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Please chime in on a proposed restructuring of the ROM hacking sections.
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Synthetekh
Posted on 11-08-18 08:56 PM, in Megaman: The Wily Wars - Classic Fluency Link | Quote | ID: 166632


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Okay, will do. I've been a bit quiet lately because I've been busy.
I think I'll do more work on the hack this week/end and try to release an update after that.
And I'll work on the Editor this week as well. I really want to get these things moving along much quicker.

Synthetekh
Posted on 03-02-19 08:30 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 166929


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Sorry for the very late reply.
I got working on some other things, such as a Sonic 2 hack of mine (got lots of good things done there), and helping someone with their hacks of some SNES stuff. Something about all of that helped me get myself much more efficient in producing stuff. Getting to bed late was another big issue, so I've been correcting that finally.

But today I'm starting back again with continuing on my Classic Fluency hack for Wily Wars, since almost everything I do to it needs to be done to this hack too, being that Classic Fluency is mainly a game mechanic fix. I'll also be rapidly working on my Editor, and once I get that coming along I'll start back with my Mega Edition hack since it needs what the other two provide.

So I've changed my approach now to just start working from the bottom up.

Synthetekh
Posted on 03-19-19 08:47 AM, in Megaman: The Wily Wars - Classic Fluency (rev. 3 of 03-19-19 08:58 AM) Link | Quote | ID: 166944


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Hey, I was going to wait until the next update to make another post but I've been quiet for so long again and this next one has plenty for me to do, so I want to let you guys know I'm in the middle of working on it right now.

So far I've been fixing Rush:
Currently I just made it so that you can shoot 3 shots (they do it for Rush, Beat, and Eddie in all games after MM3, so yeah might as well lol), and also while inside Rush Marine (the NES allows 3 there so wth Wily Wars haha).
As well I just made Megaman able to shoot his plasma still when Rush runs out of energy (it skips spawning Rush).
I have a little more to finish up on Rush's code, and it was oddly challenging and time consuming (taken a week so far) to track down what all was responsible for what, but that's almost done.


For the next update here are my other goals besides the Rush changes just mentioned:

Add:
- A 'No Save' game file (maybe WT can be unlocked on it if any saved game file has it unlocked).
- 6 Button Controller Support and ability to change Weapons without opening the Weapon Menu. Make option to have buttons that switch between Weapons and Items, and just Weapons / Items separately (can use X/Y, and Z/C for these); can also do for example Weapons and Items on X/Y, and switch only between Items on Z/C. Of course I'll update the Control Config in the Options Menu to support this too.

Change:
- When visiting the Save screen after defeating a Boss, display the Robot Masters for the game you're playing rather than always starting on MM1's.
- Allow cursor to loop from top to bottom in WT Weapon Menu.

Fix:
- Allow opening Weapon Menu while sliding (will need extra work, as it changes Megaman's animation after closing).
- Give MM2 and WT their own delay time after defeating a Boss, as they now exit a bit soon after having fixed MM3's.
- Magnet Missile - Derps out when turning a corner, delaying and thus causing it to more easily miss enemies.
- Plasma position while on a ladder: It was correct by default, but moving it back to center while standing also moves it while on ladders.
- Projectiles and other sprites pass through a good portion of Megaman's head (though his head not so much with a roof when jumping into it).
- Rush Marine's shot is positioned too high.
- Rush Marine (inside vehicle) - Cancels jump if Weapon Energy runs out.
- Firewaves in Fireman's level spawning at too fast of intervals to walk through.
- Make all Sprite block collision boxes the full size of the blocks.
- Part 2 of Wily Tower Octo Machine's HP fills up super slow (not just because of the lag).
- Make extra colors load for Weapon Menus so Search Snake (MM3 & WT) and Leaf Shield (WT) can be Green (code's already made for this actually, just needs to be ported over from my 'Mega Edition' hack).

Synthetekh
Posted on 03-20-19 07:51 AM, in Return to Callte Wily Link | Quote | ID: 166945


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Wow this looks awesome, I love the idea, looks exciting~ and your Megaman hacks all look pretty darn amazing from what I can tell.

Synthetekh
Posted on 03-30-19 05:25 AM, in Megaman: The Wily Wars - Classic Fluency (rev. 2 of 03-30-19 05:27 AM) Link | Quote | ID: 166950


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Yeah same here, glad I'm back at it too.
Which demo, the Mega Edition hack?

I've been preoccupied mainly with other things in life, including little oddities and stuff to take care of that come up from day to day, but things have calmed down a lot now.
I was really in the mood for Sonic 2 and got to spend a solid amount of time on it for a while. I had a better "tool" to work with on the programming end since there's a disassembly, which gave me much needed practice working efficiently and consistently.
With Wily Wars, it's hex and Regen's & Gens' debuggers, which is decent but more tedious.

But yeah, ready to be back at it and staying on it better than ever.


Here's a little that I did on Sonic that I can easily show for fun:
(1229 bytes collapsed: )
I'd just make its own thread and link to it, but not ready yet.

