| |||
Views: 88,562,386 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 05-08-24 06:16 PM |
|
Guest: Register | Login |
Main - Posts by Synthetekh |
Synthetekh |
| ||
Ninji Level: 35 Posts: 21/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
Oh sorry, I got a little tired and took a break, plus I'm working on an iPhone game as well and need to try to balance my time spent on each a little better. I have a tendancy to work on one for a while, work on the other after that, and back and forth. It's going well still, the 8x8 (includes palette editor) and 16x16 editors are both near completion. After that I mainly just need to make the level layout editor (with optional room editor so you can see and edit the rooms by number as well).
The level layout editor will allow you to arrange rooms (which actually makes the Room Editor very useful so that you can place rooms down visually) to make the actual level layout. You will be able to edit the rooms directly in the layout editor if you have them placed there, otherwise you can find a room by number (and visually ordered by number) to edit in the room editor. I've been thinking about it and want to get back to work on it soon. I'll try not to leave you guys hanging much longer. Here's another update if you want to check out the 16x16 Editor. You can't select any of the different 16x16 Tiles yet (and Tile #70 is selected by default at the moment since Tile 0 is always the empty tile by default in every level), and only the arrow buttons work on the scrollbars at the moment, plus the ability to highlight specific tile types isn't yet functional, but I think everything else is if I remember right. Plus there are a couple values displaying at the bottom that I'm using to work on the scrollbar at the moment, so just ignore those. Also, in the panel that shows the selected 16x16 tile, you can make a selection (even though it doesn't show it yet), and it will tell you which of the 4 8x8 tiles of that 16x16 tile you currently have selected. You can use this to change the selected palette number for multiple of the 8x8 tiles at once, and you can also change the 8x8 tile number in use. Simply click in the Palette or Tile value boxes and use the up / down arrows to do this, or just use the up / down buttons. With the Tile value box, using up / down by themselves will increment / decrement the Tile numbers from what they currently are, Shift+Up / Down will change all of the selected tiles to the same Tile number (using the first selected Tile's tile number as a base). The buttons should increment / decrement, so I need to fix this because right now they do the same thing as Shift+ Up / Down. Wow that was long. Anyway have a look and see how things have been progressing. Mega Robot Laboratory v0.58 (Beta) Also one more thing to mention is that unlike most editors, you get an early release with the ability to change at least the basic level data, where as with mine you're going to have to wait until the 8x8 (plus palettes), 16x16, Room, and Layout editors are all done first, so the wait is longer. I know it sucks, but since this is my first editor, I wanted to make sure that I was doing everything right, which meant that I should start with the most basic Tile Structure and work my way up (which is in the order that I just listed). |
Synthetekh |
| ||
Ninji Level: 35 Posts: 22/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
Ok, I have a question that I need answered if anyone can help. I've been looking around the internet and I can't seem to find anything. Is there anything I need to do to properly expand the size of a Genesis / Megadrive ROM?
The only thing that seems to go wrong at all with just adding data to the end of the ROM is that the save patch no longer works. Until I get some info on this, there won't be any saving using the SRAM (pretty much anything you do to edit the game will have need to expand the size of the ROM, as most all of you should know already). Btw: Small Update: All Level Palettes are correct now (remember that in some levels extra palettes are loaded in various places throughout the level though). Tile Selection in the 16x16 Editor works now as well (does not show the selection box yet, but it will tell you the selected range from one corner of the selection box to the other). Edit: Fixed the bug with the selection. It was a silly mistake. I resued the selection code from the 8x8 Editor and forgot to change something. Mega Robot Laboratory v0.591 (Beta) It's getting time to work on the Room and Level Layout Editors, which means a release that will allow you to save changes will be coming about in the semi-near future... lol...!! Just be patient, it will happen! =D |
Synthetekh |
| ||
Ninji Level: 35 Posts: 23/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
It should.... I built it using the "Any CPU" option (I'm using Windows 7 64 Bit). I'll do some tests and get back to you shortly.
Edit: Ok it works on 32bit Windows 7. The only thing that I can think of that could have went wrong is if I accidentally uploaded the Debug version of the program last time, or if maybe your .Net Framework needs updating (although these would be reasons for the program not running at all). Try the newest version, 0.592. If that doesn't work, then it's got to be something on your end. Edit 2: Oh yeah, and make sure the game is in .bin format. .smd is not supported yet. I added something that will allow it to detect if the game is in .bin format or not, and if it's even the right game (Megaman The Wily wars or Rockman Megaworld). If there is a problem with the format or game, it will give you an error telling you what's wrong. To determine if the game is correct, it checks the game's serial number (Wily Wars = T-12046 | Megaworld = T-12053). Mega Robot Laboratory v0.592 (Beta) |
Synthetekh |
| ||
Ninji Level: 35 Posts: 24/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
Horray, I figured out the Sprite Mappings (includes Collision properties) + Graphics loading formats!! As long as this format stays constant for all or most Sprites (so far as I've seen they do), expect to be able to change them! =D. Download the below ips for a neat demo, and go check out a Boss Door (it works similar to an MMX Boss Door). I made it completely from scratch (the normal vertical ones, the horizontal ones haven't been worked on yet). Now, I made the Doors 1 block shorter than they normally are, so the area around the Boss Doors would need to be rearranged, but that's not a big deal.
