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Matrixz
Posted on 03-17-11 07:55 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140222


Ninji
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Nice!

Im very clueless about compression formats, but if it uses a common compression for Mega Drive games, then it could be one of the ones linked to here:

http://segaretro.org/Category:Data_Formats

It seems the "Nemesis" compression is used for graphics in a lot of games..

Best of luck!

Matrixz
Posted on 03-20-11 05:47 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 140271


Ninji
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Another place you could try ask about the compression is the romhacking.net forums @
http://www.romhacking.net/forum/

Matrixz
Posted on 03-28-11 11:22 PM, in Mega Man MaverickRevenge 2 first beta release Link | Quote | ID: 140557


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I played through most of the hack. The Protoman levels kept me thrilled, but at the same not so hard that it was frustrating.
Great work on the level design for that. I kept on dying on the first Wily stage, might try it again.. (i suspect that using the right weapons is critical here)

For the normal levels, i beat most on the first try. The only stage i had a problem with is the beginning part of Crystalman.

Matrixz
Posted on 04-17-11 10:54 AM, in Post your desktops! [56K] <-- Duh.... Link | Quote | ID: 140870


Ninji
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I am in a Aqua blue mood..


Matrixz
Posted on 04-28-11 02:44 PM, in MegaFLE X 0.701 release (rev. 4 of 01-05-13 04:39 PM) Link | Quote | ID: 141306


Ninji
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edit: fixed links.

Download MegaFLE X 0.701

This version also has an updated "guide.txt" which is expanded a lot since the one found in 0.6. It was hard to finish! I really hope its good for something and the english is fine.

Since the 0.7 beta release, there is over a dozen smaller fixes, but this is a list of the more visible improvements:

Additions:
* More Icons.
External additions:
* Full "Sprite Group" sets for MM3, 4 and 5.
* Added 3 more patches:
     * Mega Man 4 - Use "Slippery" Block type in any level
     * Mega Man 4 - Disable pre-intro
     * Mega Man 4 - Disable Cossack Stage 3 Autoscroll
Major:
* Effect Sprite Editor (Enemy Editor): Complete support for editing Mega Man 5's effect sprites:
     * A fourth option has been added, for CHR Bank swap. The Enemy Ids in the C0-FF range that couldn't be edited previously, will show in the editor now.
     * Its now possible to change between all 4 types.
     * Its now possible to change the options beside "Pal. Slot:" when it should be, instead of it randomly being enabled or disabled.
* Fixed changing of Effect Sprite values as text, which would crash the program since version 0.6. (relevant to both MM4 and MM5 mode)
Moderate:
* Enemy Editor (Mega Man 3): Fixed program from freezing when using "Find GFX Set" for certain enemies, like Id $2B.
* Enemy Editor: Enemy sprites no longer wrap to the other side of the screen if they get cut off by the left or right edge. "Eff:" boxes
still do when they are cut off at the right.
* Enemy Editor (Mega Man 5): Sprite tiles are updated immediatedly whenever enemies are displayed.
megafle.dat related:
* "mm3_boss_spr" is now actually used by the program to decide what Enemy IDs should be drawn with the Boss sprite bank.
Minor: See "Complete update list.txt"

I am releasing the source files also, like with the previous version. Download here:

MegaFLE X source code

This time, i have included the .frx files also, since they are needed apparently. They contain things like icons and bitmaps added to a Form. But i have also included the raw .ico and .bmp files in a subfolder.

Two more screens of the new stuff:
Enemy Editor (displaying full Effect Enemy editing for MM5)
Palette Editor




Just to note it, there are known problems running it in Windows 7 (i haven't tested it.. but people reported so.). Also, it will not work to load a ROM on a different Drive letter than the editor itself. (such as editor in C:\.. and ROM in H:\...). I tried to fix this problem, but i gave up.

