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More X-Over Rips: Star Force Bosses


Phantasm (It's like Myst meets Amnesia on Facebook)

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Hey guys. Did you know I am helping to create an indie horror social game on Facebook? Well I am
and the game is currently being worked on and is in its early alpha stage.

Phantasm is a supernatural puzzle-solving and exploration game. The story — in 2009 the online game, Phantasm, was tested by 100 people. Only 30 are accounted for. During the game, a found-footage horror movie will slowly be pieced together with clues you find. This and more will reveal the mystery of what happened to the original missing beta testers as you go deeper into the world of Phantasm.
Follow Phantasm The Game on Facebook for more ongoing clues.


This is some very high-profile work for me, even as minor as it may seem now. I will post more about this as it develops. I can hardly wait for its completion now!

Hosting Money

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Hey guys. We're in a pinch here and could use some hosting money for our hosting troubles. Our trusty Mgamerz is on it and we'll need to raise some money to pay for the unforseen surprise costs. Click the PayPal link below to donate what you can.



Look!

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If you check the recommended links normally on the right of this blog, you can actually find a useful link: the latest Xover Server archive! Check it by filesize, I suppose and you should always be on the latest, though expect that whenever something big happens, which I'm hardly ever aware of anymore.

More X-Over stuff

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New world and armor, so that usually means another archive update. Just use the link on the right. Here are some interesting preview picks from the past couple of months.






Dropbox link hammered

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Apparently my Dropbox share links are temporarily suspended. I'd have to guess it's the X-Over download link that eats my allotted bandwidth due to its filesize. So for now, the link has been moved back to Mediafire. Fortunately, I think it allows file updating at least.

It's the same version from the last update. It looks like that All Capcom something game has some interesting card art, but I'll wait for that to build up a little before posting those.

It's this link.
http://www.mediafire.com/download/5tw3nvq4chuu484/Rockman%20X-Over%20Server%20Rips.rar



 Isn't it kewl?

Updated Archive Again

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New year, new stuff or whatever. I think the X-Over download stuff was really out of date since I switched the link. Well the new one is back up, and back with more stuff than ever! X-Over seems to have slowed down on updates, so it's looking like if there was anything you wanted from it, it's already delivered. So I've added that new All Capcom card game stuff in it. There's lots of neat little graphics in there and this looks like the game that will keep on giving.

You can find it here.

Wow

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I've never seen this before! Xover continues to deliver.


Getting GBA/NDS Music Multitracks

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So some months back, I found out about GBA Mus Riper and how it was possible to rip high-quality GBA music with its easy-to-use tools. Later on, though, I realized midis could store each channel's parts separately and that it should be possible to just listen to certain channels in the midi. My search for this led to mostly installing bloated trialware/crippleware that just wasn't what I was looking for.
The NDS side wasn't looking too bright either since the mini2sf format wasn't as workable. I even found a YouTube video that claimed foobar could output multitrack files, but I never found out how (because that would still be faster).

And now, even after being more-or-less familiar with Reaper, there still wasn't a fast enough way to rip each midi channel efficiently. And of course with no installs. My search led me to midicut, a program so old, even modern Windows won't run it. Combined with the light msdos.exe tool which allows midicut to run, I knew it was now possible to rip GBA/NDS multitracks by the batch load.

Keep reading to find out how!

Download all the tools here!

Inside the Tools folder, you'll find a version of VGMTrans where someone finally had the brilliant idea to add an export to midi and SF2 option instead of that DLS nonsense. The other 3 tools are links to the website so you can always have the latest version. You'll need Audacity to listen to the audio more efficiently at the end. Foobar will be necessary to convert the midis and I believe it has a portable install option. Get GBA Mus if you haven't already. I hear the January 2014 version is even better than the old one.

Ripping GBA

Ripping music from the GBA has never been easier! Just open gba_mus_riper.exe (that's with the typo) in Command Prompt. Type out the name of the executable, then drag and drop the GBA rom you want to rip from. Hit enter and it should perform all its work. Some games may requires the -sb option to rip to a separate sound bank, but not many require this.

It should have made a folder by the same name as the rom. Inside, there should be a bunch of midi files and a SF2 file. Copy all of this and paste it into the input folder provided in my download. Finally, run InputSplitter.bat. The midicut program isn't very fast, but it's still much faster than doing this manually. It's best to just let it split music and not sound effects.

When the operation finishes, check the output folder. It should be full of folders now. Make sure there are 16 midi files named by number inside. The next step is the best part. When you're in the output folder, do a search for .mid. All the midis you just made should come up. Drag and drop all of the midis with numbers in them into Foobar. Right-click on them and go to Convert > ...

In the Converter Setup window, click on Destination. Next, set Output Path to Source Track Folder. Choose an output format of preference too. FLAC will sound the best and compress better than WAV, but something like OGG or MP3 is fine too. Save this configuration so you can use it later. Finally, run the converter. It should be processing all the midis at about 500x speed. Now, check your output folders and if it worked correctly, there should be audio files! (usually less than 16)

You can select all the output audio files and open them in Audacity. Playing them all back at once is how the music should sound like, but you can mute or solo certain audio channels you imported. Now that's kind of cool

Ripping NDS

Fortunately, NDS is a similar procedure. Using the included VGMTrans, you can drag-and-drop into it either an SDAT file, or the NDS rom directly. It should load all the music and list it across the bottom. Unfortunately, there doesn't seem to be a way to batch export everything to midi and SF2. You'll just have to right-click each of the items and export them one by one.
Take all of the files it exported and drop them into the input folder. You should have a folder full of midi and SF2 files all named the same thing. Run MakeTrees.bat and let it prepare those files in the tree folder for you.

After that, run TreeSplitter.bat to let it split all your midi files inside. This is just like the GBA part now. Run a search for .mid and drag all the numbered .mid files into Foobar. Convert all the selected files and you should have audio files for every track it extracted!


Check out some samples I converted.

I hope this works for others. It worked really efficiently for me and I've enjoyed it.

MMBN6 Co-Op Battles

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It's that co-op concept re-explored. This time, made nearly flawless by GM and his ASM hacking. It's quite a neat concept since it's basically never been done like this before.
You can watch the match from both view points.


Nintendo Wi-Fi Ending in May

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As most of you may have heard, the Nintendo Wi-Fi service is ending in May of this year. Sure, all the online possibilities may have been exhausted by now, but it's kind of sad seeing it go away forever. Basically any DS/Wii game that used online features will not have access to those online features anymore. That includes the Star Force games.

Check out the full list here.

More X-Over

April Fools Day

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Happy April, guys! Absolutely nothing special will be happening from me today.
Instead, here's a video of some random level's music from MegaMan Zero 2 being played in Rock Band 3 through Dolphin!

Now I should go back to playing some Titanfall. After all, I paid for the game, so I might as well enjoy it.

Co-Op Battle Network Now Available

MEGATON!


Unused JudgeMan Attack Finally Fixed

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Some people may recall a mysterious unused attack discovered a few years ago in MegaMan Battle Network 6 where JudgeMan speaks during battle and summons mysterious objects. Well recently, GM and I looked into that again and made some fantastic new finds!

The attack is broken by normal means. Technically, it's not even part of JudgeMan's AI because the move is separate, having more in common with a chip attack. This move was referenced in a different way and the exclamation marks appeared with a sound after the white dots were summoned. Further investigation into the white dot revealed it's actually JudgeMan that's trying to load!

Hacked into JudgeMan's moveset (which is dreadfully boring as is), it still froze. The reason for this was because it required 12 more frames of animation than were available in his sprite sheet. As is mandatory for compressed sprites of bosses which summon objects, those related objects are part of their sprite sheet usually after their normal attack animations.

Curiously, JudgeMan also has a simple 8x8 tile of a letter p that appears before his book sprites. His sprite sheet was missing a bunch of the required sprites for the move. To counter this, the sprite sheet's animations were expanded to allow the move to load without issue.

However, that was not the last issue to overcome. The attack still wasn't functioning properly. This strange object that appeared needed a lot of separate sprites as it hovered across the corners of the player's field. Each time it reached a corner, the field flashed blue. After 5 rounds, it vanished, but it can also be easily destroyed. This still wasn't doing anything though.

