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Author Topic: MegaED X, the Megaman X hacking tool (Now with MMX2 support)  (Read 117128 times)

Xeeynamo

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Re: [0.7.1] Megaman X Editor (January/26/2010)
« Reply #100 on: September 23, 2010, 08:18:48 am »
Any updates?
Yes, I've found background layout, collisions, dynamic layout and palettes (for example if you play to Chill Penguin and after Flame Mammoth, the lava if frozen etc..), I'm converting a lot of routines in Pseudo-C code and after in pure C code for the editor. I'm rewritting some parts of code like I/O system from the editor to SNES rom and other things to modulate the editor

justin3009

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Re: [0.7.1] Megaman X Editor (January/26/2010)
« Reply #101 on: September 23, 2010, 08:21:52 am »
If we're allowed to edit the background layout in the future, might I suggest a feature like Temporal Flux's?

In that program Ctrl + 1 removed Layer 1 which in this case is the foreground.
Ctrl + 2 removed Layer 2 which I believe is the background in this case.  It'd make a little easier to see how each part is put together and probably a lot easier to edit.  Although this is just a suggestion.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Xeeynamo

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Re: [0.7.1] Megaman X Editor (January/26/2010)
« Reply #102 on: September 23, 2010, 08:32:48 am »
If we're allowed to edit the background layout in the future, might I suggest a feature like Temporal Flux's?

In that program Ctrl + 1 removed Layer 1 which in this case is the foreground.
Ctrl + 2 removed Layer 2 which I believe is the background in this case.  It'd make a little easier to see how each part is put together and probably a lot easier to edit.  Although this is just a suggestion.
Yes, it's a good idea :) I want to do also something similar that hide the front layer (like the street lamps on first stage) or back layer


September 28, 2010, 05:19:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And this airship what is it? O_o I've screen that from the background of Launch Octopus stage

« Last Edit: September 28, 2010, 05:19:27 pm by Xeeynamo »

justin3009

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Re: [0.7.1] Megaman X Editor (January/26/2010)
« Reply #103 on: September 29, 2010, 08:21:00 am »
O_o, that's really odd.  Don't you fight one of those things in Launch Octopus's stage?  I think you get blown up by some sort of Tornado generator in that stage and it pops you up to fight one of those.  Not sure why it'd be there but it's probably a placeholder to take take out later.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Jigglysaint

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Re: [0.7.1] Megaman X Editor (January/26/2010)
« Reply #104 on: September 29, 2010, 01:18:10 pm »
That does indeed look like the ship you find in the stage.  When you destroy it, it comes crashing down and reveals the path to the Heart Tank.  The game must be set to get tile information from that spot.

Xeeynamo

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Re: [0.7.1] Megaman X Editor (January/26/2010)
« Reply #105 on: September 30, 2010, 09:27:57 am »
That does indeed look like the ship you find in the stage.  When you destroy it, it comes crashing down and reveals the path to the Heart Tank.  The game must be set to get tile information from that spot.
Oh yeah, now I remember :P I don't play to MMX1 from months. I'm only playing to Highway stage and Sting Chameleon stage to do tests xD. However I'm writing on my blog news about MMX editor (and other stuff) here http://xeeynamo.blogspot.com. I can't update this post every small update that I do, I prefer to use this topic only to show new releases or to read/reply to the answers of users that use Megaman X Editor.
« Last Edit: September 30, 2010, 05:40:54 pm by Xeeynamo »

justin3009

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Re: [0.7.1] Megaman X Editor (January/26/2010)
« Reply #106 on: September 30, 2010, 10:10:42 am »
I'll be sure to check that blog often to see the progress on this amazing piece of work!
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Xeeynamo

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #107 on: October 03, 2010, 03:55:09 pm »
Update the first post :)

justin3009

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #108 on: October 03, 2010, 10:56:29 pm »
3 words.  I love you xD.  This is seriously making my week so much better already
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'


Xeeynamo

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #110 on: October 30, 2010, 06:03:42 pm »
Released :).

Changelog from the previous editor:
Spoiler:
Changelog from Megaman X Editor 0.7.1
 - Moved from C# to C++ rewriting the entire editor
 - .Net framework no longer required
 - Now the entire level can be viewed on main window
 - Palette, tileset, tile mapping, block and scene editor separated
 - Free dynamic palettes are now supported (press A or S)
 - Free dynamic tiles are supported (press Z or X)
 - Now the editor load the fontset from the game
 - Various infos about the level added
 - Added collision viewer
 - Now palette editor can tell you which are the offset that they come from
 - Tileset editor now tell you if the tile that you have select it's lock by ASM, is compress or uncompress
 - You able to edit and save compressed tiles
 - Now you can edit the collisions of Tile mappings
 - Background viewer implemented
 - Background editor implemented
 - High speed rendering implemented
 - The editor use a virtual space of tile mapping to speedup the level viewer
 - The editor save the current size and position of the window
 - ROM can test on an emulator pressing a single button on the editor
 - The editor now load last rom used (if you want)
 - The editor now load the last level loaded
 - Checkpoint editor removed
 - Checksum fixer removed
 - Offset converter removed
 - Sprite editor removed
 - Text editor removed
« Last Edit: October 30, 2010, 06:17:14 pm by Xeeynamo »

andrewclunn

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #111 on: November 01, 2010, 09:26:20 pm »
 :crazy: :woot!:

