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Mega man x rom health drops disappear
Mega man x rom health drops disappear












mega man x rom health drops disappear
  1. #Mega man x rom health drops disappear trial#
  2. #Mega man x rom health drops disappear Pc#

The mega ed x editor is pretty small and still under 1mb in total after compiling.

#Mega man x rom health drops disappear Pc#

I didn't notice any slow-down on my PC however. Although, most of these instructions for tile assembly were added to a for loop it may cause some slow-down. It all seems to work fine so I'm not to worried about it. This would mean I probably wouldn't have to re-arrange the tiles manually, but after doing the trial&error method for 20-50 values I just gave up and did it manually. (heart tank, gfxNum=0x36,assemblyNum=0x38). Although, I eventually got the trace-log of the VRAM for a known graphic I couldn't figure out how the program got the assemblyNum, or how I'd find it for other graphics. One person I talked to mentioned I should do a trace-log of the VRAM, in an emulator. Check one value, see if it loads correctly, if not increase the value by 1 and check again.

#Mega man x rom health drops disappear trial#

For most of the items I've just been using trial and error. assemblyNum has been a struggle to try and understand, and locate. GfxNum and palNum are easy enough to find. All the addresses are known for these pointer tables so the program just picks them up as it goes along, except it's mainly for enemies, so far none of the items (type=0) have been able to properly load graphics based off these pointer tables, and you have to manually assign the correct values. Most of these sprites are assembled automatically through a C++ function that does pretty much what an emulator would do, using 3 values- gfxNum, palNum, and assemblyNum. The sprites are assembled using two functions in RenderED.cpp- RenderEvent() and RenderObject(). Like an idiot I wrote a struct to change the for loop around so it resemebled this mess:Įven when the graphics are decompressed they are not displayed how they are in-game, they are split up into maybe 10 or so tiles, with E for subtank being one tile and each letter for the ride armor modules(h,k,f,r) being 1 tile. Unfortunately since it was in a for loop it went from 0 to #oftiles. My work around was just load the graphic backwards.

mega man x rom health drops disappear

The problem was for subtanks and the ride armor module the letter was supposed to go on top of the bottom portion so there was some initial problems because in order it would load-> top part of graphic, letter, bottom part of graphic, so the bottom portion was always on top of the letter. If anyone is curious how I got the tiles to load for the graphics properly I basically just got an assemblyNum that displayed all the graphics, then arranged the tiles using xpos,x,ypos,y,and info manually.

mega man x rom health drops disappear

although the caption will tell you if it's large or small). (I was worried about this for weapon tank and energy tank since it displays large versions during event editor window whether the item is actually large or small. Don't worry I also tested the game it uses the original graphics for the items, so just previewing them like this is not going to screw them up in the actual game during save.

mega man x rom health drops disappear

So an Undo() function is definitely possible, it will just take some creative programming to get it to work how I want. I just basically had it on a timer, so it would make all the changes then go back to the original after 3 seconds or so. On a positive note, I did get the Undo() function to actually work otherwise. There's some horrible work-arounds that are ugly and I couldn't get any to work right. I wanted to just press a key to test the undo function then change it to Ctrl-Z later, but key presses are disabled by default in dialog boxes. Unfortunately, testing was difficult because dialog boxes are a pain to work with. basically, the undo function would do that for you and save more than one command you could undo. I did look into making the undo function, and unexpectedly noticed it does save previous changes, in the bottom right box (but you have to manually re-click that and paste over your mistake). the captions now change when you click on an object using your mouse with the event editor window open (previously they would only change via the prev event and next event buttons) (before it was missing the bottom portion, re-arranged the tiles manually) also, the subtank for every game shows up properly. mmx3 ride armor module graphics show up correctly. (heart tank, weapon tank, extra life, etc.) mmx3 item graphics are now showing up in the editor. Editor and Emulator Menu Items are no longer grayed out after opening a file (before it did the inverse, if you pressed up the value would go down and pressing down vice versa) When pressing arrow keys in dialog boxes it now changes value accordingly. I've been working on some changes for the last version I released.














Mega man x rom health drops disappear