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Main - Posts by Matrixz |
Matrixz |
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Ninji Level: 35 Posts: 161/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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:
It seems the "Nemesis" compression is used for graphics in a lot of games.. Best of luck! |
Matrixz |
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Ninji Level: 35 Posts: 162/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
Another place you could try ask about the compression is the romhacking.net forums @
http://www.romhacking.net/forum/ |
Matrixz |
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Ninji Level: 35 Posts: 163/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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 |
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Ninji Level: 35 Posts: 164/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
I am in a Aqua blue mood..
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Matrixz |
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Ninji Level: 35 Posts: 165/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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 |
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Ninji Level: 35 Posts: 166/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
i noticed that now and it was easy to fix. |
Matrixz |
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Ninji Level: 35 Posts: 167/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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 |
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Ninji Level: 35 Posts: 168/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
Zelda: Skyward Sword. |
Matrixz |
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Ninji Level: 35 Posts: 169/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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 |
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Ninji Level: 35 Posts: 170/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
Posted by Trelior 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 |
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Ninji Level: 35 Posts: 171/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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 |
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Ninji Level: 35 Posts: 172/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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 |
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Ninji Level: 35 Posts: 173/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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 |
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Ninji Level: 35 Posts: 174/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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 |
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Ninji Level: 35 Posts: 175/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
Tracker modules (mod / xm / it), video game music from any generation/genre and lately.. music from the Audio portal on Newgrounds.com |
Matrixz |
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Ninji Level: 35 Posts: 176/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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 |
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Ninji Level: 35 Posts: 177/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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 |
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Ninji Level: 35 Posts: 178/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
** 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:
- 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 |
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Ninji Level: 35 Posts: 179/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
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 |
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Ninji Level: 35 Posts: 180/225 EXP: 266610 Next: 13326 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1794 days |
Hi Fx3,
are you talking about a specific Mega Man game..? |
Main - Posts by Matrixz |
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