MutantBuster

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #112 on: November 02, 2010, 10:51:37 am »
Well now... will this change the world?

thebigstar

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #113 on: November 03, 2010, 03:43:40 am »
Probably, it's pretty phallic in it's nature.

zhade

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #114 on: February 28, 2011, 02:27:24 pm »
Is there suport for enemies/objects placement ?? I really need to play some new levels of mmx(1,2 or 3) but never could find any level hacks :(
I was making my own some years ago (forX3) but never could find some data about "room order" and had problems figuring the "objects" data.th

but now this editor seems like a dream come true ;) only lacks the object editing so ppl can start to make great new levels !

btw if any of you guys have made a hack of X1,X2 or X3 with new levels (even if its only half a level) I wanna play it!!!!!

justin3009

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #115 on: November 30, 2011, 12:25:28 am »
I really really hate to revive this from the dead, but I thought I'd ask this.

Has anyone been able to open up a MMX2 rom with his editor? :/  It says it supports MMX2 now but anytime I try opening any sort of MMX2 rom, it just pops up an error specifically stating that "It's not a Mega Man X1 Rom".  Has anyone else had this same problem at all?
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

shadow501

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #116 on: January 10, 2015, 02:24:12 pm »
Released :).

Changelog from the previous editor:
Spoiler:
Changelog from Megaman X Editor 0.7.1
 - Moved from C# to C++ rewriting the entire editor
 - .Net framework no longer required
 - Now the entire level can be viewed on main window
 - Palette, tileset, tile mapping, block and scene editor separated
 - Free dynamic palettes are now supported (press A or S)
 - Free dynamic tiles are supported (press Z or X)
 - Now the editor load the fontset from the game
 - Various infos about the level added
 - Added collision viewer
 - Now palette editor can tell you which are the offset that they come from
 - Tileset editor now tell you if the tile that you have select it's lock by ASM, is compress or uncompress
 - You able to edit and save compressed tiles
 - Now you can edit the collisions of Tile mappings
 - Background viewer implemented
 - Background editor implemented
 - High speed rendering implemented
 - The editor use a virtual space of tile mapping to speedup the level viewer
 - The editor save the current size and position of the window
 - ROM can test on an emulator pressing a single button on the editor
 - The editor now load last rom used (if you want)
 - The editor now load the last level loaded
 - Checkpoint editor removed
 - Checksum fixer removed
 - Offset converter removed
 - Sprite editor removed
 - Text editor removed


Well done and keep up bro  :happy: :thumbsup:

pianohombre

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #117 on: December 11, 2015, 08:11:57 pm »
Luciano (ie Xeeynamo) has been kind enough to release the source code as freeware via github:

https://github.com/Xeeynamo/MegaEdX/

I've volunteered to help out with this project. I have no experience rom hacking, but I'm familiar with C++, assembly, and hexadecimal so reading some guides to get a better understanding of making this level editor work the best. I've talked to a few people and gotten SMILE so that may unlock the secrets to getting it work. I'm also looking a lunar magic as a comparison, but I haven't seen any location where they have source code available.
One small step for man,
one giant leap for mankind. -Neil Armstrong

Seeeeph

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #118 on: January 06, 2016, 11:11:33 pm »
.
« Last Edit: June 01, 2016, 09:35:07 pm by Seeeeph »

DackR

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #119 on: January 07, 2016, 11:25:06 am »
Luciano (ie Xeeynamo) has been kind enough to release the source code as freeware via github:

https://github.com/Xeeynamo/MegaEdX/

I've volunteered to help out with this project. I have no experience rom hacking, but I'm familiar with C++, assembly, and hexadecimal so reading some guides to get a better understanding of making this level editor work the best. I've talked to a few people and gotten SMILE so that may unlock the secrets to getting it work. I'm also looking a lunar magic as a comparison, but I haven't seen any location where they have source code available.
This is awesome news! I asked Xeeynamo about the source code sometime in March 2015 and he said he intended to release it after he finished a few things. Freaking awesome that it's out there now!

This is interesting.

I think this game may be my next venture once I quit Zelda 3.

Already started an hack of MMX-1 and worked on and off for the past three years but don't know if there is still an interest in that game to continue working on it.
The first MMX is special to me because it was the first in the series that I played through to the end. I'm sure I'd play your hack if you released it, considering the apparent quality of your other work.

Side note: I made a story skip patch for MMX and RMX a couple years ago with the intention of using it for unofficial speed runs. I'll have to try out this tool and see what else is possible... :beer: