Sunday, December 30, 2012

Voice Battle Network

Uh, so this is a thing. Voicing over while playing Battle Network 4 with added bits in between. I couldn't possibly sit through any of it but it's getting quite popular.

The latest episode can be seen below, but you can catch the previous two here.

Thursday, December 27, 2012

Chrono X Demo 4 Out: My Review

As avid followers of Chrono X may know, Demo 4 was recently released. I took this time to finally try out the game which I had only seen from time to time. They wanted a really well-made logo, so I'm expecting a well-made game. It sounded like a big deal, so why not.

Wednesday, December 26, 2012

MegaMan 6: Start to Finish!

Finally, the last of the MegaMan NES games: MegaMan 6. I heard a lot about hos different this game was, and I was not surprised. The game overall felt very different from the previous games, I guess in an effort to differentiate more and try out different things. Well I liked the efforts. The suits are an interesting feature which show up later in the series and the difficulty was greatly reduced. It worked for me and it's definitely more enjoyable for me because of that.

The final Wily boss has 3 forms, so that must mean something about how it's one last hurrah. It felt too easy at some points but the jet suit is really fun. I relied on it a lot. Overall, looking back at the NES MegaMan games, I think my most favorite and enjoyable games, from greatest to least goes like this: 6, 3, 5, 4, 2, 1.

6 seems more complete and feels like a much more evolved game. 3 was also very fun in that it didn't feel exceedingly hard at too many points. It's probably the last game I could tolerate no charging. And MegaMan 1 I certainly would never play again. It's just not very fun at all and very unrefined. The useless score feature, resetting after every game over, and the Yellow Devil boss, which is still the toughest in the series so far, makes it very unenjoyable, looking back. I played it and finished it and that's all I needed to do with it. 2 is okay, but the others are better. Still a little too vanilla for me.

That wraps up NES. If it's one thing they all got right it's controls. They just feel right and even though some of the games get tough, it's nothing I think I couldn't beat. It says a lot that these are some of the NES games I'd consider "passable". I don't know too much about the other must-plays but the MegaMan games had a great deal of polish and detail. It would be hard to top that.

Up next is MegaMan 7, so stick around to watch me play it live or wait for the YouTube uploads.

Tuesday, December 25, 2012

MegaMan 5 Completed!

After the progress I made in the Winter Festival LP, I went on my own and completed the game. It took close to 2 hours for the remaining part. The last stages were a little tougher than before and it's still easier that the previous game. Watch the play below.

Check out 31:50 on the second video. That felt like my greatest moves up to that point. It's too bad I don't actually win that battle. I still beat the game, so that leaves only one game in the NES line to beat. I think I'll like MegaMan 6, despite what everyone else says.

Saturday, December 22, 2012

The Prof 9 Beats Akuma

Today on TREZ's Winter Festival stream, Prof. 9 beat Akuma in Street Fighter x MegaMan. He's clearly much better than I.

So bravo. Also demoed the Zero 4 Speed Run challenge he's prepared. It's interesting in concept but far too difficult for me. Also, Chrono X should be participating in this year's Winter Festival presumably by talking about their latest demo. I finally tried out their game after watching from the sidelines for too long. I'll post a review soon.

Friday, December 21, 2012

TREZ Winter Festival 2012 Day 1: Let's Play MegaMan 5

In case you missed the crazy antics, you can rewatch Day 1 of my stream below. It was a blast with everyone on the stream. Would like to do again. More coming tomorrow.

Thursday, December 20, 2012

Capcom Survey

So Capcom recently announced a survey in which they ask fans which digital releases they want. I think it's a great way to find JUST what people want without making bad guesses. During the survey, lofty prospects of a Battle network digital re-release, collection, or HD remake appears. It's quite a tease but either one of those sound awesome. I'd especially like to see a Battle Network game made on a higher budget or with more time, and definitely with online play. Instead of releasing lots of games in a short timespan, I want to see one really well-made game. Make it happen, Capcom!

Wednesday, December 19, 2012

MegaMan 4 Completed!

I just picked up the game and went for the finish. After getting stuck on the pre-final boss for too long, I had to waste 5 energy tanks to win. Actual final boss was significantly easier so I wonder why it was so poorly balanced like that.

