Monday, April 30, 2012

Slight update

Subtle patterns are all the rage nowadays. That's why I recently browsed subtlepatterns.com 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.

Monday, April 23, 2012

Jack-In Animation

I've always like Battle Network 5 DS's Jack-In animation. Its the only BN game in the series to have one so detailed. All the GBA ones were very compressed and not as memorable (except maybe BN3s had they not removed it).
Anyways, here's a GIF of it. I think it plays nicely.

Wednesday, April 18, 2012

BN4.5 Debug Text Uncovered!

I have finally found it! Thanks to Prof. 9's fancy text tools, I was able to locate the game's debug text. This text archive contains commands that when read in the game, activate events or give the player items which was used to test the game. Unfortunately, the list is in Japanese and the Google Translate version isn't too as useful either.

じゅけんひょうゲット
みならいライセンスゲット
しみんライセンスゲット
バトラーライセンスゲット
トロフィーゲット
カットキーゲット
きのみゲット
らいじんぞうゲット
つうこうてがたゲット
カットキー2ゲット
プラスキーゲット
マイナスキーゲット
ごうかくデータAゲット
ごうかくデータBゲット
ごうかくデータCゲット
ほんやくツールゲット
けいさんドリルゲット
こおりのてがみゲット
そげきくんれんゲット
シルバーチケットゲット
ゴールドチケットゲット
ビッグハンマーゲッツ!
ビッグハンマーなくなっち!
[
ShowMugshot: #MrProgGreen
<VarF906>は
<VarF900>に
とうろくしました

<VarF906>は
<VarF900>に
とうろくしました

<VarF906>は
<VarF900>に
とうろくしました

<VarF906>は
<VarF900>に
とうろくしました

<VarF906>は
<VarF900>に
とうろくしました

とうろくが1つも
ありません
]
とうろくが1つも ありません
いじょうです
ぜんいん、オフィシャルトーナメント とうろく!
ぜんいん、ゴールドトーナメント とうろく!
ぜんいん、シルバートーナメント とうろく!
ぜんいん、ウラトーナメント とうろく!
メールじゅしん
ユーザーHPのゆか タイプA
ユーザーHPのゆか タイプB
ユーザーHPのゆか タイプC
ユーザーHPのゆか タイプD
ユーザーHPのゆか タイプE
ユーザーHPのゆか タイプF
ユーザーHPのBG タイプA
ユーザーHPのBG タイプB
ユーザーHPのBG タイプC
ユーザーHPのBG タイプD
ユーザーHPのBG タイプE
ユーザーHPのBG タイプF
[
ShowMugshot: #Lan
0123456789012345
0123456789012345
0123456789012345
]
PAゲット
HPメモリゲット
メールON
[
シルバーTエントリーOK
ゴールドTエントリーOK
オフィシャルTエントリーOK

ウラTもエントリーOK

シルバーは、STA002
ゴールドは、STA103
オフィシャルは、STA203

ウラは、STA303
]
シェードマンたおしたフラグ
100ゼニーゲット!
10ゼニーゲット!
キーアイテムゲット!

This is really great stuff as it was the only Battle Network game that I hadn't dug up debug text from.

Friday, April 13, 2012

Finished NumberMan, started FireMan

I'm really trying to enjoy this game to the fullest. Already on my third Navi with more unlocked Navis as well. This time I play FireMan, where I get ot use many cool fire chips and get to open up more paths. Since the save is still fairly early, GM and I decided to try out the game's multi-player. Unfortunately the lag was terrible so we only got 2 matches out. Anyways, I recorded the matches, so enjoy that!

Thursday, April 12, 2012

Finished as StarMan

This got a little late but I finished the game as StarMan. I had a lot of fun, despite the game being barely in English. Here is the final battle, by the way. I think it could have went better.


Okay, so not much to do with StarMan now. Not all the set encounters are available so it makes getting more Mega Chips more difficult. But I've decided to play as NumberMan now. He opens doors, so it opens up the areas a little more. Not much else to say. I've breezed through the game since you keep your pack. Getting HP sucks and it would take about 40 days to reach 900 HP playing by real time. So to speed things up, I internally changed the date to get about 3 or 4 mini-game's worth of HP. Having decent HP makes getting farther more tolerable. I would hate to get squashed by viruses sometime ahead.
So maybe a video for that.

Saturday, April 7, 2012

More 4.5 Playthrough Videos

Here is today's round of videos. This game feels much more enjoyable than the first time I played through.



Friday, April 6, 2012

MMBN 4.5 - First 3 Bosses

I'm getting through this fairly quickly. I've got the first 3 bosses and the scenarios before recorded using Prof.9's translation patch. Watch em!



Thursday, April 5, 2012

Rockman EXE 4.5: Real Operation - Translation Patch

Today I am proud to announce the latest project from Prof.9: The Rockman EXE 4.5 Translation Patch! Quite a lot of time has already gone into it. I helped with some of the graphics and it looks quite promising. The full details can be found on TREZ. He's still looking for dedicated translators and thankfully the tools have been made to the point where the only real challenge is translating and not patching itself. The project is kind of open-source. Feedback and all, of course. I urge you all to try it. This could be the definitive version of the game!

Download the patch now!

You can watch gameplay of the first 20 minutes now!

Tuesday, April 3, 2012

An interesting find

Recently, a user sent me a link to an interview by the former website, JeuxFrance, on Mega Man Battle Network 5 DS. They spoke with Takeshi Horinouchi & Tsukasa Takenaka, Producer and Director of MMBN5DS. Apparently they came over and brought with them a debug build of a European translation of the game. They posted a picture of the game running on a Nintendo DS (though it also ran on a TV, but the shot is not clear enough) I certainly have never seen anything like it. The interview on its own is interesting, but this really catches more attention. The game has a debug mode enabled. The final version of the games have no debug mode which can be enabled and the tiles it uses certainly aren't there. I took the screenshot and annotated it to explain the debug display to the best of my ability.
This is truly a rare find and getting a hold of a debug build like this would be amazing, especially for this game. Alas, that may never happen but this was interesting nonetheless.