Synthetekh
Posted on 03-30-19 07:56 PM, in Megaman: The Wily Wars - Classic Fluency (rev. 2 of 03-30-19 08:05 PM) Link | Quote | ID: 166952


Ninji
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Other than a few things I described below, they're all my own ideas.

HUD:
I went with the shape and basic coloring- but richer shades, used in Sonic Mania's HUD (big numbers and Score, Rings, Time, but completely drew in the golden and silver shine and some other details. It fits with the Sonic logo text and I really like that style. Then I modeled Sonic's name/lives by it.

Sonic:
I realized that Sonic's outer shape is almost identical between S2 and S3 and works about perfectly, so the inner details were mostly the focus. I wanted him to retain a look resembling S2 and the Japanese box art, but needed to spiffy up his shading a little more so he wouldn't appear flat against dark BGs (he needs just a little more work); so he took on a little bit of a S3 shine.
- His shoes are take from S3, but I changed some details and redrew the angle a little on the back shoe as I didn't want it facing towards the screen so much.
- The hands aren't finished.

My approach became, scrap all details and draw out each shape with only one of the proper color (head, face, eyes, hands, feet, etc.), then add layers of shading.
I just kinda knew that graphic artists must work more like this, and I see why; get the basic shapes clearly known and refined first before adding the details, otherwise it ends up a disaster that you keep adjusting/refining over and over into oblivion.

Dust Hill:
The BG sand for Dust Hill was a little weird with two lines at the top originally (from magazine screenshot), so I wanted to mix it up. I ended up trying a triangular pattern quick because I know Sonic games use shapes in the artwork sometimes for its style.
Reminded me a bit of the Star Crumb item in Ragnarok Online

Also gave the sand more of a wave than flat strait lines. Needs more added to the lower section still.
The bottom of small Desert Monument was my own idea, I just thought more like how a real one might look so I could get rid of the bland flat lines.

Magazine image: (126 bytes collapsed: )


Chemical Plant
Everything was my own idea there, but ironically some of the BG colors are similar to the fan remake Sonic 2 HD.

Death Egg and Mystic Cave
Completely my own ideas here.

Synthetekh
Posted on 11-17-19 06:10 AM, in Megaman: The Wily Wars - Classic Fluency (rev. 2 of 11-17-19 06:13 AM) Link | Quote | ID: 167168


Ninji
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Hey, sorry it's been so long again and no update, only a partial one that I don't feel ready to post.
But I finally know the root answer to why I'm having so much trouble producing much... so anyway, I have Fibromyalgia.


Here's a page that basically sums up a lot of what people with this go through:
https://themighty.com/2017/08/fibromyalgia-30s-relatable-experiences/
(Note: Men get more fatigue, Women more body inflammation and pain)


Or in four statements, basically it comes down to this:

"not having a social life and not being able to commit to anything. I never know how I’m going to feel tomorrow."

“I have learned I can’t achieve a lot each day due to chronic fatigue, so pacing myself is key.”

"I’ve learned to weigh the cost against my body vs. what I’ll get out of what I’m doing"

“fibromyalgia is easier in my 30s than my 20s (in many ways). Not because the symptoms are less severe, but because I’ve learned how to control them as much as possible.”
(but I have less time, energy, or physical ability to work on anything other than taking care of myself)

Synthetekh
Posted on 04-24-20 05:46 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 167313


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Wow, sorry I missed responding to you for so long. I guess it's still kinda relevant.
So life's been keeping me super busy and I haven't gotten to touch this much, but there are some things I could update pretty soon without getting into too much right now.

I'm also trying to work on my editor for the game so I can get a lot done much quicker, as doing it all in hex gets very tedious and slow.

Synthetekh
Posted on 05-03-20 04:01 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 167330


Ninji
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I think that would for the best as well.
And I'm continuing to implement all changes in hex while only working on my editor on the side for now.

I've had a habit of just working on whatever parts feel interesting at any given moment, but finally learned how to quit going about stuff that way, except mildly when fitting.
Also learned to mentally organize myself a lot better; really helping speed up the progress.


First I'm working largely on polishing up essential sprite and weapon menu art & their implementation.
Then I think I'll work between Stage and Player Character artwork & implementation.

Synthetekh
Posted on 05-03-20 06:36 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 2 of 05-06-20 11:10 PM) Link | Quote | ID: 167334


Ninji
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Yes! The awful slowdowns are fixable and I believe it's most likely an inefficient collision detection system, which is the usual suspect for many games. Sonic 3 is an example of one that runs smoothly (processing-wise).

Watched the whole video, very neat! I've noticed this awkwardness when trying to animate stuff in the past. Now I know properly done strong positions are called Keyframes haha.

Funny he displayed Megaman's frames out of order, but do still see where it looks a little like he's almost shuffle walking between some frames.
I will play with it and see what I may come up with!

Synthetekh
Posted on 06-13-20 11:24 PM, in General Megaman Hacking Thread Link | Quote | ID: 167372


Ninji
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Don't know if you still need this, but here's the solution I found to run MegaFLE X.

