News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - pianohombre

Pages: 1 2 3 [4] 5 6 7 8 9 ... 14
61
Personal Projects / Re: Megaman the Wily Wars Sram+
« on: January 22, 2018, 08:09:43 pm »
Why did you include the slide in MM1 & MM2? Cool feature, but changes the original gameplay. Pretty sure there's a game genie code to enable sliding in MM1/2 so no need to add that option.

62
Gaming Discussion / Re: So I bought a PS3...
« on: January 21, 2018, 11:27:30 pm »
1. gran turismo 5, or 6
2. final fantasy 12
3. skyrim
4. grand theft auto 5
5. deus ex

63
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.

64
Personal Projects / Re: Super Mario Bros. 3: The Rainbow Realms
« on: January 18, 2018, 02:07:08 pm »
Ditto. Also, looking forward to the release.

65
Programming / Re: How were early 8 and 16-bit games programmed?
« on: January 18, 2018, 02:03:38 pm »
City Connection is definitely something special, Squall.

66
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?

67
MegaEd X 1.4, everyone's greatest fears realized:


68
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.

69
Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: December 28, 2017, 08:17:04 am »
Yes,
I checked before replying. Imgburn 2.5.8 (latest version) is able to burn bin/cue files.

70
Gaming Discussion / Re: 3DS Samus Returns and AM2R
« on: December 28, 2017, 07:45:12 am »
About how long does it take to complete the game, give or take? Is there a lot of side-quests that add hours to the gameplay?

71
Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: December 28, 2017, 07:38:42 am »
There's several ways. You could convert Bin/cue to a different format, such as ISO, clonecd, etc. and then burn the files. Or you could just burn them as is, using a program like ImgBurn. You shouldn't have to even spend a dime to get it running, since most programs available are free.

Probably the best way though (although I'm not 100% sure what you're doing) is to mount the image using software like Daemon Tools Lite, then just run the file like it was a burned cd-r/rw, without having to try and find old disks, or re-burn it because the cd cost of 10 cents per disk you get what you pay for.

72
Programming / Re: How were early 8 and 16-bit games programmed?
« on: December 19, 2017, 06:24:12 pm »
Well, it looks like Comer's books are reviewed better than Tannenbaum's, when I searched online. I also found an article on polytopes, so I don't necessarily have to buy the book to learn about this odd concept of polygons. There is even an Ebook version, of Operating System Designs, that is less expensive than the print edition.

73
Alright, you all don't get into too angry at me please. After all, up until now all of my changes have been free (and fixing the Overdrive Ostrich stage is still probably the biggest change). I know most up to 99% of the changes and hacks on this site are done without money being exchanged, and probably some of you are thinking I'm hijacking this program that wasn't even originally written by me. Unfortunately, the job market out here is pretty lackluster, and spending 2-3 hours programming on this when the only jobs in the area are forklift, or warehouse positions for min. wage is pretty demotivating. I'd rather be doing something like this, unfortunately it is iffy with the copyright and all. I was thinking Patreon, Kickstarter, or GoFundMe but I don't think I'd get enough traction to reach any goals.

I'd like to stay a member of this community for awhile, so don't be too bitter at me for wanting to make money for doing a hobby that I enjoy. I think everyone dreams to do what they love and make a career out of it. I will just look for a regular job in the area and make that a priority and do this in free time and spare hours, as usual. I appreciate all the feedback and help and input everyone has given, and I gave credit to many people in the github and Readme. Perhaps it is asking too much, even $5 for a cup of coffee, for donations. I don't know everyone's income and if a certain amount of money is too much for someone and I can't meet their deadlines I may just end up getting hate-mail and death threats.

I'm going to continue studying VRAM. There must be some place in memory, either RAM or ROM, where the size of enemy VRAM is stored. Once that hex value is found I can plug in equations in C++ and get those buttons to work. I'm guessing by the end of January that update will be done. Thanks for your input and I hope that we can all enjoy MegaEd X together.

74
Capcom has every right to sue you into next decade for this.

I wouldn't be charging to use the program. It would still be open-source. I would be charging for my time as a programmer, either hourly, or as agreed in a negotiation, as an independent contractor. For payments under $2,000 it's not even required to be reported to the government on a 1099 form.

I would also not be asking for other's help on this website. I could look towards many of the resources online to find answers, or if I'm stumped, I could subcontract one, or more, to work on bugs, since some programmers here are practically magicians I can't explain it.

