Wednesday, September 29, 2010

Megaman Legends 3 announced!

I knew this would happen sometime this year. Megaman Legends 3 has been announced for the Nintendo 3DS. This is solid evidence that the fans get what they want. Now I feel like actually buying a 3DS. I've only played the first Legends game (mainly because PSX controls are terrible) and I like it. A third game seems deserving for them.

Capcom Japan also opened a page for the game.Unfortunately, it seems like it's going to be HTML again, so there's little chance of stealing advance goodies. More will be announced soon at the New York Comic-Con. I'm excited to see what's next!

Monday, September 27, 2010

The Cutting Room Floor

I've recently discovered The Cutting Room Floor, a comprehensive wiki on unused/beta/debug stuff in games. Since I'm really interested in these sort of things, I'm writing their Megaman Battle Network articles since I know the most about those things when it comes to the MMBN series. I'll be starting with the first game and go in order. I know there will be plenty to go over so remember to check out the articles soon.

Update: I've finished writing the MMBN1 page. If I can discover more things, I will add them.

Saturday, September 25, 2010

My MMBN5DS Gamesave

I've finally completed my save! Unfortunately, I couldn't get the NDS Backup Tool on Greiga Master's flash cart working and I could extract a raw save quickly. I had to resort to my Gameshark USB DS adapter which works as well, just slower and riskier.

I've spent a lot of time on my Megaman Battle Network 5 DS save. I have both files 100% completed with all icons. I won't get into all the details, so I'll just list some that I remember.

No cheats were used
All HP Memories/Expansions obtained
Both files have 999999 zennys
Both files have at least 5 of most chips
Both files have max SP chip attack (version-specific Navis only)
Both files have all NCPs obtained
Both files have unlocked all GBA slot features
Bass XX has been defeated in both files
The Colonel file has hundreds of Bug Frags
200+ hours from both files combined

There could be more things worth mentioning that I forgot. And unfortunately, I couldn't get max SP records for opposite-version Navis. I have some records on the Colonel file, but nothing in the Protoman file. I think these saves are far from "perfect" but they're certainly better than others. You should know I'm very devoted and my saves are always top-quality.

You can download my game save right here. Remember that the save only works for the US version of Megaman Battle Network 5 DS. Click the icon below to begin downloading.




The ZIP folder comes with 5 different save types to account for the different situations. I haven't tested them, but they should work. One more thing, please don't distribute these without my permission. It's still my save. Personal use is okay, but email me if you have something else planned.

Thursday, September 23, 2010

Double Team DS save coming soon

I remember I said that I would release my completed Megaman Battle Network 5 DS save when I finished it. I put it aside for too long. I've almost reached the goal I wanted and the save will likely be up by today. I gave up on looking for Area Grab *. It's just too difficult to get. The saves are still really good though.

I recorded this video while I had my NDS and video camera to see how the quality turned out.

Tuesday, September 21, 2010

Color Theory Final: Mock Cold Case Opening Scene

I've already present my final project and it was amazing!. It is, quote, "Perfect use of color" according to my instructor. I really have to thank my cousin Karina and her friend Katia for willing to help. Their acting was great and they did an excellent job. Thank you very much!
And thanks to Sony Vegas Movie Studio, I was able to make the video the way I wanted to make it. Also, it's available in HD because the source video was shot in HD. I am really proud of my work and the people that helped me through it.

Here is the video, but an HD version can be seen on Youtube.

Sunday, September 19, 2010

Premiere Week starts tomorrow

Last year I covered this, as I have an interest in TV. My favorite program choices haven't changed much. And I'm still a big CBS guy. Here are the shows I will be watching this week:

Monday
-How I Met Your Mother
-Two and a Half Men

I might try Mike and Molly and Hawaii Five-0 because they sound interesting. Last time I tried a new comedy, I didn't like it. They're also still trying to squeeze in a crime drama after comedies. I don't know why.

Thursday
-The Big Bang Theory
-C.S.I
-The Mentalist

I don't like how they moved The Big Bang Theory to this night. It means I have 2.5 hours of TV to watch in one night. It will also be the second full season of CSI and The Mentalist that I'll be watching. I don't care what other people say. I like to watch.

Friday
-C.S.I: NY

I normally wouldn't watch anything on Fridays, but since they inverted the CSI schedules... Things don't look to good when a show moves to Friday.


