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Matrixz
Posted on 04-07-07 04:34 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 24246


Ninji
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Am i allowed to post nsf's in here?

http://elazulspad.net/matrixz/mm4ex.nsf

Some work on Megaman 4's sound data. Tracks 1, 2, 11, 14 and a few more are affected. Before anyone asks, im not doing a hack or anything.

Matrixz
Posted on 12-24-07 03:31 PM, in New MegaFLE X release (0.5) (rev. 3 of 12-27-07 09:14 PM) Link | Quote | ID: 72089


Ninji
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Since i have this username, im Matrixz, the original author of this editor.

Just for those who dont know, this is an editor for Megaman 3, 4, 5 and 6 programmed in VB6. But dont judge it based on that
I know some people have had problems getting it to run, though.

kuja killer let me have the project again becouse i wanted to improve it for personal reasons. (and that only). About future updates, the future is unknown.

I decided to create two distributions, one with the vb run-time included (plus other OCX files the editor seem to use), and one without any of that.

If you're unsure which to choose, try the first link.
Pack with run-time and other components:
http://acmlm.no-ip.org/uploader/get.php?id=30 (1,212 KB)

Pack without run-time or other components:
http://acmlm.no-ip.org/uploader/get.php?id=31 (220 KB)

elazulspad.net, where im hosted seems to be down. Or i would have used it instead of a file upload service.
Hope it will do. ^^

And here's the list of what is new: (a great deal of smal things)
* MM4 Graphics Load Editor: Fixed Insert/Remove of entries for Scroll Graphics Load from corrupting data.
* Added a simple Tile Editor in Tile Table
* Vastly improved rendering speed for all bitmaps. (Especially SBD Object Editor and Graphics Load Editor.)
* Possibly fixed random program freezes which occurs on some computers.
* Added detection of changes to file by other programs. The editor will ask if the file should be Re-loaded. (can be enabled/disabled in Config window.)
* Re-Load ROM function now works (F4 key)
* Fixed "Invalid Property Value" crashes in TSA Table found in version 0.42, triggered by TSA Block types which werent in the list.
* Megaman 6: Enemy Editor Insertion/Deletion of enemies now supported.
* Favourite Enemy List file Save/Load
* Fixed Favourite Enemy List from getting messed up after deleting entries.
* Enemy Editor: Insert/Delete Enemy Buttons
* Config: Option to choose if Enemy Editor screen may steal focus when cursor is above screen.
* Option to turn automatic Scroll Map Position search On/Off.
* Manual Scroll Map counter change and editing:
> Manually changing scroll map count updates all scroll-related info, not just direction / # of screens.
> All scroll related data in Screen Editor can be changed after manually changing Scroll Map, without it reverting to the Scroll Map belonging to the current screen (This also applies to when Auto-search is on)
* Megaman 6: Improved scroll event simulation (Mid-level Palette/CHR changes)
* "Ignore Screen Layout Data" option works again now.
* SBD Editor: Added alternate conversion algorithm which ignores the lower row of TSA Blocks, which becomes invisible anyway. This makes it possible for more effective use of Structure space. Can be configured in Config window.
* 8x32 TSA Table resolution mode, which vertically aligns TSA Block graphics in original, unhacked roms. Selection between 8x32 mode or 16x16 mode in Config window.
* Possible to change palette animation values of palette set after using "Force Palette Set" function without palette reverting to the Scroll Map's palette set value.
* "Clear unused TSA Blocks" feature. (Found in Tools Menu.)
* Palette Editor: Added text-boxes for hexidecimal color editing.
* MM4 Graphics Load Editor: For Graphics Loads without sprite palette, Megaman's palette is used to draw sprites in the "VRAM Tile Layout" field.
* Option to disable/enable grid in Tile Table and TSA Table (Config).
* Fixed manual entering of Palette File in Config window.
* TSA Table: Fixed block cursor from being dragged along when moving cursor past picture Up and Left (Along with program crashes which would happen along with this.)
* Fixed "early" palette change refresh glitches, and generally improved refreshing system.
* Global keys (like F5) now works in Configuration window and Text Editor.
* Other smal additions/fixes (See "Complete update list.txt")
Things added by Kuja Killer:
* Added tooltip help for some of the textboxes around the editor.
* Small bugfix to the TSA Table when selecting a pallete for a TSA block. Would cause unknown colors to appear on the selected block.
* Added auto-fill with Right Click mouse button for structure table since all the other editing features had it except this one.
* Palette Editor: Weapon colors now editable when selecting a weapon from the menu. Only MM3-5 currently supported.

edit: Changed to board uploader links. I didn't notice that feature.

edit2: Uploaded releases with tsa table bugfix, updated links.

Matrixz
Posted on 12-27-07 09:24 PM, in New MegaFLE X release (0.5) Link | Quote | ID: 72262


Ninji
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I discovered some problems in the TSA Table which i missed before release, making it impossible to edit TSA Blocks properly (in 32x8 reolution mode). I uploaded new zips fixing these bugs:

Bugfix version 0.501, with runtime files:
http://acmlm.no-ip.org/uploader/get.php?id=30

Bugfix version 0.501 without runtime files:
http://acmlm.no-ip.org/uploader/get.php?id=31

(Also updated the links in the original post.)

