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Please chime in on a proposed restructuring of the ROM hacking sections.
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Synthetekh
Posted on 02-19-22 12:02 PM, in [HELP] SMB3 - Super Princess Peach 3 Title screen colors Link | Quote | ID: 168022


Ninji
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Since: 08-15-10
From: New Mexico, USA

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Sure thing, glad to help!

Synthetekh
Posted on 05-24-22 06:30 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 168121


Ninji
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Since: 08-15-10
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Just those MM1 Icons from December. Time's been flying by faster than I like, and somehow it's already been 5 months.

I've got the colors for the different powers in MM2 decided already, and I'll start working on the MM2 Weapon Icons pretty soon.


After that I'll start re-coding how the game loads sprite colors, allowing for more flexibility so I can squeeze in the colors for these fancy Icons (the game has a system that auto loads a Sprite's Colors as it comes into the screen). There's just enough space in the Genesis Color Palette to make them work, if I split the top row of colors (in the image) onto a separate Color Palette Line (using some extra 8x8 Tiles).

And then I'll re-code the Input in the game so it can use a 6 Button controller and allow you to switch weapons without having to go into the Weapon Menu.
- Then I'll release a demo of this hack.


And after that I'll probably draw more of the frames for the characters so they can all be implemented into the game.

And then from there I think I'll work on a mix of re-coding / adding sub routines as needed while also expanding it to include content from MM4 - MM11.

Synthetekh
Posted on 06-09-22 07:58 AM, in [HELP] [NES] Garfield KO sprite not facing left Link | Quote | ID: 168129


Ninji
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Since: 08-15-10
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I may be busy for a little while, but when I get some time I'll see if I can do something about this.

Synthetekh
Posted on 08-11-22 04:40 AM, in [HELP] [NES] Garfield KO sprite not facing left Link | Quote | ID: 168244


Ninji
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Since: 08-15-10
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Well, my health collapsed on me again. From everything I've been through, I'd say it's highly evident it's coming from my sinus. I've got a sort of chronic sinusitis / congestion that's been extremely problematic for many years, and as that's been worse, and better at times, so has the rest of my body. I think at this point my problems are coming primarily, if not entirely from that.
I've made some recovery again, but got a lot still to do for myself.
I'm going to get a couple sinus procedures done next week and I really hope those help.

It may be quite a while longer, but whenever I can I'll still work on this.

Synthetekh
Posted on 08-29-22 07:22 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 5 of 08-29-22 09:12 AM) Link | Quote | ID: 168272


Ninji
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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

Synthetekh
Posted on 09-02-22 12:50 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 168277


Ninji
Level: 35

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Since: 08-15-10
From: New Mexico, USA

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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.

----



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.



Synthetekh
Posted on 09-21-22 10:08 PM, in Hello my name is Jason and I need help with Mega Man X patch Link | Quote | ID: 168292


Ninji
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Since: 08-15-10
From: New Mexico, USA

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I just tested, and it's the No-Intro ROM of Megaman X v1.0 that worked, and has the matching Hash codes (CRC etc.).

Synthetekh
Posted on 12-23-22 01:41 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 2 of 01-09-23 02:20 AM) Link | Quote | ID: 168409


Ninji
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Since: 08-15-10
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I definitely will do this in my hacks (Mega Edition & maybe Classic Fluency as well).... if I can ever get beyond my health problems, lol... oh well.


Edit: Don’t know why I said maybe Classic Fluency as well. That’s a very important fix that needs to be made so definitely Classic Fluency as well.

Synthetekh
Posted on 01-15-23 02:50 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 168452


Ninji
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Since: 08-15-10
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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.

Synthetekh
Posted on 01-25-23 02:38 AM, in Super Mario Land 1/2 NES soundtracks Link | Quote | ID: 168469


Ninji
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That's really neat! I always find these sort of porting / conversion projects fascinating.

Synthetekh
Posted on 01-25-23 02:52 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 168470


Ninji
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Since: 08-15-10
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Thanks .

That looks pretty sweet, a color version of MM5 World! Thanks for sharing!

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

Hey Mike, good to hear from you. No clue who the brit is, but anyway, I haven't gotten to work on any of my projects since pretty much July.

Synthetekh
Posted on 10-04-23 09:10 PM, in Megaman - The Wily Wars (USA) - Recovery & Restoration Link | Quote | ID: 168569


Ninji
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Cool, thanks for the info.
That’s neat that Wily Wars got a Switch release as well!

Synthetekh
Posted on 10-04-23 09:13 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 168570


Ninji
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Since: 08-15-10
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Thanks. Yeah that game looks quite interesting. Pretty cool that someone programmed the whole game from scratch. I’ve been occasionally keeping an eye on it.

Synthetekh
Posted on 10-08-23 05:33 AM, in People still alive in here ? Link | Quote | ID: 168571


Ninji
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Since: 08-15-10
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Not much really lol, but some.

