

And yes, I checked it in a previous rom hack and they are both right x $1...however I didn't know about the method of solving the disappearing glitch with midpoints, so maybe it won't glitch out this time.

za909
Posted on 07-03-11 12:51 PM Link | Quote | ID: 144335


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Appearently the clone problem is still present...
Any ideas?
http://www64.zippyshare.com/v/6989747/file.html

kuja killer
Posted on 07-03-11 08:11 PM Link | Quote | ID: 144348


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okay that does help very much that you showed me what the room looks like.

Okay im just checking here comparing that room to an original rom, the teleporters are in the same precise spot right ? not a block, or a half higher/lower than they were? okay that's good.

I'll check for you soon, but i only got 1 possible idea why this happens, i'll check it later. but it may be since your level is either longer, or shorter than it was, dont worry about that. There might be a check in their programming that's trying to look at the screen number they were on in mm3, so if that's the case, all you have to do is change the 1 single little hex value, to whatever your screen number is.

za909
Posted on 07-03-11 08:18 PM Link | Quote | ID: 144349


Cheep-cheep
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Wow thanks man!
Well after helping me so much with these documents and other things, the least I can do is to put your name in the credits list (Special thanks or something)

kuja killer
Posted on 07-03-11 08:26 PM (rev. 2 of 07-03-11 09:52 PM) Link | Quote | ID: 144350


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okay matter of fact, sorry i have no clue, i was wrong. It's not manually writing or checking any screen numbers.

You could have accidently corrupted a byte or two somewhere in it's actual programming, but i cant be sure without seeing the rom (something i would not want to resort to).

If i REALLY had to...i'd perfer a savestate at the boss door so i dont spoil myself about anything reguarding your hack

Fx3
Posted on 07-18-11 06:15 AM Link | Quote | ID: 145166


Micro-Goomba
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Hey.

For some reason, the boss door (when closed) acts as background, instead of wall. Do you know a way to fix it?

Matrixz
Posted on 07-18-11 11:08 AM Link | Quote | ID: 145267


Ninji
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Hi Fx3,
are you talking about a specific Mega Man game..?

mickevincent
Posted on 07-18-11 12:32 PM Link | Quote | ID: 145271


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Posted by Fx3
Hey.

For some reason, the boss door (when closed) acts as background, instead of wall. Do you know a way to fix it?


set it as wall in the tsa window, instead of background.

Fx3
Posted on 07-18-11 03:58 PM Link | Quote | ID: 145275


Micro-Goomba
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It's MegaMan3. It seems the "background door" affects only the boss chamber, during fight.
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