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Last Batch: Unused Models

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This is partially what I was trying to accomplish. Being able to manipulate the models in game, I could take the unused 3D models from Star Force and use BN5DS as a virtual emulator to process the files. The models should be correct. Shading is a little different and could be an emulator error. While the model format may have been the same as I anticipated, the motions format isn't. Only the the idle animation can be loaded and I'm very certain there are more. A general-purpose BCA0 animation viewer would be needed to progress further. These models, out of proportion and fairly inaccurate, are ideal test subjects which could have been used to explore the game's barely-developed real-world and cyber-world environments. The foot and buster texture, sharing the same textures as the Mega Man model from the previous post, have no animation textures. It is possible these were used for battle models.

Anyways, here is the last batch: the proper idle animations for the 4 character models found in Star Force.


Rockman EXE WS Translation Now Available!

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The Rockman EXE WS English Translation patch is now available for download. Check out this post on TREZ for more info.

Pick your download source.
TREZ
Ge.tt
MediaFire

Here is a full playthrough of the English version.

The second run of the game.

Purist and Dubbed EXE WS Patches Available!

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Thanks to Midnite, of TREZ, you can now download purist and dubbed versions of the EXE WS translation patch.

For those of you not familiar with the terminology, the "purist" version uses the original Japanese names, but translated in English. So everything is written in English as you all know, but characters and names are written out how they would be pronounced in Japanese. It's strange, but some people like it.

The dubbed version is in English and uses all the altered names which were done for the old NT Warrior anime that aired in the US. The dubbing was notoriously bad so I'll see if you can stomach that one.

MMNT Chips

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You know, the GameCube game. Had a couple of chips that didn't appear in any other game. I got the higher-res versions but it's unfortunate they purposely stretched the chips to a regular square.

Get them all here.

I've saved you the trouble and picked out the ones you're interested in anyways.













Very late MMSF3 code

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So I got a request earlier this week to create a code that lets you Multi-Noise with Rogue Noise. Apparently I lost all my MMSF3 notes, so I  had to find the values all over again. After I got the correct values, I was able to multinoise, but incorrectly. I had GM assist me in debugging the value to find the routine which checks if you are Rogue Noise. Changing the check or nullifying it allows you to Multi-Noise as Rogue Noise. The cheat worked and here is what the final code looks like.

Multi-Noise as Rogue Noise
94000130 FFFB0000
221309D6 00000000
D2000000 00000000

Oh, and this is also for Red Joker. I almost forgot there was some difference. To use the cheat, push Select during battle. It changes the routine that checks for Noise 0B to have it check 00, so you can Multi-Noise. Only downside is your buster doesn't change. You get the weaknesses and power-ups, though.

EXE WS Debug Menu

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Wow, I was surprised. This is the probably the first and only Battle Network game with a debug menu. My theory worked. If you somehow go to the 4th option on the title screen, you can access the debug menu. As always, GM's understanding of WS ASM is really helpful. The Debug Menu is really simple to access.

In the game, get to the title screen and push start to see the selections. In Mednafen, push Alt+D, then push Alt+3. In the memory editor window, push G and type in 10EB. At the cursor position, push Insert and type in 03. Push Alt+D to close the window. Now push A in the game to proceed (it doesn't matter where the cursor is).

tldr; Memory editor, go to 10EB, type in 03.

You should now be at the debug menu. It has a sprite viewer which I'm really excited for. There are lots of cool features in there you should look around for. In the map viewer, I found this to be interesting.
This map test lets you open any map, but with this silly running MegaMan animation just so they could get a feel for the map. The sprite, though, is a really old sprite of MegaMan. The colors seem to be more accurate, too.

This is really interesting, so have fun with it! Here is a video showing everything in it.

Star Force MegaMan Sprites

Rockman X-Over Sprites

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We finally got sprites from the game! By "we", I mean me, DjangoDX, GM, and Midnite. Remind me if I'm missing anyone. Especially, huge thanks to DjangoDX for actually having the game and getting stuff. Download all 90MB of sprites right now!

http://ge.tt/6779KQW/v/0?c
http://ge.tt/6779KQW/v/1

You can also view a few of the new arts in the TREZ Gallery (link on the right). Some of the battle sprites are very nice while others are silly-bad. We're still missing stages and possibly a few things here and there, but this is the meat of the game. Character sprites are in resource\textures\atlas and card images are in resource\images\capsule. Here are some of the more interesting graphics to come out of this.




More X-over Rips

More Xover Stuff

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World 8 came out today. With it, tons more content is added to the game. The updated archive contains more than 30MB of new content. There are dozens of cards from those 2 obscure crossovers with other similar games. There is a new armor and a MegaMan 7 stage with uninspired sprites.

Download it here!

Click for previews.




EXE 6 Crossover Event Translated

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If you've wondered what I've been up to the past 20-or-so days, it was helping in the brief EXE 6 Crossover translation. You can read more about this and download the patch directly over at TREZ.