I don't care what people say, MegaMan 4 was more consistently fun, more than 2. MegaMan 3 seems perfect so far, in terms of difficulty and fun. I will be playing MegaMan 5 on the Let's Play portion of this year's Winter Festival - and with voiced commentating from me and others. Should be lots of fun.

Monday, December 17, 2012

MegaMan 25th Anniversary

As this day comes to an end, it marked the 25th Anniversary of the MegaMan series. Capcom has been very enthusiastic about it. Most importantly, the Capcom-supported fangame Street Fighter x MegaMan was released through Capcom-Unity. I was able to finish the game after more than 6 hours. You can watch the last 50 minutes which includes the last level on my YouTube or below.
Slightly imbalanced, very difficult at times, but some kind of fun.

Sunday, December 16, 2012

MegaMan 4 Playthrough Continues!

Today I was finally able to fix my streaming problems. This means I could finally continue MegaMan 4 on my stream. Unfortunately, I was not able to finish it.

I got stuck on the bosses part, as I was expecting. I wasn't expecting that many game overs on a single boss though. Hopefully the next part shows me with a little more skill.

Saturday, December 15, 2012

VirtualDub Tutorial Updated

If you're like me, then you like to get a simple recording up on YouTube or anywhere else without the hassle of a fully-featured video editor. So recently I've updated my VirtualDub tutorial on TREZ which you can find at the link below.

The awesome part is how I'm now using H264. Before, I didn't trust the quality since on my Windows 7 installation, I didn't use VLC and WMP distorted the video. H264 is a powerful, modern codec for video that performs really well. The output video file I got is actually incredibly small and looks great. Basically any bitrates between 800 and 1600 produce decent picture quality and file sizes. I think on average, the x264vfw codec creates files ~30% smaller than what the old xvid codec I was using did. When using VirtualDub, I would definitely recommend this compression. Seriously, give it a shot!

Here is a video I recently recorded and compressed with H264. It turned out to be 18.5 MB!

Friday, December 14, 2012

Star Force MegaMan Sprites

You know what time I think it's for? A repost of the Star Force MegaMan sprite from EXE OSS. As you may recall, he's playable in the game and has a myriad of animations to accommodate old BN1 attacks. Some of the frames are also based on MegaMan's BN6 sprite, which Sol Cross MegaMan was retroactively based off of too.

Anyways, you can download the sprite sheet, the original sprite file, and the modified file that fits BN5/6 animations.

Wednesday, December 12, 2012

Winter Festival 2012 Schedule

The schedule of events for this year's TREZ Winter Festival is now available. You can find the post on the forums.

Check that out and get ready for the kick-off.This year's festival is going to be really exciting and I can't wait to start!

Sunday, December 9, 2012

Brace Yourselves, the Winter Festival is Coming

All sorts of events are planned. Stay tuned for more!

Saturday, December 8, 2012

MegaMan x Street Fighter Announced

In case you haven't heard already, the biggest news of the day today is Capcom's announcement of MegaMan x Street Fighter. Turns out this is actually a fan game that Capcom has decided to publically release as a free PC download on December 17th.
Also coming on the 17th, news about the MegaMan series's future. All I know is this has gotten me really excited about the upcoming events. This game looks like a very peculiar mashup and should be fun to play. Hopefully after finals week is over, I'll have some time to really have some time to enjoy it. Probably even stream as well. Which also reminds me, my stream link has been added to the sidebar.

Monday, December 3, 2012

Some new backgrounds

I've made some new backgrounds again. This time it's 2 original designs plus an interesting crop of one of the new designs.

Like before, they're free to use. You may let me know if you'll use them for anything public. I'd like to see how they get used.

Wednesday, November 28, 2012

Did You Know Gaming

So recently, Did You Know Gaming featured MegaMan. I found it quite interesting that they mentioned the find I made famous: the unused 3D models in Star Force.
It seems everyone knows about it now but this is quite a major publication of this. Unfortunately, theinfo is a little out of date. I wish they had contacted me sooner so I could give them more accurate and interesting details. As you may recall, I've featured more complete versions of the models on this blog. I even got them to load up in BN5DS, as they are based on the same format. This is how at least their idle animations got loaded.
Also, remember how all the models had several unused animations? It's a very fascinating mystery of the games that I'm still waiting for a proper answer to. But regardless, I'm still glad to have gotten something contributed to a widely-viewed feature.