That's about it for my viewing schedule. Luckily I have a DVR and I can record all the shows I watch. They are mostly on at 10:00 pm and I'm too busy to be staying up that late. CBS inverted the CSIs so that means that instead of starting with Miami, then Vegas, then NY, it goes Vegas, NY, Miami. Also, the CSI: Miami premiere is 2 weeks from today for some reason. I think Sundays is a bad slot for the show.
This season, though, one of my favorite shows won't be appearing. Unfortunately Cold Case got canceled. I know they hadn't had any notably great episodes for about two seasons, but it was a great show. It was always interesting to see the new cases and characters. There are some really great episodes from past seasons. I have their endings favorited on my Youtube channel. At least there will be reruns on TNT and I"m almost done watching all the episodes.

I'll still look forward to this new TV season. It's fun to keep up with the interesting stories.

Friday, September 17, 2010

Got Sony Vegas

I've finally decided to download a trial version of Sony Vegas Movie Studio HD 9. Yesterday I uploaded a rather uninteresting video as a test.

I found the program quite easy to use. It doesn't seem to have that steep learning curve all the reviews complained about. And surprisingly, it works excellently on my desktop. The program is smooth and responsive, unlike that dreaded Windows Movie Maker.
I obviously had been using WMM for a while, but the limits become oppressive. Plus, the program crashed randomly after about 20 minutes. The default effects were tacky and static. Vegas 9 is a huge improvement as it has several customizable effects. And it can have audio AND sound! Amazing! The only problem I encountered was on the initial export. I didn't know what it meant by loop and it exported 4 seconds. Then when I exported everything, it was 4 GB! And it didn't playback. The video I uploaded was about 30 MB and had acceptable quality. I recorded that video using my picture camera despite having just bought an HD video camera. Vegas 9 let me turn the 4:3 video into a 16:9 HD video, while letting me choose the crop.
If this program stays this reliable, I just might have to buy it somehow. I wouldn't dare crack it as I have already sent my personal information to them. Besides, I have money.

The reason for the test was because I needed to learn a real movie editor quickly because I chose to make a movie for my Color Theory final project. The video is loosely based on a plot I considered for a MMBN fiction. Life caught up with me and I didn't have the time to make that version. Instead I've decided to make a live action version which I think has gone perfectly well. I've always wanted to make a story based on this format. I hope to finish the video by tomorrow. Sony Vegas 9 has done an amazing job so far.

Saturday, September 11, 2010

Unused 3D models: Picture Gallery

I've compiled some pictures of the newly-seen unused MMBN5DS 3D models. This should be more insightful than the previous, faceless pictures from nsbmd. I also explain the pictures and details.
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First up, ACDC Town.
The Honda building seems like the most out of place building in the town. Its design is based on the containers found at the SciLab dock. No idea why it would look like that which leads me to suggest that the name was merely added for no apparent reason. The doors and windows also look similar to the exterior design of Higsby's shop.

For some reason, when wireframes are on and transparency is off, strange shapes can be seen in front of the building as seen below.
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Next up is the 7-Eleven and metro.
The 7-Eleven is probably there as a filler, but it seems so accurately designed. Also, remember I pointed out that the texture for the front of the 7-11 is the same image from the 7-Eleven Japanese site with some modifications. Unfortunately, it seems they removed or relocated the image from the site. It can still be seen in the archive.
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Here is Higsby's shop and Mayl's house.

While Higsby's shop doesn't have its name visible, it still resembles the GBA version very accurately. In fact, the texture calls it "Higsby's" despite it originating from Japan. Mayl's house is also fairly accurate. The size of the buildings makes the player's size questionable. They would have to be quite large; much bigger than the scale used in the GBA games.
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Now here is Dex and Lan's house.
Again, they're fairly accurate. However, Lan's doghouse is much bigger than in the original. The doghouse is almost as big as the door. This person-to-building scale would have to be way off for this. Also, the stairs in the back don't actually have steps. It's just a slope with a texture. It's also rockier which suggest the park may have been past the stairs.
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Here is Yai's house and boat.
Unfortunately, even in the 3D model, the rest of the house is lost. It just never felt like a big house ever since they started using the front gate as the house. Below the house, the boat sinks conveniently. The water shows through because transparency is on. It would look strange with black, too. Also, I have no idea why the water is that shallow. There is a cave or tunnel in the back so it makes no sense how the sip could go in our out without going in reverse. It may not be visible, but the boat is also labeled "Yai". Unusual since the Japanese GBA game has the boat labeled "Yaito". The hills are also notably low-poly. I'm sure if this was completed, the map would be more detailed.
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The town map has joints, which is apparently unusual. These joints, however they may have been used, provide clues about how the map functioned.


