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Matrixz
Posted on 10-06-09 02:24 AM, in Megaman 4 enemy chart (rev. 2 of 10-06-09 03:03 AM) Link | Quote | ID: 116595


Ninji
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I made a graphical chart of enemy id's, categorized by use and behaviour.

http://matrixz127.comoj.com/share/ENEMID.PNG

Its easier to create levels when you have an overview of your resources..

I meant to post this in General screenshots thread, but.. every thread is useless to most and useful to the few, anyway.

(edit: fixed some things and resized image. The exclamation marks for IDs 2A and 2B is becouse they are unused, but i still put them under "misc.")

Matrixz
Posted on 10-16-09 10:37 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 117249


Ninji
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Mineyl, woah that is nice. That map screen is one of the best i have seen, the colors are so yummy..

Matrixz
Posted on 10-17-09 06:52 PM, in Capcom Sprite Assembler (release thread) Link | Quote | ID: 117426


Ninji
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Earlier this year i started working on a tool mean to be for re-arranging sprites in various (NES) Capcom games, as the format is many times the same. (Same, but slight variations.) I got really tired trying to make it any better.. there are many problems with the user-friendliness

Im making a thread now, becouse i think its the right time. Im not sure if i will update it. It might be a better idea to re-write it, to solve many of the issues. The source code design also isnt the best.

Bin download: http://matrixz127.comoj.com/csa/release/CSA-bin-09-10-17.zip
Source download: http://matrixz127.comoj.com/csa/release/CSA-src-09-10-17.zip
Its Visual Basic 6.0.

-here is a picture-
-here are more, older pictures.-

What it can do:
* Move tiles, edit their properties.
* It has a built-in tile editor, changes are reflected immediately on the main pic.
* For some games, insert and delete tiles, and insert/delete animation frames.
* There is a "support file" system in place for supported games. They are .txt files. Thus the editor can be configurated to work for hacks where sprite banks are moved. Other things are possible too.

Supported, or partially supported games:
* Darkwing Duck
* Duck Tales
* Mega Man 2, 3, 4 and 5.
* Mighty Final Fight

Now.. about the great issues with the program in its current form.
Most of the sprites shows up with the wrong graphics. Only standard sprites and some enemy sprites should show up correctly. But most of the problems are how easy it is to corrupt sprite data. Data is seperated into 3 types of data. Many times data is re-used by multiple sprites. So moving tiles in one sprite can lead to another sprite getting the same effect. Re-used data is also a problem when inserting/deleting tiles. If unlucky, you might be unable to properly edit a sprite, or two different datas go "into" each other.

If you want to be safe, follow these guidelines:
* Dont use the "Clean Up Data" function, becouse im not sure if its 100% reliable.
* Dont change Coordinate IDs.
* If there are multiple entries below "(Coord used by Frames: )", do not insert or delete tiles.

Phew..

Matrixz
Posted on 10-21-09 02:43 PM, in Capcom Sprite Assembler (release thread) Link | Quote | ID: 117682


Ninji
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Flat? Kiokuffiib, do you have a screenshot?
But im not sure if i would know the problem.

Matrixz
Posted on 10-21-09 04:02 PM, in Capcom Sprite Assembler (release thread) Link | Quote | ID: 117688


Ninji
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Heh.. i dont like C#. Its so restrictive! Typecasting needed from Int to Byte.. and everything has to be done in classes.
C# 2008 just made me mad.. maybe the architecture of things is just too unusual for me.
..thats not an excuse to use VB6, though.
But i would rather try something else than C#.

Matrixz
Posted on 10-23-09 12:27 AM, in Capcom Sprite Assembler (release thread) Link | Quote | ID: 117822


Ninji
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Ok.. you are right. Maybe if i work on it more i may try to re-arrange things. I have a new idea.. if i do it the Coordinate select stuff and "Stats" windows will not be needed anymore.

Insectduel, (i think) you broke a "coordinate id pair", so the checkbox next to "Paired with" becomes unchecked. For anyone this happens to, it can't be fixed easily. Its another thing that just can happen. But only for Mega Man 4 and Darkwing Duck. For most sprites they use seperate datas for the left and right facing directions. If only one of the two becomes changed or corrupted, the editor will assume there is no pair, and only change data for the Left direction.

Kawa, sorry i understand it was just an idea. I just couldn't resist when you mentioned it. I actually use C# for a different project of mine, even though there are things i dont like with it.

Matrixz
Posted on 11-14-09 02:34 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119397


Ninji
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Stage select per today:


Its using 62 of 64 sprites..
I used the concept by RushJet1 for Boilman. But if i get someone to draw alternate drafts, i might change it. The current one works though.
All the other portraits were designed by Vintersphrost.

Matrixz
Posted on 12-01-09 04:41 PM, in My life kicks ass because... Link | Quote | ID: 121124


Ninji
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- I have all the free time in the world to work on projects.
- I have no problems with money.
- I have a great and supportive family
- I have friends
- I got the talent to make game / hack ideas a reality.
- My brother enjoys playing Mario games with me

Matrixz
Posted on 12-03-09 06:12 AM, in Megaman 5 pointer boss help Link | Quote | ID: 121373


Ninji
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That information is located at offset 2EDB4 in the ROM. The rest should be easy to figure out.
Anyways, here is what the values mean:
0 = Gravityman
1 = Waveman
2 = Stoneman
3 = Gyroman
4 = Starman
5 = Chargeman
6 = Napalmman
7 = Crystalman
8 = Protoman Stages

Matrixz
Posted on 12-03-09 07:05 AM, in Hack Ideas Thread Link | Quote | ID: 121374


Ninji
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A Megaman 2 two-player co-op hack.
Im sure it is possible to do, somehow. Both players would be active at the same time.

Some ideas:
The Select button could function to make the player disappear. Pressing the Select button again makes the player appear at the other player's location (as long as he is on top of a wall). The "teleportation" can function to save players in some cases, like when halted scrolling makes one player unable to reach a platform (and falls down at the side of the screen). A player can use Select to drop in and out at any time. (I obviously got some ideas from the New SMB Wii trailer..)

The player that gives the finishing blow to a boss, gets the weapon.

It would be another project on my "project stack" so.. i dont think an attempt will happen.

Matrixz
Posted on 12-04-09 07:54 AM, in Megaman Forever Unabridged demo 1 (rev. 2 of 12-04-09 07:56 AM) Link | Quote | ID: 121481


Ninji
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Yes, becouse of the poll, i changed him to Chrono Man.

Also, i planned something extra to happen after you defeat Boiler Man (now Boil Man), but im not sure if i have enough rom space and such for that.. you will see in later releases.

You can get stuck several places in Guardman's stage (using the shootable blocks).. maybe no one actually discovered that, but i need to fix it.

Matrixz
Posted on 12-25-09 02:11 PM, in MegaFLE X 0.6 (and source code) (rev. 2 of 12-25-09 02:22 PM) Link | Quote | ID: 124083


Ninji
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Download (With components) : http://acmlm.no-ip.org/uploader/get.php?id=2657
Download (Without components) : http://acmlm.no-ip.org/uploader/get.php?id=2658
(With components) includes VB6 runtime files in the base folder.

VB6 source code download: http://acmlm.no-ip.org/uploader/get.php?id=2656

For those new to this, MegaFLE X is a multi-game editor for Megaman 3, 4, 5 and 6.

Some of you might have been looking forward to a new release, and here it is. Its thanks to unwaning popularity and support.. and coincidentally this is used in the everyday making of Megaman Forever, and i needed to upgrade it thanks to that.
The last release was actually Christmas two years ago, minus two days.

The most important changes might be this:
I know japanese romhackers have had problems with the editor. When i changed my windows xp settings to default to Japanese, i discovered the problem. When I begun development i had stored the rom in a VB string variable, which i later discovered is a very bad idea anyway. (Its a long story, i passed this technology from the days i wrote editors in QuickBasic )
Anyway, after rewriting all parts of the editor, i think i have fixed the problem.

2nd. A guide is now included. (guide.txt) Its small right now, but it contains an explanation of the Scrolling data. The readme also covers some useful information as well.

Im also releasing the source code.
I have no concrete plans to keep building on this, but im currently inspired to do so. I have 3 new features that can be seen in there, that are in the beginning stage. One of them is the "Patcher", which should allow the user to fix or enhance different things in the MM games, or even change specific byte values to a desired value. I would also very much like to keep updating the user guide.

The list of what is new:

  • Graphics Load Editor bugfixes:
    • Fixed moving up/down list entries, which stopped working in version 0.5.
    • Fixed corruption of pointers after inserting new entries in specific cases
      (Primary Graphics Load $15 and on)

  • SBD Editor enhancements:
    • Functionality changed. Data is automatically imported, and also when the level is re-loaded or
      the user changes level.
    • If conversion goes past the Structure limit, the user can choose to keep the conversion or not.
    • Added "Mask Block" feature, which allows free drawing/filling filtered to replacing a single defined block.
    • Screen can be filled with TSA Blocks by holding down left mousebutton and moving the cursor.
    • Rearranged drawing controls, and added new draw functions.
    • Added "Fill Screen With Object" feature.