Tuesday, November 27, 2012

MegaMan 4 playthrough!

I almost forgot. I've started playing MegaMan 4. One thing is for sure, it's definitely much harder. I played most of the game with little guidance as it is pretty much my first time playing the game.

You can watch the first 3 parts below. I'm not close to done yet, though.

Sunday, November 4, 2012

TREZ Back Online

After a brief and perplexing incident which has no doubt been discussed on the forums, today, TREZ's home page is back online. The TREZ Staff worked with our very own Mgamerz to get the site hosted more reliably elsewhere. As the site-hosted Legacy project was effectively canceled, its references were also removed. Our Rockman EXE WS translation is now more prominently featured on the site. We hope to fully restore ourselves and continue on like before. GM has done us a huge favor and added the drop-down menu to the home button on the site, which is a feature I've been planning on implementing for a while. Other things are still getting settled in the aftermath of the event, but we are basically back to our former selves.

Wednesday, October 31, 2012

MegaMan 3 complete!

The game was much shorter and/or easier than I expected. Part 2, which is over 2 hours long, can be viewed below.

MegaMan 3 was fun, dare I say even more fun that MegaMan 2? The game felt more balanced in terms of weapons and stage difficulty. I understood what the stage demanded most of the time. I know that blocks part in HeatMan's level in MM2 was far less doable than some of the blocks parts in MM3. Most weapons had a fair amount of use. Top Spin is highly unreliable. I ended up using the Magnet one a lot, but it eats too much energy. Gemini is just too laggy to be of any use the Needle is too weak. Snake was also very rarely ever needed. There were also more defeatable enemies. In MM2, I found myself running through many enemies because it just wasn't worth the tine or damage to defeat them. Not the case here, especially with fairly decent weapons.

Anyways, sometime soon I'll start on MegaMan 4. I don't know anything about it immediately, so it will be mostly a surprise.

Tuesday, October 30, 2012

MegaMan 3 started

After a brief break while I was busy, I've returned today to play MegaMan 3! If I had know this game would have been overall so easy, I would have played it sooner. Well, I uploaded what I played on the stream to YouTube, so you can catch up on it if you didn't miss it.
Yeah, there are some parts I clearly struggle on, but I felt I didn't rage as much as I have before. In this video, I get stuck on the GeminiMan stage. Rush Marine isn't very good at all. Everything just feels like it deals too much damage.

Sunday, October 14, 2012

MegaMan 2 Finished!

After a brief break, I came back and finished MegaMan 2!

It was pretty much a blind run. I don't think I had ever gotten past the level I start this recording in. Yes, I'll have to admit it was at least some kinds of fun. Look, fact is, the game is dated and has its flaws, but by the end of the game I must say, I felt satisfied having completed a second classic MegaMan game.

Saturday, October 6, 2012

My Nintendo DS is on its Death Bed

I haven't touched my NDS in over a year and what a surprise I find myself with. Aside from the obvious drained battery, recharging it a little showed that it's already forgotten my user info and is very prone to sudden freezes. All this means is I'll never be able to access Wi-Fi on any game without erasing my connection-related info; not that I was doing a lot of that anyways. I wouldn't be too surprised if it simply never turned on anymore, as is the next logical step.
I had already backed up my saves long ago, so I'm not worried about cartridges. It's just a little sad to see that my NDS, even though fairly neglected, was still in good shape. It shouldn't have ended like this. I still have Mega Man Battle Network 5DS, Star Force 1, 2, 3, which were the only games I ever owned. It's all I wanted to play anyways.

Sunday, September 30, 2012

Day 2: Mega Man 1 Complete

After much struggle, I managed to complete Mega Man 1. I did not find it very fun and I certainly would not play it again. Completing it sure felt rewarding.

So after that, I got started on Mega Man 2. It already feels like a much better game. I made it quite far today, only to get stuck on a part that's arguably just bad game design.

Saturday, September 29, 2012

Day 1: Mega Man 1

Looks like I was wrong. Game is still hard-as-all-hell and I still haven't gotten farther than last time.
Not even finished yet, so I hope I can finish the first game tomorrow.