I doubt the map has animations, especially those involving the movement of buildings. All visible buildings and objects are all connected to the center for some reason. The Honda nameplate is connected to the invisible shapes in front of it. Who knows what that might have done. The park entrance also connects to the steps.
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This is the 3D model for the battlefield.

It's nothing special, really. When the model is opened, the blue side is on the left, but I don't know if that's significant. The stage doesn't have complex joints or individual polygons and materials either. The stage was made like this and the panels can't be changed individually. Obvious signs of halted or preliminary progress. The texture has an orange-brown panel which isn't seen here. It is also very similar to the GBA version except that it is influenced by perspective. In order for the panels to be perfectly square here, the camera would have to be directly on top of it as seen below.
Still, the idea of 3D Battle Network battles is still fascinating.
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The Net map also has joints.

Like last time, all the lines come from a center. They seem to connect to starting points on all the levels and the floating platforms. I don't know if those flying platforms are supposed to be like that, but they are linked somehow. There is also a red line for some reason. It doesn't go to a start of a platform.
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This is the platform from which the lines are generated.


You can also see a small, floating cube with a dash arrow on it. Could jumping have been possible? The warp also has an arrow, something the GBA game didn't do despite the texture being VERY accurate. Also, the platform from which the lines originate has a name. It is called "saka". I couldn't find a definition, but maybe it has some relevant meaning.
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Here is the entire map seen from above.
The map, like the previous map, bears little resemblance to the GBA version. I suppose with a 3D map, the second area could have just been a second level. It looks incomplete and there are no arrows or sub-roads. There are only 3 warps which means it could have been used instead of arrows. The arrow panels seem to suggest the warp on the left may have been the starting point. This map just lacks the qualities of a completed map and this seems like a bad start.
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Here is Lan's room.
For some reason, I always have a hard time exploring this model. It is very similar to the GBA one with the exception of the soccer mats, though those could have been separate objects that loaded independently from the map. The poster of Otenko is surprisingly lo-res. I think the GBA one is more distinguishable. There is also no picture frame and the strange blue curtain is hanging over Lan's computer. In fact, it's not even hanging over, it's just a flat texture.
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For some reason, there is a backside.

For the first time, Lan's closet can be accessed and there are PET boxes for some reason. They resemble the boxes found in Higsby's backroom. Also, there is no wall from the direction the camera is facing. If this were on purpose, I would imaging the camera would shift to a fixed location depending on where the player was. Also, the porch is designed. This is contradictory to the fact that the texture for the door shows cast shadows of the rails. I think this room gives a better idea on what the player-to-map scale was. On the previous picture, the size of the bed can directly be related to Lan's height. It means he would barely be able to move through that door.
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Finally, here are the character models.
This model's internal name is"pl00_kage". I know for a fact the term "pl" refers to player which makes this model, player model 00. I hadn't seen the term kage before, so I looked it up and apparently it means "shadow". But what makes more sense is that this model was probably used as the overworld model for Megaman. Lan's model also uses the same naming convention and obviously he doesn't battle. That could also explain why this model uses different texture. I always knew there was something wrong with this model. It isn't based on the finished 3D model used in the retail release of Megaman Battle Network 5 DS, and I can prove it.


On the top is the unused overworld model. On the bottom is the final model used in the released DS game. The differences should be VERY obvious. The top one is notable low-poly and fairly inaccurate. This isn't the first time using low-poly models for overworld has been done. In Final Fantasy IV DS, Kainazzo had a very obvious overworld 3D model which was low-res/low-poly.

In this case, the character model is very distorted. The head is much larger than it should be and the shoulder pads are stretched. The emblem is also much larger than it should be. And the legs are very scrawny. Still, these are the features which were most exaggerated in the GBA sprite version. The head is probably in the same proportion as the sprite and the body is probably that small. But compared to the final version, the overworld one is really short. When the models are compared to the concept art, the bottom one seems more accurate. Also, this is the only model to have a shadow attached to the 3D model. I have transparency off so the round shape can't be seen.

If I were to theorize, though. I would say the one on the bottom would have been used for battle. The other models seem to support that theory.




The back of the overworld model also has no pack. This could be a program error, but I can't be too sure. The pack is still present in the texture.
But can you see? The rings on the arms are cubes!
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Here is Lan's overworld model.


