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05-03-22 04:33:59 AM
Jul - General Game/ROM Hacking - The General Project Screenshot/Videos Thread... New poll - New thread - New reply
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xdaniel
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Posted on 01-14-11 10:07:31 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...





And now it even is an editor! Still more stuff to decipher, tho...


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Posted on 01-14-11 02:54:50 PM Link | Quote

That's looking pretty good, xdaniel... What do the colors symbolize? Solidity?

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Posted on 01-14-11 03:03:48 PM Link | Quote
Originally posted by xdaniel



And now it even is an editor! Still more stuff to decipher, tho...



This looks really fun to use right now, is this a level editor/maker for classic Megaman games? I'd really love to try it!

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xdaniel
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Posted on 01-14-11 03:43:42 PM (last edited by xdaniel at 01-14-11 12:43 PM) Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Imajin: Yep, that's it. Although it appears that it depends on the level what value is what - that is to say, they're mostly identical, but the lone, unused spike block in Cutman's stage as seen in the first screenshot doesn't do anything to Mega Man, despite having the same collision/solidity type as those of other stages (0x03, marked in red).

Anthony: It's for Mega Man: Dr. Wily's Revenge, the first of the Mega Man games for the Game Boy. I'm probably going to be ready for a first release next week, so you'll be able to play around with it then

Also, another new screenshot, showing how some of the base properties of each enemy/object (health, etc.) can be modified:



(Still needs improvement, as ex. the Flags setting controls things like "is harmful", "is walkable", etc. Probably a bitfield or somesuch...)

(Also note that the Weapon Properties tab doesn't do anything yet, as I'm still 11 of 16 bytes short of having their data deciphered, four of the five known bytes being pointers )


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Posted on 01-15-11 05:01:24 PM Link | Quote
I'll have to make a megamanGB hack now. :p

Hopefully this one will be better than Byte's Adventure. ._.

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Posted on 01-15-11 10:59:31 PM (last edited by xdaniel at 01-15-11 08:40 PM) Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Darkdata: Heh, well, would be cool to see someone use this once it's out

And again, new screenshot time:



The weapon property editor! ...or, well, this rudimentary thing that allows tweaking some stats for weapons where I don't know which is which (besides 00, which is the normal Mega Buster). I think the only really useful options there so far are Max. Active Shots and Strength, how many shots the weapon can fire at once and how much damage they do, respectively.



And the "new" main window, now with a toolbar! As well as some other, not yet editable things being displayed: The vertical blue line is Mega Man's spawn point for the current segment, and the orange triangle in the lower left is the exit to the previous room (accurately displayed in position and width even). There's also green triangles which show the exit to the next room. Also of note, curiously enough, some exits are double the needed width and thus halfway stuck in walls, such as the one connecting the first and second room in Cutman's stage; its counterpart in room #2 also being this width:



Guess those are level design leftovers from the game's development? And they do work properly like this in-game once the wall block has been removed, so it's not just me interpreting the data wrongly

EDIT: Ever wanted to dance around on one of those Cutting Wheel thingies? Probably not, but anyway:

<object width="480" height="385"><embed src="http://www.youtube.com/v/akbwdNLSJeY?fs=1&hl=de_DE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>


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xdaniel
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Posted on 01-29-11 02:03:58 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Two weeks and no screenshots from anyone? You're leaving me no choice but... to double-post!!11one



A post with some information about Sonic R's model format over at Retro made me check it out myself, and that above is the result of one or so hour of work. Okay, it's the PC version, so this isn't strictly "ROM hacking", but it's close enough

Download (binary and source) at Retro: http://forums.sonicretro.org/index.php?showtopic=18490&view=findpost&p=552431


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Posted on 01-30-11 10:05:58 AM Link | Quote
<object width="480" height="385"><embed src="http://www.youtube.com/v/FkczVumGng8?fs=1&hl=en_US&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

Almost done on a customisable animation settings thingy for AW2. I put together a few silly examples
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Posted on 01-31-11 11:03:14 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Two things, for one...



I actually am doing a small hack of Wily's Revenge, instead of just writing the editor. It isn't going to be anything big, just me messing around with the editor and a hex editor. Changed some graphics, reimplemented the unused spikes, etc.

And next...



Yeah, well, I'm kinda getting used to C# and wanted to do something with Zelda again, so... it's another incarnation of OZMAV, basically, for the moment called "SayakaGL". This time, with a proper GUI - or once it's in some state of completion, anyway. Currently, it can load scenes from the MQ Debug ROM and render them with a very rudimentary Display List interpreter, but I'm trying to make it something comparable to Utility of Time. OZMAV2's already there, technially, but the user interface admittedly sucks if you actually want to hack the game with it.


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Posted on 02-02-11 09:25:45 PM Link | Quote
<object width="480" height="385"><embed src="http://www.youtube.com/v/eCtFiL7SKRk?fs=1&hl=nl_NL" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

Pause menu in the makings.
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Posted on 02-02-11 09:38:15 PM Link | Quote

Interesting stuff, fuzzyfreak. It's kind of strange to see SMW without a status bar.

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Posted on 02-02-11 09:41:04 PM Link | Quote
Definitely amazing! Although I must say that the menu transitions are agonisingly slow.

(All the palette work is really pretty too)
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Posted on 02-03-11 10:56:36 AM Link | Quote
Originally posted by Xenesis
Definitely amazing! Although I must say that the menu transitions are agonisingly slow.


Ah, good point. Thanks for mentioning that, I'll double the speed.
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Posted on 02-03-11 03:27:57 PM Link | Quote
Originally posted by Fuzzyfreak
I'll double the speed.


I think having a starting speed and then accelerate from there would look much more natural. The same thing with negative acceleration while the text flies in will also look better.

cYa,

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Posted on 02-06-11 05:40:04 AM Link | Quote
I'm working on a new War Room Hack for AW2. Features maps by me, a bunch of other people.

Will have some silliness when it is done





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Posted on 02-06-11 01:50:51 PM Link | Quote
Now that's a hack I can dig right into as soon as it's release, looking forward to it very so much Xenesis!

Any estimated release date yet? :3

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Posted on 02-06-11 07:36:27 PM Link | Quote
Somewhere between this and next month is the plan.

Whether that works or not is another thing entirely.
xdaniel
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Posted on 02-15-11 01:11:37 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


I like C#:




(Oh, and I like figuring out new things about those games)


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Posted on 02-15-11 01:04:40 PM Link | Quote
movement path?

Who is that crazy one in MM?

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xdaniel
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Posted on 02-15-11 01:34:16 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Movement paths, yep - but no idea who or what the paths in the MM screenshot are related to, tho. There's, like... right now, I don't even know how many there are. Gotta fire up the program quickly and have a look...

...well, while there's "only" 8 paths, one of them has 74 waypoints, another one 47, another 24.

The paths will be editable just like actors, in that you drag the waypoints around the map, which in turn changes the path the actors take. Funny thing is, btw, that while they do adhere to gravity and ground collision, they just walk straight through walls and into the abyss below - accidentally made one of the Kakariko carpenters in OoT do that while figuring out how the paths work


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Rusted Logic

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