Friday, September 28, 2012

MegaMan 1-6 Run Soon

After much consideration, I have decided to attempt and document my playthrough of Mega Man 1-6. My history with the original Mega Man games has not been pleasant. I didn't grow up with these games or an NES like apparently the rest of the world.

Thursday, September 27, 2012

Purist and Dubbed EXE WS Patches Available!

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.

Sunday, September 16, 2012

Navi Change and Chip Gate mode in BN6

For some minor experimental hacks, GM and I (where GM did all the work) tried 2 things: trying to get BN5's Navi Change back in BN6, and trying to get BN5's Operation Battle mode back in.
Here is how it went.

Saturday, September 8, 2012

BN Legacy Fan Game Update

There were some changes going on with the Legacy dev team at TREZ. First up, some dev group changes. I am now on the team to do some sprite work and stuff. Also, TUS BN7 vet LordHuffnPuff is also on the team. He's a legend.

Also, there's a huge update for the game hyping up the first demo. Check it out!

Looks like the project is going well.

Thursday, August 30, 2012

Rockman EXE WS Translation Now Available!

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.

Here is a full playthrough of the English version.

The second run of the game.

Sunday, August 26, 2012

EXE WS Translation Complete

The translation of Rockman EXE WS is now complete. Thanks to boco and GM hard at work this past week, all of the game's text is completely translated. I even had a full 100% playthrough of the game in English. Did you know the game has an actual story?

Anyways, besides a few bug, the patch is ready to be released. I anticipate the release to be Monday if everything goes well. In the meantime, here are a couple of pics to look forward to.

Also relevant. I figured out how to edit enemies in levels, thanks to GM. This way I could see the unused enemies behavior. Quite revealing and fascinating.

Friday, August 24, 2012

I cannon with teeth.

I cannon with teeth!
Just one of the funny things looking back at Google Translates of the translation of EXE WS. The project has moved along really well this week. Boco has managed really well. Hopefully I can post a larger update on the status of the project. It's definitely more than 80% finished.

Tuesday, August 21, 2012

EXE WS Translation Update!

Good news. We have translators. I really must thank Protodude for the plug. It really accelerated our translation progress by having it announced in a large spotlight. Thanks to translator, boco, the translation project anticipates completion soon. Even though the project is moving quickly, quality is still a priority and there will be plenty of quality checks. I will update at another major point in the translation process, whenever that may be.

Sunday, August 19, 2012

Rockman EXE WS Translation Project Officially Announced

As you already know, this is a translation project Greiga Master and I are working on which aims to translate Rockman EXE WS, a platformer for the WonderSwan Color. The game doesn’t have much dialog and the story seems to loosely follow the anime. All the text archives have been extracted. We are still in need of translators.

Head on over to the thread on the forums for further updates and discussion.

Saturday, August 18, 2012

EXE WS Debug Menu

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.

Thursday, August 16, 2012

Very late MMSF3 code

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.

Wednesday, August 15, 2012

EXE WS Translation Update

A minor update on the EXE WS Translation project. This time, styles have been translated. Still making progress on menu translations while we get a translator to translate the script.

MMNT Chips

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.

Tuesday, August 14, 2012

MMBN Gems - The Remastered Collection!

Check this out! Saberman and Midnite just finished releasing their MMBN Gems - The Remastered Collection Album. It's a wonderfully remixed album of select Battle Network tracks. Each track has been enhanced to really enhance the instruments and produce a sound not normally possible on GBA hardware. I like it because it feels like a nice, subtle upgrade which is executed beautifully. Give it a listen by downloading it today!

Monday, August 13, 2012

EXE WS Translation Progress

Translating the game has its challenges. The biggest upside is the small script. Not much is said.
Here is how the new font looks like. It's the BN6 font. Proper commas and apostrophes have been added.

Here are some title screens I am planning to use for the game. Some old, some new, and I think it fits the game well.

Feedback appreciated. Still looking for a translator.
Contact me at

Sunday, August 12, 2012


The Rockman EXE Zone's homepage has JUST launched! Check it out!

I really must extend my sincerest thanks to Midnite and Prof. 9. They really helped me out towards the end and I regret not getting them involved sooner.

So please, check out the site. You will find brand new custom battle guides. I spent a lot time writing them to be very top quality. They far surpass the really old ones of years past. I also created 6 very unique wallpapers for download. Again, lots of time and effort went into those and I presented them in many sizes for maximum use. Finally, the Gallery. Though I also got to it late, it already has much more content than the old gallery ever had. Thanks to Midnite, the gallery is rich in valuable art assets collected for your use.