Its internal name is "pl01_kage", which suggests the second playable character. However, this doesn't follow standard MMBN ordering conventions. If this model suffers from the same distortions as the Megaman model, then the head should be slightly smaller and the height could be higher. At least the model looks complete this time.
Well...almost.

The 3D model doesn't have roller skates. If this isn't a program error, then Lan could have ran! Maybe if animations can be found, Lan can be seen running.
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There are NPCs as well. One for each world.


This is the generic boy's 3D model. His textures are surprisingly complicated compared to the rest of the textures. It also uses a different name; its internal name is "sb01". I don't know what "sb" means. But seeing how low-poly the model is, it most likely was an overworld model. The eyes are really blurry, and for an obvious reason. It seems that only for this model, the one with the more complicated textures, they decided to rip from their own sprites to make the face texture.
MMBN5DS Boy Texture
They took it all from the mugshot. They took a small piece from the already small sprite, enlarged it with some upscaling algorithm, the used it as part of the face texture. If you zoom into the face, you can even notice there is a skin color difference. This is likely because the mouth and the rest of the skin is based off Lan's texture and the sprite uses a different color. Also, the eye was drawn in perspective for the sprite. Using the sprite's eye as a texture was a bad idea, and it is exactly why the eyes look irregular.
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This is the Net's NPC.

This model has always shown up incorrectly for some reason. But then again, Protoman's 3D model also has similar errors, so it is likely a program error. This model also has the smallest texture. Its internal name is "sb04" which means there are 3 models missing in between. The feet may look stuck together South Park style, but there are joints there meaning they are separate. What's even stranger about this model is that its materials aren't called "material". Instead, its naming it "Scene_Material", a name used for the PET effects in the final version of BN5DS. The only other models to use that name are the blue squares, the white box, and the green hexagon from the PET screen. The green hexagon is also likely unused. It still seems sloppy for the names to just change like that.
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Here are the last two 3D models: parts of Megaman.

This model only contains the Mega Buster and there isn't too much to go on, either. Obviously it would have been used in battle. The internal name is "pl00_Larm" which is a match to the BN5DS model named "pl00". However, it says it's a left buster. I thought Megaman was right-handed? It would have made more sense to leave the right arm. The texture for the buster is also VERY similar to the BN5DS model's texture. It's the same texture with the exception of the hand part. That box floating above the buster could have been used for positioning. The buster only has one joint and it is called "joint". If there are even any animations for, it would probably match an animation from the model where the buster is pulled out.

This is the last and final model in the Megaman Star Force 1 models.bin archive: a foot.

I left the joint on this one which seems to connect to part of the upper thigh. Its internal name is "pl00_Lleg" which means its a left leg. The texture used on this leg is an exact match to the BN5DS model. The model, however, is not. The small blue square is too low on the leg. And where it should have been, is a strange blue line. The upper part of the leg is also really inaccurate. Instead of a circular shape, there is a V-shape. I kind of don't want to say this, but it looks kind of like the Star Force Megaman leg shape-wise. There is one joint and it is called "hidariasi". I couldn't find a definition for this. When they feel like using Japanese, they do and when they don't, they don't. Any animations for this would probably resemble the battle stance and other attack animations, if any.
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That is all I have. I hope that has provided some more insight on this mystery. I will do anything to know the truth behind this scrapped project.
Before I conclude, I would like to give thanks to ReploidOf20XX from SpritesINC. I think he deserves more credit than he has been receiving from all this. After all, he found the textures first. I only explored it. Thanks a lot for the support and I hope one day there will be answers.

Wednesday, September 8, 2010

Another look at the 3D models



Animations will come later. This is much better than the last preview.

Console Tools released!

It turns out Console Tools is finally out in a new demo. I just tried it and got some amazing results. This means there will be more on the Megaman Battle Network 5 DS canceled 3D remake! Here is a picture of ACDC Town as it would have appeared.

It turns out the boat is floating on the shallow water in the middle of the map.

If I can get the animation files to work with the models, I could find some interesting animations, too. I'll make a video when everything is set.

Monday, September 6, 2010

Labor Day Vacation!

For once in a very long time, my family and I took a trip to Universal Studios Hollywood. It was lots of fun especially since I hadn't been there for a very long time. It's just part of this revisiting trend that's happening. I think the last time I went, I was 7. The park must have changed by then especially with all the newer movies.