Apply the patch to an unmodified European Wily Wars that's in .bin format (.md should be the same). >Megaman - The Wily Wars (Synthetekhs Boss Door).ips |
Synthetekh |
| ||
Ninji Level: 35 Posts: 25/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
Was that while running the Editor?... or a program to apply the ips patch? |
Synthetekh |
| ||
Ninji Level: 35 Posts: 26/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
Did you actually convert the game to .bin format, or just rename an smd formatted game to .bin? And also if it doesn't find "SEGA" in the header it will give you a message saying that it can't read games in smd format (because the smd format is scrambled and the Editor currently does not decode it). If it can't find the game's serial number (also in the header), it will tell you that you're trying to load the wrong game. If you're getting a crash, then I would try updating your .Net Framework. Also, this Editor is being developed on Windows 7, so if you're running it on XP or something else, I can't say what will happen.
This page should do if there's something wrong with .Net Framework on your computer. http://msdn.microsoft.com/en-us/netframework/aa569263 |
Synthetekh |
| ||
Ninji Level: 35 Posts: 27/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
The highlight feature in the 16x16 Editor is fully functional now =) (allows you to easily find which Tiles have specific properties set).
Mega Robot Laboratory v0.6 (Beta). Well, the 8x8 and 16x16 Editors are both close to being done (I still have some minor feartures to add to them such as copy / paste, undo / redo, displaying selection boxes, some tweaks to things, etc.). I'm thinking about adding save features for the 8x8 and 16x16 Editors before the Room & Layout Editors are made, say if you want to make some tweaks to the game but don't feel like waiting much longer. I feel pretty sure that I've thought of everything that needs to be done to properly save everything (so I don't end up thinking of something later on that I "forgot about" before, because it's esspecially annoying to have to go back and fix things in programming rather than doing it right the first time). Edit: I made the Hardhats / Methats look like the ones in Megaman X! So much better looking imo (this patch also includes my modified Boss Doors). Stationary, Walking, and Flying Hardhats have been changed, along with the ones that the Big Hardhats drop in the Doc version of Needleman's stage. The Construction Hardhats still need to be done. All but one of the Hardhats needed to be almost completely remapped and was done with a hex editor btw (it's been about a day's worth of work). Wily Wars with MMX Hardhats! (Screwed up Protoman by accident, but he's fixed now). Edit 2: Yeay Megaman X Battontons!! Yes I just added them as well =) . Synthetekh's Wily Wars Hack (with altered Boss Doors, Hardhats, and Battontons) Apply this to an unmodified European game in 'bin' format. |
Synthetekh |
| ||
Ninji Level: 35 Posts: 28/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
Edit: NVM Figured it out, it's from the Lunar Series (Lunar: Magic School - battle music)
-------------------------------------------------------------------------------------- A long time ago I came across a song while looking for something else, and I've never been able to figure out where it comes from. It was just called "mlunabattle." Based on the way it sounds, plus the fact that the word "battle" is in the name, I can only figure that would obviously come from a video game (and probably an older one at that). mlunabattle Originally it was a midi (I recorded it while playing to make it into a wav and mp3), but I can't seem to find the original midi file that I had anywhere. |
Synthetekh |
| ||
Ninji Level: 35 Posts: 29/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
Race Drivin' (SNES).
Just watching someone else play it is painful!! http://www.youtube.com/watch?v=5trIB8oo154 This is undoubtedly one of the worst games ever made.... Not only is the game bad to begin with, but the SNES version runs at about 5 FPS or so, lol. |
Synthetekh |
| ||
Ninji Level: 35 Posts: 30/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
AAFFIIIIIMNNOORSSTTW
Oh my fucking... shit, what the fuck, I accidentally sharted... oh noes!! |
Synthetekh |
| ||
Ninji Level: 35 Posts: 31/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
What, did you think the Super Bowl was about Football?! Not for this Guy! |
Synthetekh |
| ||
Ninji Level: 35 Posts: 32/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
Megaman the Wily Wars. Because I'm making an editor for it lol. So yeah, that's about all I'm playing these days. |
Synthetekh |
| ||
Ninji Level: 35 Posts: 33/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
Lunar the Silver Star (Sega CD and PSX versions) and Lunar 2 Eternal Blue (Sega CD version).