Enjoy the site.

Saturday, August 11, 2012

Only 12 hours!

Less than 12 hours remain until TREZ's new home page launches. There was an issue with the countdowns and unfortunately the countdown at is off by about 8 hours. The countdown over here and on the forum should be correct. Stick around the TREZ Chatbox for live feedback.

After all the work that's gone into it, I am really looking forward to community feedback towards the new site. Maybe some things that seemed like a good idea back in November didn't turn out so well. I will listen. But until then, let's hope the launch goes off well!

Friday, August 10, 2012

EXE WS Translated For Real

After a more in-depth analysis of the script, here is the first stage in the game fully translated to the best of GM and my ability. The story is predictable and closely follows the anime. Graphical text that doesn't use a table still needs to be translated.

A full detail page can be found at the TREZ Forums.

Rockman EXE WS "Translated"

GM is at it again! Here is a video of me playing through the first level with his sloppy Google Translated text. All it needs now is a real translator!

Also, FFsplit once again botches the recording. Sorry.

Thursday, August 9, 2012

Finished EXE WS!

Yeah, I got to the credits therefore I beat Rockman EXE WS! I streamed live gameplay of me beating the final level but the video can also be found on YouTube.

Seems FFsplit messed up on the video and I didn't catch the error until it uploaded. Sorry.

Also on the EXE WS front, GM got all the portraits ripped. Spoilers, if that matters for a game this old.
He's also attempting a translation of the game since he can already get the script in plain-text and can write back into the game. The game doesn't have much dialog, too, which is a nice bonus.

Wednesday, August 1, 2012

The countdown is on!

The countdown is on! As of this posting, 10 days remain until the launch of the new TREZ Homepage. Work on the page quickly sped up this past month alone and I'm really excited for it. The new TREZ page is built on the Wordpress platform which should allow for a more up-to-date site. Some of the content is old and some of the content is new. I won't say much yet but I am confident that frequent TREZ users will begin to like this new home more and more.

In the meantime, I'll work on trying to launch the site with a bang. After all, it will be the forum's 6th anniversary. The timing is just perfect and I am excited!

Tuesday, July 31, 2012

A graphical puzzle

Yesterday, I tried to understand this graphical puzzle involving how alpha mask textures work. The idea is to replicate the effect accurately in Photoshop.

Saturday, July 28, 2012

Status on New TREZ Site

A new TREZ awaits!
Things have been moving behind the scenes... literally. The server move was completed yesterday. Thanks to leroux and comfyred for their cooperation, the developing site is sitting at the permanent domain name. More updates will come as we approach the tentative launch date of early to mid August.

Wednesday, July 18, 2012

Trauma Center Under The Knife 2 find by GM

Greiga Master likes this game and recently got around the proprietary compression format. However, on an unrelated note regarding the game, he was able to find operation data files which aren't normally accessed. These "Chapter 0" operations can be accessed in the game with some modifications. The operations seems to be some sort of testing level left in the game.

Fascinating stuff.

Monday, July 16, 2012

Animation ripping with GIFs

Prof. 9 is working on a cool new tool that lets you rip animated GIFs from sprite files in the Battle Network games. He posted some on his twitter but it's really picking up now that I got a hold of a copy. Here is TenguMan's entire battle sprite archive made into animated GIFs!

Friday, July 13, 2012

Select Chip Glitch Video

Earlier I detailed how the Select Chip Glitch works. Today, I have a new video showing this in action. It's truly an unfair glitch!

Thursday, July 12, 2012

OSS Star Colosseum Wallpaper Revisited

I dug through my external hard drive today and I found this project I didn't copy over to my new comp before it died. It's the vector retrace of the EXE OSS Star Colosseum I did back then which I turned into a wallpaper. I touched up some parts and took the time to re-release it. Now it's available in resolutions people actually use in decent quality. You can choose your screen resolution below.

You can download the wallpaper you want by right-clicking and selecting to download or view the image.

Wednesday, July 11, 2012

Two MMBN6 Glitches Explained!

The past 2 days, GM and I have been looking at how 2 major glitches in MegaMan Battle Network 6 work. By observing the game, the glitch can be explained in precise detail!

