also you can't make or modify your backgrounds either, etc etc
I'm not really entirely sure how to edit backgrounds through MMX editor. They are disabled when you load the levels. So it doesn't surprise me, in MMX Generation, for example, that there is a solid purple background for the intro/highway stage. I'm working on a patch for the roms that will make it a little easier to test the game.
I completed the patch over the weekend, specifically for this editor in mind. It's real simple it just skips over the introduction/highway stage and goes directly to the stage select screen like classic NES Megaman. I also included the assembly file with the instructions I used. So technically, if someone wanted they could have the game load directly into stage 3 for example, skipping the intro. This is useful if someone wanted to edit only one level with the Mega Ed X editor and thought it was pointless to load all the other junk. It can infinite loop on that level too. I just uploaded the rom hack today so it should be up on the site soon. So far it's only for MMX, but I have the address locations for MMX2 & X3 so I'll upload those next, after I create asm and patch files for those games.
I'll probably end up creating one or two levels for this game then, since it's a lot easier to just edit one level, than do all ten plus sigma stages and highway. Not sure if I will also hack the rom to give X some upgrades, plus one weapon, or have him just start out with the basics.
July 21, 2017, 02:34:53 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another thing I'm working on for the program, while I figure out how to get Undo done properly is I wanted to add the enemy names underneath the box, when in the event editor and the cursor has selected the enemy.
Spiky is one of the better examples. I initially wanted to latch onto the GfxId variable, but it is grayed out many times when the box has selected an enemy. So for the majority of the images it will list the enemy name and no graphic. EventId is a unique variable name that is different for each enemy sprite. Most of the programming for this has been pretty straight-forward, just a few road-blocks. For the most part it's just grinding to add all the EventId's and Enemy names to separate arrays. I already have the highway stage complete, but there's approx 10 unique enemies on each stage for each game so that's 10 levels per game * 10 enemies * 3 games = approx 300 values OUCH!!
I'm going to upload a pre-compiled executable to github once I complete this part. This will include the other changes I made such as fixing Overdrive Ostrich compression in the layout, and a couple other levels that had bugs. I actually accidentally discovered how to use the program a little better. For example, the background for each stage is stored in TileSet Editor so you can edit the backgrounds there. I also was going to try and upload a how-to video on youtube approx 10-15 minutes long that shows how to use each part of the program, since some people have complained it's a little hard to understand how to use. That's all the updates for now. Thanks!