I do really like posting my ROM hacking projects here first where it's more quiet & cozy until they progress enough to want to make more public (& would still continue them here as my main forum).
Unfortunately because of my health issues I haven't gotten to contribute as much as I like (I do what I can), but lately things have been improving in those regards in a very significant way.
So hopefully I'll get to finish my projects one day.

I also like the selection of themes. Like the 'acid' theme is really nice, & easy on the eyes , instead of some bright white BG D: .

Synthetekh
Posted on 10-08-23 05:43 AM, in My online store is finally open for business Link | Quote | ID: 168572


Ninji
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Since: 08-15-10
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Nice~ I wish you well with that!

Usually the way to learn some business is to make a plan, try things out, learn from your failures & successes, improve your methods & better realize where to put your focus most.
And then you gain that real-world life experience.

Synthetekh
Posted on 10-14-23 03:40 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 2 of 10-14-23 06:01 AM) Link | Quote | ID: 168574


Ninji
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Since: 08-15-10
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MM2 Weapon Bar Icon set is finally complete!

I've finally felt up to completing the MM2 Icon set.
I still had Heat (Atomic Fire) to draw right as my health really went down over a year ago, but I picked it back up recently and finished this set of Icons.

. . .


The style I ended up going with for Heat is more of a burst of fire in a Fireball form, & I just so happened to find the same style in the Archie Comics as shown above.

I came up with the below design first, but then realized I'll need this Icon for Pharaoh Shot, as that weapon is a Burning Sun and this Icon is the best representation for that that I can seem to think up.
In the left image is with Heat's Color Palette, on the right is it in Pharaoh Shot's color Palette (negligible difference thankfully).


And as a bonus, I had tried going an alternate direction with Leaf Shield (bottom right of post) sometime during development. I decided on the larger looking one with more of a curl at the tip (which was my original intent). But thought the other was still interesting & worth showing. I'll include it in the game somewhere.. if I can find a use for it.


Previous Design of Heat (Atomic Fire)       ...................................................................................................................................       In Pharaoh Shot's Color Palette                  Alternate Leaf Design

. . .   . . .  


Synthetekh
Posted on 01-22-24 08:29 PM, in People still alive in here ? (rev. 6 of 03-21-24 08:31 PM) Link | Quote | ID: 168579


Ninji
Level: 35

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Since: 08-15-10
From: New Mexico, USA

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Last view: 19 hours
Thanks, much appreciated.


Been making more progress on my health.
It’s a blockage in my lymphatic system, & fasting is helping me. Just completed a 10 Day Water fast, & they’re going to get longer & longer haha… that’ll be fun~
No idea how long of one will be required to remove the blockage, but I feel that it’s meant to happen at some point.
Once it’s out, my health should start returning to normal (as I’ve known in my earlier life, & even better).

Well anyway, that’s my situation (for anyone that wants an update with what I’ve learned now on that, & is the definitive issue)~
———————————————


~ Many of my main ROM hacking goals are ~
(I don’t think I’ve ever stated all this before, for anyone who wants to know)
(wrote more than intended, but here goes :o )


HQ full featured Game Editors for (not just "Level Editors"):
- Megaman - The Wily Wars
- SMAS+W / SMAS (especially Mario 3 & 1), & can split games off separately if desired or customize which games in collection.
- BS The Legend of Zelda (Snes)
- Sonic 2 (Disassembly exists, not happy with Editors though), + Sonic 3/K & Sonic 1 additionally (lower priority though).
- Lunar games (Sega CD versions)
- Mario 1 NES (allow easy expansion & customization/flexibility of data; could never seem to find an editor that suited me for this game)
- & Probably others

Really it would an Game Editor Engine Program (where the UI & Game Data Formats etc. can be defined / procedures written using program data), so that a different program wouldn’t have to be made for each specific game.
Also optionally so changes can be made to the Editor as needed to work with Custom ASM alterations / a custom Patching System and/or Disassembly. Depending on the Programming changes made to a game, the UI of the Editor may need to be altered to reflect those Game Data Format updates or other such changes, which would work with user project files to keep all of that in order.


+ Fixer upper projects for games like these that could use some help (game mechanic issues/improvements/expansions, Bugs, and such), with a separate Patcher that can be used to custom apply which fixes / changes.
+ As additional/optional hacks, Graphical & Music: style / quality improvements in certain cases.
+ Disassembles for some of the most main ones.


As well a really quality easy to use Pixel Art w/ advanced Tile mapping + Animation program (not really satisfied with what I’ve seen), easy to use Music Editor w/ Sample + Instrument Editing (& I don’t like the Tracker text only interface), & Hex Editor with highly customizable Search features & Data Labeling (to create a ROM map, one that can update Addresses when Data is expanded / rearranged).
All 3 Programs having customizable limitation definitions that can be added (by anyone) to match the desired Console’s restrictions.
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Main - Posts by Synthetekh

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