I have to register the dll files. Putting them in the same folder as the exe or system32 didn't work.

When you register them with the OS they can be in any folder, but will only work in that registered location unless you re-register them elsewhere.

---

1. Run cmd.exe as Administrator
2. In Cmd Prompt move to the Directory where COMCT232.OCX is located

3. At the command prompt Enter: "RegSvr32 COMCT232.OCX"

4. Repeat Steps 2 & 3 for 'comctl32.ocx' (MSVBVM60.DLL also comes with MegaFLE X but doesn't seem needed).

Synthetekh
Posted on 06-15-20 07:39 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 2 of 06-15-20 07:42 AM) Link | Quote | ID: 167373


Ninji
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A little update:
Weapon Bar with all MM3 Weapon Icons.

I've also been silently updating the Characters. See the first post for that.




All of Roll's Weapon Colors are on the way next (MM1 - MM11 + MM&B), and nearly done.
I was waiting to finish her colors to add into this post, but I got a little busy with other stuff and it's already been 3 weeks since I've had these icons done so w/e I'll just post them another time soon.


Synthetekh
Posted on 09-24-20 01:30 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 167396


Ninji
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Wow awesome, I'm glad to hear such positive feedback on the weapon bar icons.

I ended up getting really busy this summer (or I'd have all game's icons done); working on learning homesteading which is a lot to learn one bit at a time, but yeah maybe I can implement these MM3 icons into the game soon since I've already drawn that set and put out a video demoing them.

Synthetekh
Posted on 09-25-20 01:53 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 167397


Ninji
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I also improved the characters and their color palettes earlier this summer.
And Roll's Weapon Colors for all games (even MM11) has been nearly done since then as well (I'll finish them pretty soon and show).
I haven't changed Protoman's idle stance to quite his normal style though (where his arms are out further), will have to see what works out best later. Maybe I'll leave it, maybe it should be changed, seems to be working out fine now I suppose.

Another note: All the 3 additional characters (not Megaman) require 3 colors beyond the first palette line, but I've found a clever way to get those extra 3 (even up to 5, which will be nice for charged plasma shots)!
And then I can actually use them to define Rush's red colors better.


Newer:



Before:


Synthetekh
Posted on 09-25-20 02:57 AM, in Board 2 Is Back, BABY! (rev. 2 of 09-25-20 03:10 AM) Link | Quote | ID: 167398


Ninji
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Well I'm really glad to see it back up for now and for different reasons than I'd wondered.
Like I thought who knows, with all the virus narrative being used to practice authoritarianism around the world and the timing board2 went down, maybe that affected it somehow.
But glad it ain't that.

Even though this board doesn't get a ton of activity, I feel like it has a pretty unique good purpose. It's nice having a more quiet cozy corner to show hack progress and such, before ready to go out to somewhere like RomHacking.

Synthetekh
Posted on 09-26-20 05:52 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 167401


Ninji
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Oh sure thing, thank you Stifu. Yeah anything that looks appealing to you to work on feel free to give it a go (or as many you want), whatever pace is good for you, and certainly no pressure nor obligation. This project's moving along gradually anyway so take your time.

Synthetekh
Posted on 09-26-20 11:51 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 2 of 10-23-20 06:43 AM) Link | Quote | ID: 167403


Ninji
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Cool, I'll message you them in a bit!

---

I'll show some more stuff while I'm at it:

I did a rough beta test design of Megaman's Charged Plasma Shot way back in 2014 that I never ended up showing before. Not quite sure what direction I'll go with it yet though.

. . . . . . . . .

Synthetekh
Posted on 10-04-20 10:14 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 167406


Ninji
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That is looking a lot more impactful now, definitely closer to the NES. In the original WW he barely touches his foot down in front so briefly (can't even walk that way in RL), but now it actually lands down pretty nicely. I just played with the values, and seems like you got it as spot on as it can get.

His head bob stands out more now, but only really in game when moving left/right (walking in place looks pretty good still with that). Maybe some redrawing will be needed for it, possibly not. Head moves down 2 pixels in the NES, but 3 here.
It's definitely taking it much more in the right direction now.

Synthetekh
Posted on 10-06-20 10:07 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 167412


Ninji
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Yeah I got them ripped easily through Photoshop.

I think the 2nd of the two looks best here, but not enough movement in game.
The 1st one looks best in game I think, feels more properly impactful, but in between that it appears somewhat like his head floats a bit, and then takes a quick dip. Looks like mostly the timing that each is held.

Seems like it's getting pretty close!

I think I forgot to give you the address of Megaman's Gfx. There's 5 sections, but these frames are in the 1st, which is from 815D2 - 855B1 (3FE0 Bytes).

Synthetekh
Posted on 10-07-20 04:18 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 167414


Ninji
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Darn, 3-4-7 improves the head bobbing, but makes the walk stride faster like a brisk pace, and too fast in relation to his walk speed (which I wouldn't want to change).

It's pretty nice, and close, where it's at now with the top one as 2-5-7 though. Could maybe leave it like that.
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Main - Posts by Synthetekh

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