This patch translates the Crossover scenario in EXE 6. Saves are included for you to play from the start of the event. Crossover Battle 2 is also fully translated and even lets you play with an English-patched Boktai 3. The EXE 6 patch is available in purist JP version and traditional EN version.

More X-Over Rips: Star Force Bosses

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.






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.

More X-Over


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!

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.






Look! Xover!

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Here are some of the things that are new in this update, I think.
Get the latest at the link to the right.







Wow BN4 Translation Are Awful

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Can you believe this game came out over 10 years ago? Let's look over again at how vague, bad, or outright wrong a lot of the BN4 chip descriptions were.
This list looks so bare and unintelligible. TopM, hmm? Like, just spell out the whole name. There's clearly room. It doesn't matter if two name lists have to be maintained. There's room! Ah, yes. VideM. Did you fight VideM today? What time did you get? Rumor is you can get VideSoul, guys!

 "Explosion by Wide attack"
Why is Wide capitalized? It has nothing to do with this. It's like Heat/Bubble Side distracted the translators and it somehow ended up in the description. Maybe anything about the 3x3 range you get after hitting something would have been at all useful.

"The burning flame in cross!"
You can't make this stuff up. This sounds like what you get when you put the Japanese description in Google Translate. China-knockoff-tier. The... The!

"Assassin who sneak into enmy"
Oh really? Who? Where? This just sounds like an incomplete thought. You can imagine this as an assassin sneaking into the enemy field, but this fragmented mess on its own means nothing. What is even happening? Does it go literally in the enemy? It means stage, but you wouldn't get that from here. Or better yet, just forget the elaborate language you can't fit and just describe how it's a long-lasting shuriken trap.

"Sets a TimeBom"
So one TimeBomb, plus one TimeBomb, plus one TimeBomb, equals just setting another one? And why is the 'b' missing? There's clearly room as it's consistently spelled out "TimeBomb" everywhere else! What makes this different? It's really lacking in detail. In fact, it shouldn't even be TimeBomb+ as it is spoken GigaTimeBomb in Battle Network 5 DS. The spoken word is canon as is the Japanese version since it coincides. But oh well...

"3 boomerang atk enemies"
Can you even grammatically correct when there actually is room? Piling small oversights really start to stink up the game. All that had to be written was "3 boomerangs atk enemies", and it makes more sense and reads better. The full name for the PA should also be PitRange, I think, so there's no reason they couldn't fit an 'e' after the 'g'. It wouldn't try to read like "Ring" or "Rang" or some other word that might not belong. QA must have been asleep on this one.

"The ricocheting Hockey"
Oh man, this is right up there with FlameCross for being absolutely awful. Fortunately, 5 and 6 fixed this one but it started out so bad. Why is Hockey arbitrarily capitalized? How is this any different from the regular "the Hockey"? How about how it's stronger and lasts longer? No?

"Numerous Fangs are continued"
Such long words for little effect. Looks like someone can't quite grasp the English language in a limited text space. To get to the point faster and clearer, how about mentioning how it fires many fangs rapidly? Remember at the batting cages how many balls are continued at you? Yeah.

"3-shot ball atk reduce HP"
Something something 3-ball something HP. Someone completely missed the point. They got lost among how it's a 3-shot attack and it involves your HP becoming its damage. Like PitHockey, this description also got improved in BN5 and 6. There, it's actually useful. Of course an attack chip will reduce HP. Did nobody even read this? Playtesters? QA?

"Creates 8 whirlwind ahead"
Whirlwind, 8 times, yeah okay. Oh! Wait a minute! Ha, good going proofreaders and/or anyone else who should have caught this one. Like NumberBall, the true meaning is mixed in a blender and what you see is what you get. Yeah, it hits 8 times, but that is not the place to say so. Even replacing the number 8 with an 'a' would make it read better. Again, 5 and 6 rewrote this better so it actually makes sense. Whirlwind is such a long word you can't afford here.

"Fires a sonic blast"
Nothing in the entire series even comes close to being so flat out wrong and misleading. Even when I first encountered this description, I had to actually use it in battle to see what it did. When that happens, translators, QA, PT, they all failed to catch this day 1 flaw. A sonic blast? What game are they even translating? Maybe some random other game ended up getting the correct description for this chip. And why "Binder"? That confusing name only helps in generating more confusion. For those who don't know, all this does is throw that Melody enemy and has them bounce on an enemy. Bounce. Do you see the word bounce anywhere? But no, watch out for those level 3 Melody enemies in the Undernet! They'll shoot their sonic blast at you!

"Appears Hole in front"
 Ugh, doesn't this just hurt to read? It really makes you wonder if anyone even proofread this game. Their word randomizer looks to have failed at creating a coherent English sentence. Is "Makes a Hole appear in front" really that hard to describe? The Hole chips were all bad, so it's not like anyone should have bothered with these anyways. This is coming from BN3 that had an identical chip, but not an ass of a description. Curiously, the DarkLine chip is not the grammar crime this one is.