Matrixz
Posted on 01-20-08 09:53 AM, in New MegaFLE X release (0.5) Link | Quote | ID: 74301


Ninji
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While Megaman 3, 4, 5 and 6 has the same way of level data when it comes to the structure and looks of levels.. Megaman 2 is different. I would imagine i'd have to add alot of new controls/objects around in MegaFLE X, maybe an additional window extra, just to allow the same level editing functionality to MM2 as the other games have. Aside from level data, 3/4/5/6 is each very different in other ways. Its the difference in level data structure which makes the "barrier" between those games and MM2.

Matrixz
Posted on 02-20-08 05:51 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 78428


Ninji
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Screenshots from unnamed Megaman 4 hack.

This is the introduction, Dr.Light has some bad news to tell.


Utilizing the MMC3 mapper's scanline IRQs for wavy effects:


The right image shows a circling platform working like the ones in Airman's stage in Megaman 2.

Matrixz
Posted on 02-21-08 09:09 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 78512


Ninji
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Alright, here is a video showing the beginning of the water stage, and live wavy effects. Multiple new game features are also revealed.



I plan on trying my best to make the effects hardware-friendly, meaning i wish to code it so it would work on actual NES hardware as well.

Matrixz
Posted on 02-22-08 01:52 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 78526


Ninji
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Posted by RT-55J
Would I be correct in assuming that you'll be composing your own soundtrack for the game?


(Assuming you're referring to the MM4 hack)
Yes, its been worked on alot already. But i don't plan to give any samples before any possible release.

Matrixz
Posted on 04-18-08 10:31 PM, in Tell us what's in your Vault Link | Quote | ID: 82042


Ninji
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Past:
- Weird unfinished Mega man 2 hack (eight beasts 2)
- Stunt Race FX theme rearrangement hack
- Weird unfinished Mega man 3 hack (elemental resurrection 3)
- Bionic Commando winter edition (palette hack)
- Attempt at making a time attack version of Bionic Commando
- Mega man 5 time attack
- Palette remixes of Megaman 3 through 6.

Matrixz
Posted on 05-22-08 09:54 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 84051


Ninji
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Another video of my Megaman 4 project, still unnamed.
This is a demonstration of the new original weapons, and is a little teaser in other ways.



How's that?

Matrixz
Posted on 05-23-08 12:36 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 84064


Ninji
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Toxic Burst -> Toxic Splash
Ground Boiler -> Ground Blazer
Haze Dasher -> Phase Dash
Jolt Leader -> Jolt Conductor
Solar Lazer -> Solar Beam

I could go with some of those.
Toxic Splash <- I'll keep Toxic Burst.
Ground Blazer <- I might go with it.
Phase Dash <- There's a reason for 'Haze', so maybe just 'Haze Dash'.
Jolt Conductor <- Yes, better.
Solar Beam <- Maybe.


That looks really great. The only flaw I find is 'Lazer'. Is that a typo?

Yes That being a misspelling, i forgot.

Matrixz
Posted on 05-23-08 10:40 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 84082


Ninji
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Posted by Insectduel
Way to go Matrixz. Looks like you're the only person who can disassemble Megaman 4 weapons.

Can you give me the disassembly for it. I may need them to make Megaman 1 weapons.
I dont have disassembly for any of the old weapons in MM4, only source ASM for the new weapons. This MM4 document of mine contains some info on the weapons but may not help:
http://www.romhacking.net/docs/%5B363%5Dmm4cd.txt

Thanks for all the feedback guys. I plan to not reveal much more until another 1/3 of the game is done. I'll see what i can do about boosting my productivity

Matrixz
Posted on 05-24-08 02:49 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 84091


Ninji
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Posted by optomon
Does this mean toxic seahorse is in MM4 now?
Nothing like that. Anyway, the weapon is also similar to a weapon in another MM game; "Salt Water" in Mega Man V on game boy. (you get it by defeating Neptune.)

Matrixz
Posted on 07-31-08 11:44 PM, in List of games you want to hack Link | Quote | ID: 88292


Ninji
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SNES:
Magic Sword (level remake)
Blackthorne/Blackhawk (level remake)
Stunt Race FX (complete track remake)
Zelda - A Link To The Past (dungeon remake only)

NES:
Bionic Commando (level remake and ASM hacks)
Zelda 2 (kind of want to)
Super Mario Bros. 2 (kind of want to)
Super Mario Bros. 3 (kind of want to)
Gun.Smoke (some sort of level remake)
Mega Man 2 (that is, a serious hack, level remake, with or without heavy ASM hacks.)
The Legend of Zelda.

PSX:
Crash Bandicoot 2 (heheh.)

GB/GBC:
Link's Awakening DX
Wario Land 2 (GBC)

Matrixz
Posted on 08-15-08 02:41 PM, in What Does BNE Do? Link | Quote | ID: 88971


Ninji
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(assuming this is 6502..)
the byte after BNE decides where the program jumps. Its a 8-bit signed value making a relative pointer to the current position of the Program Counter. A value from $00 to $7F jumps forward, $80 to $FF jumps backwards.
This only happens if the branch happens, otherwise it just continues after the instruction.