First up: the Select Chip Glitch.

Tuesday, July 10, 2012

Mario Party 3 Online!

I found out about Netplay thanks to Dopelives's YouTube account. It's still lots of fun! Me, GM, Luigiblood, and Midnite all got online and played.

Unfortunately, the stream didn't record with sound for some reason. A video plugin crash also ended the game earlier than intended. A shame it couldn't be resumed. We had fun anyways.

Sunday, July 8, 2012

Link PET Illustration

After some adjustments, this Link PET I drew is at an acceptable state. Going off little reference, I drew the BN6 Link PET to the best of my ability. I'm satisfied with it as it's fairly accurate. Actually, the only part I dislike are the grip spots on the lower sides. I didn't realize I forgot to draw it after I was more than halfway done with coloring it. It looks kind of dumb and really lacks the proper details. Aside form that, I think it's fine.

Wednesday, July 4, 2012

Cool fire effect

I played around with Photoshop's Displace filter since I'm not too familiar with it. I ended up with this fire effect on MegaMan's Heat Style.

It's a little sloppy, but it looks decent but I can see the potential of this.

Sunday, June 24, 2012

Typo on a Capcom Wallpaper

This is just too funny to pass up. Looking back at the Ryuusei 1 Capcom Japan page, they have some wallpapers to download. On this particular wallpaper, look at the bottom line of text.

Here is the typo isolated.
"Digital" and "RIGHTS" are misspelled. If I had to guess, it would have to be because of haste because that's probably how I'd ever misspell words. Interestingly, the other wallpaper doesn't have this mistake.

Thursday, June 21, 2012

What Would Star Force HP Memory Look Like?

I've been keeping busy with some side projects. This time I imagined what HP Memory looked like in the Star Force series. Rather than go with the nondescript "disc" idea, I decided on something that would fit the game's style of upgrades.
This card would potentially have a one-time use. The game sometimes says it shines so the card image has a sparkle to it. The rest of the design is slightly based on the card designs from the Wave Command Card Kit book.

Even if there is an official look to the HP Memories, I haven't seen them so it was a fun project that required imagination!

BN6 Navi Emblems

I'm keeping myself busy in the meantime. This time I went ahead and recreated the Navi emblems from MMBN6 in vector. It turns out a lot of the detail is lost for the in-game icon. I had to look in official sources to get a better idea on what it really looks like. Even scaled down they closely resemble the in-game icons.
The first 3 were pulled from official sources like flash sites, but the rest we all me.
In order, if you're not familiar, from left to right: MegaMan, HeatMan, ElecMan, SlashMan, KillerMan, ChargeMan, AquaMan, TomahawkMan, TenguMan, GroundMan, DustMan, ProtoMan.

Monday, June 11, 2012

4.5 Internet Pixel Maps

What would all the Internet areas in BN4.5 look like if they were put together? I made this yesterday showing just that. I created accurate versions of the maps on a small isometric grid.
The small, compact maps hep visualize the direction maps go on. Aside from a few inconsistencies, it certainly makes sense.

Friday, June 8, 2012

Gold Datas in BN6

I like looking into these things and the next game was an obvious. Thanks mostly to GM, we figured out the secret to gold datas in BN6! Yeah, this many years late.

They look much yellower in this game.

Sunday, June 3, 2012

Heart and Star Datas in 4.5

Heart and Star Datas... there's one thing that bugged me about these as soon as I picked up BN4.5 recently: they're impossibly hard to find. Seems not every map has one and it's too tedious to check all 20-something maps for them. I know, it sucks.
Where to start...
That's why GM and I looked into the issue earlier today. The solution alleviates some of the problem.

Monday, May 28, 2012

Official Complete Works and Video Stuff

Okay first off, I tried DS video processing again. After about an hour with a failed AVS script, I tried looking for a script which stacked the screens horizontally and that juts worked. I came upon this video and I got wonderful results. I used the following script:
A = AviSource("file1.avi","file1_part2.avi", pixel_type="RGB32")
A = A.crop(0,0,256,192)
B = A.crop(0,192,256,192)
Obviously with complete file paths, this just worked. Wonderful results, too. Depending on the game, horizontal screens may work better. Since Youtube's video player is in 16:9 by default, this gives the viewer a larger area to watch the video from more efficient screen space use.
I also just found out you can save settings in VirtualDub, so this should make preparing GBA and DS videos much faster. Ever since I started using VirtualDub, all my GBA and DS videos are letterboxed to 16:9 to maximize the space of the Youtube player window. Enlarging also has to be done very selectively so it may be one of Youtube's predefined quality settings and so the result is pixel-perfect.