It turns out that, as the message implies, MegaMan must not move. Based on the available data on the attack, this condition could still be enforced. Re-enabling the condition, now when the object stops and flashes the panels blue, the player is punished for moving! Moving causes exclamation marks (with sound) to appear, and causes the object to animate. Then the object appears in front and drops 4 bolts of lightning around itself. It paralyzes, but also flinches, so that may or may not be intentional.

Curiously, this also works for the other 3 conditions specified in the unused messages. The same object is summoned, but in a different color. JudgeMan enforces movement, Battle Chips, and Area Grab, specifically.

See the punishment in action below!

I think it's an interesting move that, if it were implemented properly, could have added some much-needed variety to his AI. Instead of just whipping and summoning books about 10 times in the first ~2 minutes, this could have kept the players thinking during a mundane set of attacks. Perhaps maybe the book attack was made more complex to overcome the limited moves after this punishment attack was removed.
Thanks to GM for all the hard work!

Battle Network 3 Confirmed For Wii U VC

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Earlier last week, a listing on some Australian website hinted at the release of MegaMan Battle Network 3 White & Blue for Wii U's GBA Virtual Console. Well now it's been confirmed by Capcom, over at IGN, with more to come in the following months.

Sure, it's odd that they skip over straight to 3, but that's also good because if it's between 1-3, I recommend people start with 3 since 1 is basically incomplete, but 2 has redeemable qualities as well. Speaking qualities - flaws. Battle Network 3 isn't perfect, so read my laundry list of problems and annoyances with it after the break.
  • It's far too Westernized, and fortunately the last to do so in the series. There's no reason it should be Blue and White. It's just arbitrary. Plus, it makes for some kind of ugly box art.
  • Requires trading to "complete" 100%. Yeah, we get it, first to get separate versions. But don't hide all boss fights and unlockables behind that. The worst way to involve both versions. Fortunately BN4 got it right.
  • Bad NCP shrinks. Did anyone even test the game? NaviCust Parts shouldn't get harder to fit by permanently shrinking them.
  • 11th chip glitch. There's no way this trivial overflow glitch should make it through in what is essentially version 3 of the game.
  • 3 games in, of course it's lazy to still be using all the same sprites. Everything is so drab and unappealing - made even more unappealing in the dank original GBA screen.
  • MegaMan's mugshot is pig-disgusting, especially since you'll see it a lot. They decided to use the same palette on his face that they did for his battle sprite, overworld sprite, chip image, chip attacks, and all for no reason, since BN1! That's not how the hardware works. You're not saving colors, it just looks bad. MegaMan isn't cross-eyed with blue eyes. Incredible that stayed for as long as it did.

There. It's not perfect, but it's much less offensively awful. You're welcome.
 
  • FlamMan. That is all.
  • Some of the bosses were so awful and forgettable. DrillMan has, what 2 attacks? BubbleMan might as well be an obstacle. DarkMan might be the laziest boss ever conceived in the series.
  • Those boss flinch times. It just lacks function and was fortunately made short and consistent later.
  • Bosses are not balanced. The strongest randomly-encountered FlashMan will still always be really weak because he's the first boss. No refightable strong versions either.
  • MegaChips are new, but they're padded out in the worst possible way. Fortunately 4-6 got this right with increasing attack powers replacing weak Navi chips you'll never use.
  • FolderBack lol
  • Aren't the shake and wind blower chips just the worst?
  • Required NaviCust for navigation. Yeah, NaviCust is new, but nobody is gonna make room for useless Press just to go places. It's called a Key Item. BN4 got this right with the jet board thingy.
  • Why did they get rid of the Jack-In animation from the localized versions lol?
  • Net stays dead after you beat the game. Bad oversight. Never do that.
  • Chaud tells you to battle him at Hades Isle, but why not just do it there? It makes it seem like he's at two places at once when it didn't have to be.
  • Punk is only in Blue/Black version! Dumb that there should even be a superior version.
  • Still has crap Zeta PAs. Wow, use 3 StepSword chips to... use the chip 3 times in a hurry! Awful stuff all around.
But hey, at least the extra folders were sort of good and varied. Points for that.

Wow

Even more X-Over

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If you check the download link on the right, the latest ROckman X-Over server rips have been added. It's 480MB now. Here are some things that are probably new.






Wii U GBA VC

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