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Author Topic: MegaED X, the Megaman X hacking tool (Now with MMX2 support)  (Read 126885 times)

pianohombre

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #340 on: December 28, 2017, 09:19:19 am »
I already said that I wasn't going to charge for updates, but might ask for donations and post a link. I don't know why you're trying to expose me, or something, but I'm not interested in playing any games. Now, that the holiday was over I was planning on continuing more work on the editor, and have already made one small change.

"And don't pm me unless you fix what you messed up"
I don't know what you're talking about? Do you mean how the dialog boxes don't attach to the parent window? You'll have to refresh my memory.
One small step for man,
one giant leap for mankind. -Neil Armstrong

slidelljohn

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #341 on: December 28, 2017, 12:06:58 pm »
You exposed yourself and I'm not playing games. This is my last post on this page. Don't pm me again for help!

NiO

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #342 on: December 28, 2017, 12:10:51 pm »
Well, this is one of the few threads I take a look every now and then, after the "pay me to use the editor" message appeared I lost interest in it, mostly because I'm not really a guy that knows how to hack, and even less a guy that can pay for something like that.

TO be honest, it was a dick move, I got into something similar before and believe me, nothing good happens, I was helping to create the new Protoman 21XX game, I did sprites edits and even a few edits using the editor, but as soon as money began to be more important than the passion on it, it started to fall, little things made me go away from that project, some personal stuff but mostly and most important the one about the money... you want to play the game? you have to pay...

I have seen you decided to go the donation route, that's a better option, in that way, people like me that can use the editor, learn and do something nice out of it can go and in a way ($) say "thank you" instead of trying to go and download the editor and get a "F-U" while trying because we don't pay for it, because it feels that way, like a big FU on our faces.


pianohombre

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #343 on: December 29, 2017, 02:56:53 pm »
MegaEd X 1.4, everyone's greatest fears realized:

One small step for man,
one giant leap for mankind. -Neil Armstrong

Hart-Hunt

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #344 on: December 29, 2017, 06:08:24 pm »
Lmfao. Btw, something In noticed, in 1.3 the graphics in X1 don't get decompressed correctly. So you'll have to write exceptions for X1 or something.
Really Redguy has told me in the past that the editor, while it achieve significant breakthroughs in X1 modding, it needs a complete rewrite. And I'm inclined to agree; the GUI is a mess as is.

pianohombre

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #345 on: December 30, 2017, 01:53:56 am »
You mean there's an issue in 1.3 where graphics don't decompress properly, but they work fine in previous builds (ie Redguyyy's version)? Can you post an image showing an example?
One small step for man,
one giant leap for mankind. -Neil Armstrong

Hart-Hunt

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #346 on: December 31, 2017, 02:19:50 pm »
Left window is from RedGuy's version, right window is your latest build.
https://imgur.com/XFg1zBx

pianohombre

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Re: MegaED X, the Megaman X hacking tool (Now with MMX2 support)
« Reply #347 on: Today at 02:33:16 pm »
I've figured out the proper way to calculate the size of OAM by using no$sns, instead of bsnes. There you can determine the number of tiles, and their sizes by iterating through the graphics. However, I think it may just be unknown sizes and values of the sprites that are being rendered on-screen. Of course, what's-his-name claims to know the address locations of OAM sizes, that are in-game, yet he is being difficult. Fortunately, Hart-Hunt has created a list of sizes for MMX1, so worst-case scenario I could create a data structure that stores these values, but that means I would have to also find these values for X2-X3.

As far as special item sprites, such as the subtank and armor module, reading through more and more SNES documentation, I'm getting closer to discovering how the sprite is assembled by the emulator, yet it may take another six months to get this coded efficiently in the editor. There are a few sprites that aren't rendered properly in the editor, those 2 sets of sprites not being the only one. (The capsule for getting armor upgrades doesn't display properly in some levels, also RT-55J, and a couple other bosses/sub-bosses do not render correctly). The SNES complicated way of sending tile information to the write buffer along with options such as Vblank, makes it complicated to determine why and how some sprites aren't properly assembled.
One small step for man,
one giant leap for mankind. -Neil Armstrong