Screens of the new stuff:
Door Editor
Patcher
Scene Screen Mode

This is the updates list for 0.7 (consider it the 2nd half of improvements since 0.6)

Additions or Improvements:
* Scene Screen Mode has been worked on, so that it is now practically complete. Mega Man 6 is not supported.
* Implemented Door Editor. MM3, 4 and 5 should all be fully supported.
* Enemy Editor: Implemented "Add Sprite Group" feature. It may be used to quickly insert some common setups of multiple enemies (like Wily bosses). Presets can be edited in megafle.dat.
* TSA Table: Added "Copy TSA" and "Paste TSA" buttons. It can copy all the datas of one TSA Block to another.
* TSA Table/Config: Added a third resolution mode, "Large 8x8". It should be easier on the eyes. (also the upper and left sides are not completely obscured by the grid.)
* Palette Editor: Added "Palette Set change" with two options, deciding how the editor's current Palette Set is selected. "Auto" will change it automatically according to the game's data and the current Screen. (like old versions). "Manual Selects" lets you to change it, and it will not change automatically.
* Added "Patches", under "Other" on the menu. It can provide some useful fixes for some of the supported games, and is open for expansion by users (by modifying files in the "Patches" subfolder, although it may be useless)
* Added support for Mega Man 5's "change bottom-half CHR" variable which is associated with the current Scroll Map's Sprite Palette set. It can be modified in the Screen Editor.
* Tile Table (Mega Man 5): Added "CHR Anim Controls". The left button will stop/start CHR Animations. The right button will advance the animation 1 frame.
* Palette Editor: Implemented preview of Mega Man sprite for the Weapon palette editor.
* Structure Editor: Added function for Middle mouse button. Pressing it will set the current TSA (in TSA Table) as the TSA Block below the Mouse pointer.
* TSA Table: Added function for Middle mouse button. Pressing it will set the current Tile to what is below the Mouse pointer.
* Screen Editor: Added more mouse functions. Shift + Left Click and Right Click, will Increase and Decrease (respectively) the Structure Id below the mouse pointer.
* Implemented "Animate Sprites" for Mega Man 6 in Enemy Editor.
* Added button on main form to Re-Load .DAT file.
* Changed hotkey for Load Backup from F8 to F3.
* Added "Special" in the menu, with a function "Load Chargeman train interior graphics".
* Added shortcut key to SBD Editor (shift + Z anywhere)
* Implemented (finished) "Enemy Id Usage" under "Stats". Not very useful, but its fun..
* Config: Added option "Mega Man 4 - Enable copy of Ringman Palette Animation to Spr palette.
* Improved some text in Configuration window (maybe)

Fixes:
* Mega Man 6: Enemies can be Inserted again without breaking program. Also, fixed Deletion so it removes the right enemy.
* TSA Table: Fixed the annoying problem when changing TSA property while CHR Animations are being simulated. (relevant for MM5 mode only)
* Fixed bad scroll navigation for Megaman 5. (Waveman's stage is now in sync with scroll data when navigating. Also, scroll sets which are hacked to use more than 16 screens should no longer cause problems).
* SBD Editor: Converter now again reads and converts the bottom-most row of TSA Blocks (row 16) that you cannot see in
gameplay. The TSA properties in the bottom-most row still DOES have an effect on gameplay (at least in Mega Man 4). So, sometimes the
conversion would cause odd behavior, like Mega Man dying before scrolling down to the next screen. It is now possible
to fix and prevent those problems with the editor.
* Fixed odd corruption of data when removing things in Graphics Load Editor. (The Data handler would modify one byte more "up" in the ROM than it should.)
* Misc. Editor multi-paths (Mega Man 5 mode): Swapped around "Screen Position B" and "Scroll Map B", which previously were in the wrong order for the values shown.
* Structure Table: Fixed black window when opening.
* The Configuration checkbox under "Enemy Editor" -> "Show Enemy Count in Hexidecimal (off = Decimal)". This option actually works now, and by default, the Scroll Map Position counter in the Enemy editor shows it in hex.

Matrixz
Posted on 04-28-11 07:37 PM, in MegaFLE X 0.701 release Link | Quote | ID: 141321


Ninji
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i noticed that now and it was easy to fix.

Matrixz
Posted on 05-13-11 01:26 AM, in What was your least favorite game that you've played? Link | Quote | ID: 141983


Ninji
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For the Gameboy Color, i have Donald Duck: Quack Attack. I don't remember it being very good, the background music was also full of simple, mediocre bleeps (no envelopes for the sound channels). It was also hard, and i never beat it.

Another game i have is The Lord of the Rings: The Two Towers for PS2. From what i remember, the game is very linear and the only way to actually beat it is to do everything perfect in every stage, since you cannot replay stages in order to level up your character more. I never managed to beat the final level.

There are some games that i own, i would imagine others say its crap, but i find them enjoyable, like Dennis for the SNES.

Matrixz
Posted on 05-13-11 01:36 AM, in What game do you want to buy the most? Link | Quote | ID: 141984


Ninji
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Zelda: Skyward Sword.

Matrixz
Posted on 05-14-11 04:18 AM, in What was your least favorite game that you've played? Link | Quote | ID: 142031


Ninji
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I played MM on the Wii, and didn't like it so much. Some of the dungeon bosses are cheap bastards, it seems potions or fairies are sometimes mandatory.
I hated how you have to recollect stray fairies if you use the Song of Time.

Matrixz
Posted on 05-14-11 06:39 AM, in What was your least favorite game that you've played? Link | Quote | ID: 142038


Ninji
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Posted by Trelior
It makes sense, though. You went back to a time before they were gathered. Besides, who doesn't get them all, then gets the reward on the first dungeon run? If you start at Day 1 - Dawn and slow time, you have no excuse to miss a faerie.

Well, it happened for me with all dungeons expect Woodfall. I had no idea what to expect for the battles with Gyorg and Twinmold, if you don't know them those take time..
Besides, i also missed the Fairy's mask so i was clueless how to get all of them in Snowhead. (There is no way without the mask, right? I messed around so much trying..)

Matrixz
Posted on 05-15-11 07:40 AM, in Game consoles are done? Link | Quote | ID: 142085


Ninji
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If it happens, then only for one part of the gaming market IMO.. I will personally still play consoles without a doubt. The small screen of a hand-held is just not the same experience. Plus, don't you get neck pains from prolonged use of any handheld? I remember it when i played the GBA and GB Color. (Maybe thats my fault though.)

Matrixz
Posted on 05-16-11 04:45 PM, in MegaFLE X 0.701 release Link | Quote | ID: 142136


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Its done! See the top post.

After 6 years of being on and off development, here it is, the final update, as far as i am concerned.

Matrixz
Posted on 05-17-11 11:49 AM, in Your Computer Setup Link | Quote | ID: 142155


Ninji
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I use a laptop as my computer..

Model: HP Compaq 6735b
CPU: AMD Turion DualCore (2.2 GHz)
RAM: 2 GB
Hard-drive: 250 GB
Video: ATI Radeon HD 3200
Other devices: TSSTcorp DVD drive (read/burn)
OS: Windows XP SP2

Monitor:
Laptop display and 26'' LG LCD TV connected via VGA cable.

Matrixz
Posted on 05-22-11 10:07 PM, in Is there any MM2 or MM3 hack that... Link | Quote | ID: 142326


Ninji
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I felt inspired and did one for MM3. I already knew the basics of how it works.

IPS: http://acmlm.no-ip.org/uploader/get.php?id=3894

Matrixz
Posted on 05-23-11 09:03 PM, in What is your favorite genre of music? Link | Quote | ID: 142349


Ninji
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Tracker modules (mod / xm / it), video game music from any generation/genre and lately.. music from the Audio portal on Newgrounds.com

Matrixz
Posted on 06-14-11 10:43 PM, in MegaFLE X 0.701 release Link | Quote | ID: 143786


Ninji
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I doubt it would matter much.. using .tbl files and utilities with table files should be good enough for some hackers. (or direct hex editing of the text)
Anyway honest answer, no i really don't want to. I already went all out in passion with these releases, probably not for the better of my health.
So, about creating better tools to modify the text, (or using the source code of MegaFLE X), anyone is free to do.

I forgot to add any notes by the way, the VB6 source is free for anyone to use or update.

Matrixz
Posted on 07-03-11 06:46 PM, in What games are you playing right now? Link | Quote | ID: 144343


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I just got Ratchet: Deadlocked (aka Ratchet: Gladiator here). I got the 2nd and 3rd game when they came out. I replayed both recently and decided to get a little back into the series..

Matrixz
Posted on 07-11-11 07:10 PM, in "Groen" - Bionic Commando editor (V4 release) (rev. 7 of 12-03-12 09:31 PM) Link | Quote | ID: 144844


Ninji
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** Download V4 **

edit: V4 release.

The editor has been updated, and a lot of improvements has been done everywhere. This will most likely be the last update of Groen.. because i want to move on and prioritize other projects and hobbies. If there's critical bugs, i will probably do updates with fixes.