75
Hart-Hunt,
I flagged your latest video on YouTube because it wasn't HD, and kept skipping. Listen, if editors want these updates then there's no reason why they can't make small donations to the staff (i.e. me,myself, and I). I'd be a lot more likely to program these changes to completion with an extra $20-50 per project (for 50 hours, which is less than the minimum wage btw). I already have bills paid, but there's no reason why I shouldn't expect payment for programming. The world isn't free, nor is entertainment and dining, or whatever I'd like to spend the money on (it's nobodies business).

In regards to Luciano. I tweeted him. He is busy with other projects and lost interest entirely in this program.

76
The next update will be released before the end of the year, but it's not going to be a public release. Only paid subscribers will be able to test out the new features in-game. So I'm going to try and work with Luciano C. to get some donations.

77
Yes, for example, the ice shots for Chill Penguin are set at VRAM slot 400 during gameplay. I wonder if there's a place in the rom where VRAM size is stored. In the graphics pointer table the size of Hoganmer, for example, is 00 20 (2000 bytes). Yet in-game it's 0x700. Maybe the size is stored as decimal, but later read as hex? 2000 in decimal is 0x7D0, but I know in hex the size is actually closer to 0x650. Most important values already have variables so it will be easy to make a struct, or vector array.

Megaman Fanga:
On their 30th anniversary livestream Capcom Unity announced MM11 will be released late 2018, and the X collection will be ported over to the Switch along with the classics collection.

78
You may not need to downgrade to run the program. There's a redistributable package that installs the run-time components of programs made in C++ from VS 2015. (Just a small 1mb file). That way you won't need to install VS 2015. (if you'd like to test plz let me know if it works).
https://www.microsoft.com/en-US/download/details.aspx?id=48145

Yea if you could give me some insight into how VRAM works I could better understand how to allocate memory correctly to load in the graphics, that would help a lot with switching enemies throughout the program. I'm assuming that there's two sizes for enemies- large and small. For example, when swapping in Hoganmer on the first stage I set the VRAM to 1000. I had to change the VRAM slot for the next enemy from 1600 to 1650, otherwise Hoganmer didn't load correctly. So Hoganmer's graphics needed between 600-650 units to assemble. Yet, the sprite I swapped him with only needed 600 units or less. Sub-bosses and bosses are going to be excluded. Gigantic Mechaniloid CF-0 and Utoborus would be tedious to program their special routines. (I just spent the last few days figuring out how to move Chill Penguin to another stage. His ice shots are a separate graphic, not included when you pre-load C.P.).

For Misc. (Boss doors, floor falling in the intro stage of X1, explosion from gas tubes in Storm Eagle, Igloos from Chill Penguin) did you say you have to edit these events more than just changing the event Id, gfx Id, and palette? I have not worked with these, but some are labeled.


79
Hi thanks for testing the program. As far as the error you got in VS 2017 I'll have to ask the MSDN forums, because you said VS 2015 doesn't give any issues.

The reason I added the minimize buttons is because they were not set as child windows, so many times when using the editor I'd have the main window minimized and I'd be in a web browser with all these dialog boxes on top of the browser in the way with no way to move them, except closing.

I've taken your notes on the event editor, and those are definitely some good suggestions for making it more user-friendly. Here is a mock-up I made this afternoon below. (I also plan to add a similar drop-list for switching items, and the buttons will be grayed out when not in the correct Type to prevent errors).



I wish I understood how to calculate the VRAM in this program better (which may or may not differ from true VRAM in an emulator). Right now I have switched enemies and got it to properly work in an emulator, but it took a lot of tweaking from the VRAM slot to get the enemy to properly show up in an emulator. I assume it has to do with the size of the sprite (8x8, 16x16, or 32x32). However I'm not going to be able to correctly change those values until I understand it better (right now it's trial&error). Yes, the palette offset is important too. I may be able to override the values in the editor window, but typically it's set during a previous event (the purple line where graphics are loaded).

As for special routines/sprites such as gas tank in Storm Eagle. That will have to wait also. I don't fully understand how to separate these into separate stages, and have not tested it myself yet.

80
Personal Projects / Re: Super Mario Bros. 3: The Rainbow Realms
« on: November 29, 2017, 05:56:59 pm »
Looks like good news for the new year.

Pages: 1 2 3 [4] 5 6 7 8 9 ... 14