  • Added "Animate Sprites" feature in Enemy Editor, works for MM3, 4 and 5.
  • Tile Table : Added Horizontal Flip, Vertical Flip and Rotate features for the tile editor.
  • Rewrote editor, the rom is stored in a byte array rather than a string. The editor might now work (better)
    on non-english computers (or where East Asian languages are activated in Windows.)
  • Enemy Editor: Favourite Enemy list is not cleared if Closing/Re-Opening the Enemy Editor.
  • Enemy Editor: Changing to enemy residing on screen with too high value, or changing enemy's screen position to
    too high value, should now not crash the editor anymore.
  • Config: Fixed "Enable Simulation of Palette-Animations" and "Enable Simulation of CHR Animations". The two
    were accidently swapped around since 0.5.
  • Added "Run Shell Command" feature, which launches a specified file by key F11 or clicking "Run Shell Command"
    in the Tools menu. The file to be launched is specified in Config.
  • Fixed issues where backup.rom is saved to/loaded from incorrect folders after loading/saving other files
    to different folders than the loaded ROM. Now always stored in the same folder as the loaded ROM.
  • Palette Editor: No double-clicks needed to increase/decrease palette values
    (Regular palette as well as palette animation editor.)
  • Fixed crashes in Enemy Editor when Right-clicking enemies in corners.
  • Fixed random freezes. Were caused by monstrously big parameter pass on Sleep call. (Which happened at random.)
  • Config window can now be opened from everywhere with F12
  • Reduced memory consumption considerably. (Fixed bitmap rendering functions' weirdness.)
  • Yet new NES Palette : French NES Palette rip (by me)
  • Added "Dump" menu, allowing the bitmap arrays used by the program, to be saved to a BMP file.
  • Added feature "Convert .SCR file to new format", found under Tools menu. Converts .SCR files saved with
    version 0.42 or earlier to work with newer versions.
  • Smaller updates (see "Complete update list.txt")

Matrixz
Posted on 12-26-09 05:00 AM, in MegaFLE X 0.6 (and source code) Link | Quote | ID: 124137


Ninji
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Posted by Matrixz
For those new to this, MegaFLE X is a multi-game editor for Megaman 3, 4, 5 and 6.

Yeah, the rest of the announcement applies mostly to anyone who used older releases of this utility, or programmers. So ignore that nonsense..

Matrixz
Posted on 12-27-09 02:53 AM, in MegaFLE X 0.6 (and source code) (rev. 2 of 12-27-09 03:49 PM) Link | Quote | ID: 124219


Ninji
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Posted by kuja killer
Im afraid to to tell you matrixz, it's still not working on japanese PC's at all. People still get run-time errors reguardless of trying the one with the VB run-time files or not.

One japanese person mentions they get a "run time error 5, invalid procedure call/argument"

It's probably not worth to even try anymore honestly. I think they'll stick to the editors made by Rock5easily.
Even though those are far much "less" advanced in comparison to megafle.

An alternative doesn't hurt..

I really should have tried this myself, before releasing it. There was a small piece of code i forgot to "fix". It now works with Asian settings enabled, at least for me.
EXE replacement here: http://acmlm.no-ip.org/uploader/get.php?id=2685

Matrixz
Posted on 01-02-10 03:54 PM, in Megaman Forever Unabridged demo 1 Link | Quote | ID: 124812


Ninji
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Why, yes that was me. I tried to compose in the recent too, but bleh, i seem to have lost that talent completely.

Matrixz
Posted on 01-02-10 04:22 PM, in Megaman Ultra 2 - The Rise of X "Megaman 4 Representitive Poll" Link | Quote | ID: 124815


Ninji
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I'd want to see what you would do for an upgraded Skullman.

Matrixz
Posted on 01-02-10 05:43 PM, in MegaFLE X 0.6 (and source code) (rev. 2 of 01-02-10 07:08 PM) Link | Quote | ID: 124822


Ninji
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I know nothing about Windows 7 basically, so i cannot help there.
All i know is the following files seem to be used:
MSVBVM60.DLL
COMCT232.OCX
COMCTL32.OCX

Program portability is such a mess.

edit: More progress (Scene screen editor):




Matrixz
Posted on 01-02-10 06:17 PM, in Megaman Forever Unabridged demo 1 (rev. 2 of 01-02-10 07:11 PM) Link | Quote | ID: 124828


Ninji
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I feel those tunes would not seem right in a megaman game. Either way, with my hack i get to pay tribute to some of my favourite tunes in megaman games (and others).

edit: Wrong thread xD

Matrixz
Posted on 01-11-10 01:35 AM, in Megaman Forever Unabridged demo 1 Link | Quote | ID: 125429


Ninji
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No, i need to change it, but i have no idea as to what.
Give me ideas

Matrixz
Posted on 01-11-10 10:38 PM, in Megaman Forever Unabridged demo 1 Link | Quote | ID: 125467


Ninji
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Shine Man, yes maybe..
Earth Man, people would expect a rock-based stage/robot master like Stone Man, i feel. It makes too little sense.
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Main - Posts by Matrixz

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