Here is the long list of updates:
  • Added Main Map editor (access by menu: Tools/Main Map Editor)
  • Added Area Editor (allows changing a couple of Area-specific variables. access by menu: Tools/Area Editor.)
  • Added Tile editor in Tile allocation mode.
  • Heavily improved "Data management" mode. The functionality of it is complete (for the data types featured), and it has been tested a good deal.
  • Added an editor in Miscellaneous mode for changing items in Neutral Area chambers (including Flare Bomb, Machine Gun, communicators Beta, Gamma and Delta.)
  • Added a Menu, along with some new file functions ("Open ROM", "Revert" and "Save As".)
  • Changed the base GUI, removed the "Room Selector" / "SAVE" buttons and placed those features in the menu instead.
  • Made it so the Map Layout editing mode synchronize Rooms which use the same Pointer, Height and Width. This way, when a Room's Width or Height is changed,
    the Rooms that shares pointer (BG graphics look identical) becomes synchronized to the changes. (This should remove frustrations with using
    those functions for certain Rooms, which would pretty much make every Room that shared its pointer, un-editable/corrupt).
    The synchronized Room Ids (if any) are displayed in a Edit control in the Map Layout GUI.
  • Fixed a bug with pointer table handling, which would (among other possible things) cause pointers to become wrong/off when increasing
    Room Height in Map Layout mode. (in other words, a Room besides the one you incresed Height for would become corrupted in earlier versions.)
  • Enhanced the Map editing mode GUI:
    • Changed the selection grid functionality and looks.
    • Made new bitmaps for "Physics" properties selector.
    • Added a graphical representation of the Tile32 blocks generated, which is updated as you edit the map. If there isn't enough space to
      generate Tile32 blocks for the whole map, the display is shaded in red.
    • Added a list showing the Room Ids that shares Tile32 data with the current Room.
    • The editor displays a status message (under "Editing status:") when Tile32 block limit (146) has been exceeded.
    • Added an option to show sprite of Rad below mouse when you press Shift. Only his "aim bionic arm diagonally" sprite is programmed in though.

  • Transformed the editor's setup of hard-coded data, and list text files in the base folder, to a new module system where it loads all
    those things from a YAML file + the text files, from a chosen folder in the "modules" subfolder of the editor.
    This gives hackers the means to change the ROM offsets that the editor uses, and other kinds of datas.
  • Added a auto-scrolling function in Unit placement mode for when a Unit is being moved, where it scrolls when you move the mousepointer to or
    outside the border of the Room display.
  • Changed Unit moving with mouse so that the relative difference between the point of button-click and the unit's coordinates are taken into
    account when units are moved.
  • Reprogrammed Room Selector to not cause memory usage spikes when the room previews are drawn.
  • For the sprites that have NES sprite simulation, fixed the addresses for those for the Top Secret module, so sprites don't look corrupted anymore
    for the Japanese ROM.
  • Finished Room Id name list, and improved Unit Id name list.
  • Various bug-fixes.
  • Various corruption-prevention / safety mechanisms implemented. For example, Room Ids with "00" as Height and Width values can't be used in
    Map Layout / Map editing modes (without fixing them in Data Management). Also, when the Map Layout data refers to screen indexes past the
    allocation list size, the Map editing mode will show them as faded and you won't be able to (accidently or not) edit those screens.


- Screenshots (click on them to see full image) -

Improved Map Layout mode.

Improved Map editing mode.

Improved Data management mode.

Main Map editor, as it looks finished.

Tile Allocation mode, now with tile editor.




Initial release:
** Download V1 **

Screens:


Currently, there is a map editor, a palette editor, and a map screen allocation editor. The map editor uses a system that allows you to edit the map as a grid of 16x16 pixel units (Tsa). In the actual rom, the map is made up of 32x32 units, like with Mega Man 1 and other Capcom games. The map editor works similar to the "SBD Editor" i did in MegaFLE. The editor is not really ready for making complex hacks yet.

When making changes with the map editor ("Map" tab), please note that to save changes, you must first click "WRITE DATA", the button in the lower-left corner, then "SAVE".

It is being written in Visual C++. This is the first project in a C language that im releasing publically, so.. i hope it runs? The source code is included.

As for the name.. Groen is Dutch for Green, which is a color i just associate with "Bionic", plus green is the hero's colors.

Matrixz
Posted on 07-17-11 12:00 PM, in "Groen" - Bionic Commando editor (V4 release) Link | Quote | ID: 145122


Ninji
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will a tile editor/viewer come in a future update?

would a tile editor help hacking? if so, then yes.
This is what i have in progress: http://matrixz127.comoj.com/share/tilealloc.jpg
I will add a tile editor there.

Matrixz
Posted on 07-18-11 11:08 AM, in MegaFLE X 0.701 release Link | Quote | ID: 145267


Ninji
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Hi Fx3,
are you talking about a specific Mega Man game..?
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Main - Posts by Matrixz

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