I knew right away where I wanted to go. The tour is a must. I had to go on the tour which was 1 hour+ wait time in the boiling heat. The tour was nice. Unfortunately, it seems this King King 360 3D thing was completely overhyped. By the time I got on the tour, it seemed obvious that they just built a new one over the burned one, which makes sense. It was about 3 minutes long and was clearly not the main attraction. It was interesting, though.And we got to pass through the sound stages. Apparently, they film CSI right there! That's awesome!

After the tour, there were two rides I absolutely had to go on: Shrek 4D and The Simpsons Ride. These were the big name, newer rides that I hadn't spoiled for myself. But before I went on that, I saw the Waterworld show. It's basically a live show based on the 1995 Waterworld movie. I have a feeling that ride will be going soon. The show was amazing. And the live special effects was astonishing. The fires could actually be felt! The acting was great for a reason. Apparently the actors are stunt people from popular TV shows such as Desperate Housewives, Grey's Anatomy, and CSI:NY. It was a wonderful show.

Shrek 4D was next. The lines were relatively short and the side-story was amusing. The show was exciting because the experience was fresh. It was almost like watching a 3D movie, only there were more effects. The seats moved, air and water effects were felt and even more screens appeared to enhance the action. It was very entertaining. The story, however, was basically a filler that takes place after the first movie and before the second.

The Simpsons Ride was intense. The lines were very long though. We waited a little over 1 hour in line. Thankfully the screens on the ground floor played something entertaining. They showed clips of great, memorable Simpsons moments. Good thing I didn't have to go through the brain-melting process of rewatching all the episodes again just to get those scenes. There was also a sub-plot going on. The ride was intense. It was those type of rides where a cart moves around with simulated imagery. I am always amazed how realistic they get these things. The ride was great. And the 3D modeling was finally decent. This ride reminded me of Disney's Space Mountain because of the sharp turns and high speeds. The Simpsons Ride did not disappoint!
I looked up info on the ride and apparently it replaced the Back to the Future ride. I just faintly remember that ride... But there is one thing I do know about the old ride: it was getting outdated. A time-traveling sci-fi from the 80s and 90s aren't as entertaining in the 21st century as they were when they were new.

I don't feel like talking about the rest. The entire day was lots of fun. 10 hours of fun tires me out, though. It was a huge day. Luckily, we bought annual passes so I have 12 months to go back and try out some of the rides I missed. Maybe I can bring somebody else along. I haven't planned that out but there is still time!

Thursday, September 2, 2010

Damn Macs (rant)

Okay, I've put up with the Mac's backwards interfaces and inconvenient keyboard and mice. But this is too much now. I tried printing a simple Word document from my USB drive today and ran into nothing but bad service. On one computer, it didn't connect to the printer. And I had no way to figure out how to get it to connect again. I switched to another computer only to find out it had the same problem. I switched to a third computer and it wouldn't read the USB. I had to pull it out and try again. This time it said it can't read my USB. So just like that I ruined my school-provided 8GB USB simply because the computer couldn't stop trying to read the USB in the first place. None of this would have even happened if it could just print the first time.

And this isn't the first time Macs have given me shit. I can remember at least 3 times when the computer inexplicably froze on me. None of the buttons did anything and it wouldn't even turn off. This has interrupted some chats. A conspiracy? I don't even remember how many times I've gotten stuck with a Mac in permanent sleep. The computer is on but it won't resume. Again, none of the buttons do anything.

The keyboard is mess, too. The standard keyboard is awful. The keys need to be pressed extra hard just to get through. Maybe it's because I'm used to my worn out keyboard but those buttons just don't work for me. Oh, and there is no lock indicator? I could accidentally put on caps lock (which happens often for me) and not even know it was on without typing. That's because there's no indication that they are even on! Why?
The mice are inconvenient, too. It has these two solid buttons on the side like my mouse has. Only instead of being used as back and forward, it moves screens around. I don't use it because it often freezes like that. And there is only one clicker on the mouse. Why not have two? More with less, right?

Obviously, these rants are normal for a dedicated PC user but I'm going to have to get used to both OSs really soon. I've seen the tricks seasoned Mac users can do. I think the problem is that I'm trying to use the Mac like a PC. And people that complain about PCs use it like Macs. Both companies are monopolists and that's a problem.

Update 9/9/10: They did it again. I knew I shouldn't have trusted a failed USB and I lost all my data again. FUCK!