BNE is also affected by LDA, LDX and LDY, and any other instructions that changes one of the three registers, becouse those affect the Zero flag.
For example:
lda #$00
bne $08 ;a branch does not happen
lda #$01
bne $08 ;a branch does happen
as long as a register is modified to $00, a BNE right after it will not branch.

Matrixz
Posted on 10-03-08 04:05 PM, in Interest in a new MegaMan 5 hack??? Link | Quote | ID: 91639


Ninji
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Doing things like coding new robot masters into Megaman 5 might be more meddlesome than you could imagine, especially if you're fairly new or completely new to ASM. You would probably need to spend major time on research to locate and understand data which is undocumented.

But really, best of luck. Just be prepared to be challenged.
The idea is great and i would love to see this.

How about "Mega Man Retro Powered"

Matrixz
Posted on 10-11-08 01:53 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92095


Ninji
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On using MegaFLE X to edit non-gameplay screens:
Another method you can use for other screens (which works for Megaman 3 and 5),
is use the "Force CHR bank" field in the main window, and play around with the values until you get the right graphics. But it would reset each time you change level.

In the case CHR animations are active:
You need to go to the config window and check off "Enable Simulation of Palette-Animations". (Due to a bug in the latest version, this option seems to toggle the option for both graphics and palette animations, something i discovered thanks to this topic)

How-to use "Force CHR Bank":
Selecting between 0 and 1 decides which half part of the tile table to load new graphics for. In the box you enter a value in hex, which decides the CHR-ROM bank to load from. The value is related to the order which graphics are stored in the ROM. 00 towards FF are all valid values. Pressing "Do", loads the new tiles and you will see immediate changes.

Anyway, if you use the method infidelity explained to create other MAP files, its probably much handier for loading the correct graphics fast.

- Matrixz

Matrixz
Posted on 10-12-08 12:01 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 92118


Ninji
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Posted by koala_knight
Posted by Insectduel
I was wondering to ask. What about including SRAM in Megaman Powered Down. I remember Matrixz using it for MM5 Time Attack but you should use it for saving whenever a player beats the boss and already have the earned weapon.


I have no idea how I would even begin to do that. I'll think about it. How was it implemented in Time Attack. I can't find the hack anywhere. I would want to do it in a very simple fashion. Maybe just save the last password or something.

MM5 Time Attack had time records stored in SRAM, so forget that. There's no need to study it. Studying any game using Battery-packed RAM would be just as good. Basically you just need to use the $6000-$7FFF memory range to store the save data + modify the NES header a bit so emulators treat the ROM as a game with SRAM.

Matrixz
Posted on 10-14-08 05:09 PM, in A Horrible Thread: Which color Mega Man are you? Link | Quote | ID: 92222


Ninji
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Cool..
i'm picking Orange.

Matrixz
Posted on 10-27-08 09:39 AM, in Which Mega Man game was programmed the best? Link | Quote | ID: 92856


Ninji
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In Megaman 6, a lot of the routines were coded from scratch. Where they could have used the same routines and data formats as MM5.. for some reason they didn't. I think it might be the most decently coded one of the NES games.
MM5 seems to be better put together than MM4, but i haven't studied it so much.

Matrixz
Posted on 11-07-08 05:43 PM, in Mega Man Forever - One-level demo release (rev. 3 of 11-07-08 09:13 PM) Link | Quote | ID: 93776


Ninji
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Mega Man Forever is the name of the Mega Man 4 hack i have been working on for a long, long time.
I'm now releasing a demo which lets you play the introduction stage, which is very much complete.

Download: http://acmlm.no-ip.org/uploader/get.php?id=277

This demo includes:
* New music
* Weapon swap with Select button. (Change between Buster and Rush Coil)
* New features coded from scratch
* Many smal gameplay-based hacks

Screenshots. For best experience, play, dont look!
http://www.geocities.com/matrixz15/mmfd1.png
http://www.geocities.com/matrixz15/mmfd2.png
http://www.geocities.com/matrixz15/mmfd3.png
http://www.geocities.com/matrixz15/mmfd4.png
http://www.geocities.com/matrixz15/mmfd5.png
http://www.geocities.com/matrixz15/mmfd6.png

Link to old videos and screenshots here:
http://megaman4unnamed.livejournal.com/
All progress will be posted in that journal.

Im doing new music, original weapons, and are planning on new robot masters.
Tons of ASM hacking has already been done, for various new features, including changing how the course of the game goes, and implementing cutscenes with dialogue at various times. The story is still in the works, but i have put together my ideas to something that might work out.

As im sure everyone will ask, the progress of this hack is about 50%. Next, i will be working on MegaFLE X a bit, to implement a sprite editor, which i need for this project. And maybe then i'll release a new version of MegaFLE X.

Enjoy!

- Matrixz

edit2: I guess img tag inside spoiler tag didnt work.
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Main - Posts by Matrixz

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