"Fire atk damages you"
Even though the chip icon gives away this chip's function, the description could at least be more correct. You mean me using Fire chips damage me? The point of view changes the context of this. I suppose if you like reading out your chip descriptions to your friend in a battle, then this would make sense. Otherwise, this just had to be rewritten to mention how these are elemental traps and hurt the opponent, not yourself. No other chip refers to your opponent as "you" because that's dumb.

"Makes enmy's HP same"
HP same. You can really see the effort in this one. The direction this one was going in is a tad more accurate than what BN5 and 6 got, but all they had to do was add the word 'the' before 'same'! And look! There is even room for it. "Makes enmy's HP the same" But sure, if you just read it quickly once, you would never even know anything was wrong. But it is wrong.

"WoodTowr pierce in enmy area"
Third time's the charm, right? You wouldn't know it just by looking at this, but this is the only version of the chip that switches the word 'on' for 'in'. No, the effect isn't different. I hope they weren't actually typing out the duplicated descriptions manually. Because then, bad mistakes should have happened less.

"Ices over all and slides!"
Something with ice, and slides! This nonsense roughly translates to ColdMan pushing an Ice Cube and other objects on the field. "Ices over all"? Did anyone even understand the original Japanese description? This makes it sound like an Ice Stage chip. And I'm pretty sure the verb "slide" is not the same as "push".

"A laser pierces 1 thru!"
Pierces one through? One does not use the number 1 to say that in the English language. The psychology of chip descriptions is that when the player sees numbers, it's most likely referring to range or targets. So saying "1 thru" is just another confusing output of randomly removing words from a longer, detailed description. It fires over 1 column, yes. But 1 thru sounds like it stops on the second target or something.

 "Attack tape slam 2.5 in"
What am I even reading? When I first encountered this, and subsequently every time since, it's always frustrated me that this description is just so devoid of meaning and incoherent. This reads like words literally randomly generated. I could probably randomly generate my own meaningless description and it would still be better. "2.5 in"? In? Inches? Why is there a period between the numbers? There's no half panel so it can't mean panels. This description might as well have been in Japanese because I can't understand it. I might have actually seen a useful number at least. Just like the aptly-named Binder chip, I had to use it in battle to see what it did. In people-speak, the VideoMan chip spawns two 2x2 tape rolls two panels away. They spin and hit 3 times. There are many ways to say that, in less words, that don't start with "Attack tape".

And this is what makes BN4 look shoddier overall when compared to the other Battle Network games. I'm sure there are numerous mistakes in the story as well that I haven't nitpicked, but I can't dig those up now. Since the player would be seeing these so often, they really dropped the ball.

Links to stuff

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Hey there!

It's no surprise this blog is long-abandoned. (The real stuff happens on Twitter these days.) But that doesn't mean this doesn't continue to be an important destination to certain visitors. One reason people may land here is for various downloads I've put up over the years. Below are links to two important collections which may be hard to find now.

 

 

Remember this early mobile game? Rockman Xover is a now-defunct original MegaMan/Rockman mobile game from Capcom which featured lots of crossover content from other MegaMan series. It was rather simple to pull the content from the server as it was getting added. As a result, this is a very complete collection of the content that was released for the game. Content from various servers and extracted contents from the app are included. The biggest attraction is all the card art which often featured art rarely seen in such high quality before.

 


Back in the mid to late-2000s, Flash Player was king when it came to interactive web content. As of this writing, Flash will be discontinued in 4 days and will be prevented from running at all 2 weeks later. Back in its heyday, Capcom sites for the then-new Battle Network and Star Force games used Flash all the time. These sites usually included assets which are hard to find elsewhere then and still are now. I've consolidated all the Flash site collections I had backed up and put them all in one ZIP. The collection includes the raw Flash files and the files decompiled. Inside are files for the following: Ryuusei no Rockman 3 site, some old MegaMan screensavers, Battle Chip Stadium site contents, Capcom USA's MegaMan site, MegaMan NT Warrior site, MegaMan Zero DS collection site, MegaMan Legends 3 site, Rockman EXE 6 site, and many more. It's really unorganized, but it's a lot of stuff.

If you have any other backups of things I may have missed, please send it over. The worst thing that could happen is if these sites, their content, and their experiences could be lost forever.

 

And one more thing that I worked on this year: ripping all the sprites in every GBA Battle Network game (and BN5DS). Sure, Sprites Inc. exists, and it's a great resource. But all that stuff was hand-ripped back in the day. Something I've wanted to do for a long time was automatically rip all the sprites from all the BN games in a consistent and complete manner. And that's what you'll find in this archive. The sprites are extracted and converted directly from the game, retaining their original categorization, animation count, and origin point (hint: it's the center). It's not as nice to look at as a sprite sheet, but it's very thorough. And because something like this can be automated, so can the production of animated GIFs based on the output frames. Yes, there are animated GIFs of every sprite in the series now! The only thing I couldn't figure out is how to crop all the frames consistently, since you may not always need the blank space around it.

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