Now onto the Official Complete Works. I was looking over the Battle Network one again. This time I really got to appreciate the BN1 virus names. I really don't like looking at all the fake names people gave the viruses so it's nice to see fairly proper names, even if some still sound very Japanese and make little sense. I see that on the BN1 page, they mention the Scuttle family, but I can't really say it's a family since you don't normally encounter the virus in the game; it's just summoned by the Life Virus. Maybe it was considered as a standalone enemy? Also, on the character scale pages, they said they are very lenient with sizes. Maybe that explains why Bass and ShadowMan appear so large in battle. Also, Bass isn't on the scale! Some of the development notes are also quite revealing which I hadn't mentioned before. On many occasions, they say they're limited by game resources. That was their excuse for PharaohMan being completely stationary but also for the Phoenix chips in BN5. Apparently the Phoenixes were supposed to be different. Both games certainly had the room on the cart for it, so it's a shame that detail had to be missed.
There's also a mistake I missed last time. On the BN5 chip list, CloudMan's chip name is never mentioned. Instead, his chips are mistakenly labeled as "GroundMan, GroundMan SP GroundMan DS". GroundMan's chips, however, are labeled correctly.
Finally, that strange nameless Navi from BN2's Yumland was called CookMan. I don't remember seeing that anywhere but apparently he has some history with cooking?

Overall, the book is still really fascinating. It feels like such a privilege to have these books translated and in my hands.

Saturday, May 26, 2012

Navi Changing on BN5

Yesterday I had an interesting chat with Nigoli. He informed me that on BN5 GBA, there was a Navi Change feature. Of course, I had heard about this, but wasn't quite sure it was true. Apparently the ability to switch Navis mid-battle is nothing exclusive to the DS version, but certainly more prominent there. If you had the chip gate hardware, you could have the Navi icons on the overworld map similar to how it is done on the DS version.
From the title screen, you can go into "OpsBattle"

Saturday, May 19, 2012

BN5 Operation Battle PAs

Okay, this is an interesting find. I'm checking BN5's Operation Battle out more and I stumbled across the problem about Program Advances. In BN4.5, a series of the same chips won't make their expected PA. The same is true in BN5. Several PA combos were changed to accommodate Operation Battle and as far as I know, there is no documented list... until now.

Here is the full Operation Battle PA list.

Thursday, May 17, 2012

Alt-Strum Productions Logo is LIVE!

Today I can proudly announce that the new logo for Alt-Strum Productions is now live! The logo I designed along with the Facebook cover and profile icon has been officially agreed upon by the group and is now in use. Alt-Strum Productions, for those who are not familiar, are a Rock Band Network authoring group. They create custom songs for play on Rock Band 3. Music groups can use their services to promote their content which can be sold on the Rock Band Network. It's available for Xbox and PS3 owners.

Wednesday, May 16, 2012

Party Battle Multiplayer

OK, I'm still looking at the battle format stuff and this time I'm on BN5DS. In the screenshot below, I capture the effects of a newly-discovered battle mode.
I can't remember for certain but this may just be the Party Battle Multiplayer mode. Seeing Customizing in the center and MegaMan with HP below is kind of odd, but maybe it's how it really went. There's not much to say except that it stays stuck on this screen. Oh, and Lan doesn't speak with this mode on. Unfortunately, this is the last interesting new mode added for the DS game. I tried getting Operation Battle back in, but it seems it goes further than I expected and may have been taken out completely somehow.

Thursday, May 10, 2012

Cleaning up Official Artwork

I'm still planning for the new TREZ site. I won't say much, but I'll say I'm not posting everything that's done immediately.
Today I mostly looked at artwork. Sure, the official artwork at The MegaMan Network is fine, but most of the artwork which never had any official release are just old, bad scans. Color fringing is a common problem on old scanners and is rampant on said artwork. They're also very blurry, which is hard to fix. On some of the older scans, the hue is also off slightly, leading to yellowed skin and other irregularities.

So part of what I want in the new TREZ Gallery is improved artwork. I trust my skills are good enough now that I won't have to return to the original because I didn't like my previous cut. I've gone through several pieces already with fantastic results. Here are a few of the better ones.

I'll get through more which you can expect to see in the gallery along with all the old content if I still have any of it. Of course, you can always get the original old scans, but take my word: these are much better.

Wednesday, May 2, 2012

More updates

So I'm in an updating mood. First up, the banner has been updated. The same concept is there because I am still not over it yet. The other characters have been toned out to really bring focus to this glowing, dynamic pair. The blog title has been shrunken down a little to leave more room for the other images. Content summary has also been changed as I won't be mentioning personal stuff here as much. Banner height has been reduced as well, but I can't say the same about image size. Sorry.

Overall, I think the new banner has a cleaner aesthetic. I've been meaning to practice and improve my technique and I'm really liking this softening out of the backgrounds I made. The background used is the cool green background I posted a couple weeks ago.

Behind the banner, I was able to get the translucent effect I've wanted since I designed the new TREZ homepage. A white fill at 50% opacity with 75% opacity borders. This way you can kind of see the background scroll behind it. The background has also been locked in place so only the page scrolls when you scroll the page. Also similar to the new TREZ site.

Finally, posts have gotten a tad wider to accommodate the smallest Youtube video player size.

That's probably all the updates over here for now. If and when the TREZ page gets finished I will gladly get more work done on it. I have to improve the offerings due to the delays, you know.

Monday, April 30, 2012

Slight update

Subtle patterns are all the rage nowadays. That's why I recently browsed looking for a pattern that I really liked. So I picked this geometric cube one that colored really nicely with the TREZ colors. I spent most of last week looking at patterns, but this is one I really liked. Looks like I'll have to update the banner to accommodate it. But a full redesign? I kind of wanted to make more TREZ graphics for the new home page, which is taking much longer than expected, unfortunately.

Dabbling in BN5

Looking back at other Battle Network games was no coincidence. Here is a video preview of some miscellaneous hax for BN5.

I promise there is much more to come! This is only the beginning.

Sunday, April 29, 2012

Enhancing Battle Network?

This past week, I've pondered on the idea of what an "enhanced" Battle Network could be like. I looked especially at their battles and noticed many things which could be shortcomings or just plain flawed. BN4's 6-character boss names is especially silly. The one that really prompted me to bring this up was MegaMan Battle Network 5. I mean, sure, it's a great milestone for the series because the game was starting to get really polished and refined. But some things just felt cut short and strange. Something will always feel wrong about the buster animation. The one-frame movement will always feel lazy. Even at the title screen, if a wireless adapter isn't detected, you have to wait a FULL 5 seconds before doing anything. That sucks. Thankfully the DS version of the game removed that silly pause, but left another. For battle encounters, it takes nearly 2.5 seconds JUST for the screen to fade into battle. It also jumps to black for some reason, making for some awkward contrast.

Because of this, I took it upon myself to correct these minor flaws. On the US Team ProtoMan version of the game, if you go to the following offsets and change those bytes, battles will go from taking 2.5 seconds to load, to just under 1 second.

080099A8 15
08009B92 15

And for the title screen, change this.

0803DB08 00

That definitely feels much more natural. The previous lag was simply unacceptable. Imagine all the time you wasted looking at artificial lag when playing that game? I can't.

Wednesday, April 25, 2012

Legends 3 Campaign reaches 100,000 Goal

Coming form Protodude's Rockman Corner, apparently fans have reached their goal in under 12 months to try and save Legends 3. I applaud their efforts because this shows the dedication we need. It's sad to think Legends 3 could have been out months ago if production wasn't forcibly halted. The rough start on the 3DS may have scared away some developers but a full year after the 3DS released, it's a different landscape. I hope Capcom finally has a change of heart and considers restarting production on the game. Clearly this is much dedication and must not go unrewarded.

Tuesday, April 24, 2012

All Battle Network Panels

So I put this together recently. These should be all the panels that appeared in Battle Networks 2-6.

Looking at this, they really like that lava panel, keeping it until the 5th game. I never saw the point and I think it had a fire bonus in BN5. It was always more of a distraction.