The music puts a lot of feeling into the very memorable and epic adventures that both Lunar games have to offer. They really did a great job fitting the music to the story. For Lunar the Silver Star, the PSX remake fixes the music for towns and cave type dungeons and some other songs of lesser importance quite well (the Sega CD version was really lacking in that area, badly) and also adds some great songs for some of the main parts of the game. The Sega CD version of Silver Star has awesome music mostly for the more important parts of the game. Unfortunately, the PSX version removes most of the good songs that the Sega CD had to offer (I seriously don't know what the hell was wrong with them when they did that). Some of the best music of the two versions imo: Overworld theme - Sega CD (after Ghaleon reveals himself as the Magic Emperor) Battle theme - Sega CD Dragon cave - Sega CD Silver / Crystal Towers - Sega CD Turtle Ride - Sega CD Overworld theme - PSX (after Ghaleon reveals himself as the Magic Emperor) Althena's Tower - PSX Overall, I have to go with the Sega CD version for this game (but the PSX version is a very close second for me). Lunar 2 for the Sega CD was perfect in every way. The story and music couldn't have been done much better. The music adds a lot of feeling to the story and brings it to life even more than it already was. The Sega CD version offers excellent music throughout the game, however while the PSX version has all of the same songs, they totally remixed them in a way that just doesn't work for me at all. The music for the PSX version fails to draw you into the story completely like the Sega CD version. Basically the instruments they used in the remake just don't fit, and the way the songs were played is just weird. Lunar 2's music has a very adventurous feeling to it, esspecially the overworld music. I love the way the overworld song starts you out in the game with that special feeling that adventure is all around, and how it adds to the feeling of the magic of finding hidden caves, dungeons, and ancient buildings / ruins off in the far corners of the world. Some of the best music of this game imo is: Overworld theme (the standard one, and the theme for the ice continent) Boss Battle music (normal bosses and the battles with the 4 Heros of Althena) Ancient places (Blue Spire, Mystic Ruins, Althena's Tower) Zophar's domain Battle with Omni-Zophar Eternal Blue theme (in the intro video esspecially) Star Dragon Tower The 4 Dragon Lairs Ending themes |
Synthetekh |
| ||
Ninji Level: 35 Posts: 34/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
Never cared for Legends either. I played the first one a bit, and it just didn't feel that much like a Megaman game, but rather a lame spinoff of the idea of Megaman. The play control was also flawed. I remember having to stand still to turn before I could walk in a different direction. So yeah, I can't sympathise with ya here. I never cared about Battle Network either (the idea of it felt a little lame to me like Legends). The only Megaman games that I liked were the 2D Megaman, X, and Megaman Zero series (and even at that they made Zero look half retarded in the Zero series). |
Synthetekh |
| ||
Ninji Level: 35 Posts: 35/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
I have a few suggestions. Megaman 3 Wily Castle stage 3 / 4 and Spark Man's stage in Megaman X. Also I see that you have a MM10 song, so maybe MM9 Tornado Man's stage as well. |
Synthetekh |
| ||
Ninji Level: 35 Posts: 36/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
The Editor should now run on XP as well as Windows 7. I tested it with VirtualBox, but if someone would like to try it on a normal install of XP, let me know if it works alright.
Mega Robot Laboratory (XP test). |
Synthetekh |
| ||
Ninji Level: 35 Posts: 37/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
Oh cool thanks, I just happen to know C++ =). However I've never done anything at all with music hacking, I'll take a look at it. |
Synthetekh |
| ||
Ninji Level: 35 Posts: 38/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
I have it too. I found it on the site of the person who created it apparently. I have many versions of VS Air Man and 2 of Yellow Devil. They all work using NESTen (using FCE Ultra only the hard version of Yellow Devil works). I'll provide links soon. For now check your PMs. |
Synthetekh |
| ||
Ninji Level: 35 Posts: 39/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
I don't know about him, but I was looking at Megaman videos on youtube and came across it. Then I searched for them and found the creator's website. "VS Yellow Devil" happened to be in english on his site, and pretty much everything else was in Japanese. |
Synthetekh |
| ||
Ninji Level: 35 Posts: 40/239 EXP: 261665 Next: 18271 Since: 08-15-10 From: New Mexico, USA Last post: 106 days Last view: 18 hours |
I had to comment the line with ' *cpa = tolower(*str); ' out in common.cpp to get it to build, because the 'tolower' function doesn't seem to exist. Is this function important (doesn't seem to be)? I got it to work with MM7, but not MMX. I changed all of the commented out lines for MMX that I saw and changed ' *dstMemPtr = 0xDB4; ' to 0xDB0, am I missing something (and I tried it with Mega Man X (U) (V1.1) [!])? |
Main - Posts by Synthetekh |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 135, rows: 167/167, time: 3.789 seconds. |