Friday, November 29, 2013

Dropbox link hammered

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

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

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

Wednesday, November 20, 2013

More X-Over stuff

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.

Saturday, October 12, 2013

Look!

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

Wednesday, September 4, 2013

More X-Over Rips: Star Force Bosses

The Star Force world is open and with it, it brings many new cool boss sprites. Check out the new, updated archive which is now a team collaboration.

https://dl.dropboxusercontent.com/u/42704237/Rockman%20X-Over%20Server%20Rips.rar

Previews after the break.

Tuesday, September 3, 2013

Mighty No. 9 Announced

I'm a little late on this but unless you've been living under a rock, MegaMan series creator Keiji Inafune, with his company comcept, has launched a Kickstarter for his new game Mighty No. 9.

The page is full of information and like all Kickstarters, it gets a lot of money really fast. It looks a lot like the classic MegaMan series. This looks like what Star Force is to BN. However, it seems it takes a lot of money for this to actually get onto any Nintendo console, but that was to be expected.

You should support it.

Sunday, August 25, 2013

MegaMan Onimusha Textures

Apparently ripping textures from PS2 is a nightmare compared to easy street Wii/GC. Aside from not being able to rip from the files directly (because apparently every game has its own proprietary format) ripping from runtime was an option, which is a really poor way to do it, in my opinion. It's the equivalent of screenshot ripping sprites, which really misses out on the bigger picture and subtleties.

Despite that, I've managed to collect relevant textures for MegaMan in the game. No way I'm ripping stage textures with these convoluted tools.
Download MegaMan Textures

Previews after the break...

Saturday, August 24, 2013

Unlocking MegaMan in Onimusha Blade Warriors

Remember MegaMan's other lesser-known cameo? It's from the sword fighting series Onimusha and here is a video of me unlocking MegaMan EXE Onimusha Blade Warriors for PS2. He's either quite tough, or I'm not good enough at the game 5 hours in.

By the way, that castle stage looks very similar to the Gargoyle castle in BN5. Of course, that's no coincidence because of culture, or something.
After unlocking MegaMan, I think it should be straightforward on unlocking Zero, so I'll get to that later.

Friday, August 9, 2013

TREZ Turning 7

Here's a brief reminder: TREZ turns 7 years old this Monday. Can you believe we've kept TREZ up and running for 7 whole years? Of course, it's no secret things in general have slowed down, especially with the lack of games. Aside from that, I still want loyal fans of the site to look forward to this and keep things going.
As you know, last year is when the new home page launched, which we really needed because the old one is long gone. Looking back at it, there is a lot I would change about it now, but it isn't the time.
This year, I will try my best to have something to show on the 12th. Let's hope there will be an 8th anniversary!

Monday, July 29, 2013

Blog Updates

Have you noticed? I've updated my blog over the past couple of days. In an effort to extend the shelf life of this custom template, I've decided to make some changes to keep the blog looking fresh and functioning well. Check out the differences!

The first thing to go was the old template's fixed-width property. It was still providing fixed-width images of column colors, borders, and gradients, which is just obsolete in these days with CSS. The blog is now fluid width and takes up space according to your browser's window. This allows more content to fit for more readable posts. The new layout also docks better, meaning you can shrink the window down, and still be able to read the content without scrollbars.
Also, to accommodate the new wider blog, I've updated my banner for a much wider, panoramic look. It scales with the content and maxes out at 1196 pixels width when the page is full-screen at 1920x1080.
Finally, the font was updated. After reading an enlightening book on typography, I can no longer compromise with stock "web-safe fonts" like Verdana or Arial. Now, Google Web Fonts is a thing and widely supported. Chances are other popular sites you visit already use web fonts. I've decided with Adobe's Source Sans Pro which is a well-made, legible sans-serif font. I think it looks even better than before. The font size can increase a tad because of the lighter weight and wider view for a more comfortable read.

And to top all this off, I've hidden an easter egg somewhere on the blog. Hint: it's there on every page.

Saturday, July 27, 2013

EXE 6 Crossover Event Translated

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.

Friday, July 5, 2013

Mario Party Time!

It's that time of the year when we play Mario Party online with fellow TREZ members. Today's playthrough can be seen in its entirety in a playlist I made on my YouTube.

Watch it now!

Just like last time, I'm Mario, GM is Yoshi, LuigiBlood is Luigi, and this time, TGP is Peach. There was heavy lag throughout, which really hampered reaction times. Read the descriptions for specific highlights of the video.

Tuesday, July 2, 2013

Billy Hatcher and the Giant Egg: Final Boss

After playing so bad at this arguably luck-based final boss, I complete it with an S-rank! It's truly a fantastic battle overall.

I don't remember ever completing this game so if it's my first time, there is another nostalgic game I've completed years later. I'm still going for 100% and have about 2 more videos to show of it before I move on to another game.

Friday, June 28, 2013

More Xover Stuff

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.

Saturday, June 22, 2013

Weekly Wrap-Up: Billy, Django, and SciLab Area!

Here are this week's important and semi-important events.

Look, I'm almost finished with that Billy Hatcher game. I got to the final boss, but I couldn't figure out how to win so I'll finish later.


Greiga Master is at it again with advanced ASM hacking. An EXE6 table was found, the one mistake at 58 corrected, and was appropriated to extract and edit the Japanese game's text. Additionally, I updated the well-documented text table for BN6 I had gotten from someone to include the Japanese characters. You can get that here. It's probably not correct somewhere, though. Sorry.

Tuesday, June 11, 2013

Mega Man in Smash

Way late to this but here it goes anyways.
Mega Man confirmed for Super Smash Bros. I can't wait to see what he'll bring to the game.

Could there be items? What stages? Are stickers back, and if they are, cross-series references?


Monday, June 10, 2013

Mandatory Google + Sign Up

The time has finally come for YouTube account holders to link their profiles with Google +. Of course, I always held it off as long as possible but they got me now. However, it looks like they did take feedback from before and now you can choose which name you want to use, or even create a new one.

Here's the catch: you get two accounts: whatever you signed up with Google as, and your YouTube. When I switched, it introduced my Google + page to me, using the MegaRockReborn name I chose on YouTube. On YouTube, I appeared using the name I signed up with Google as. So there I am on my YouTube account and apparently I have no videos! Well, you can switch between the two accounts and I think they can both have their own set of videos. There was no avatar, so I had to reupload it on Google +, which caused it to show up on YouTube. So now, everything appears fine and just like before, it's just that I have another account with them. I don't have to use Google +, I guess. My videos also show up there.

Might as well take it, people. There are no other options left.

Sunday, May 26, 2013

Lua Scripts in MMBN6

GM has decided to look into Lua scripting in VBA. It's a feature found in VBA-RR. Basically, this creates sort of a sub-program taht runs with the emulator and allows for some once-unimaginable results. It's nothing short of pure magic.



Even useless effects like the one below can be done in real-time.

Lua scripting has almost unlimited potential. It just needs to be put towards something useful, if there still is anything left.

Thursday, May 23, 2013

More X-over Rips

With the minor update earlier this month and the more recent bigger update that added a new world, it's time for another archive update. There are some sprite previews after the break.

https://dl.dropboxusercontent.com/u/42704237/Rockman%20X-Over%20Server%20Rips.rar

Wednesday, May 15, 2013

BN4.5 Logo: A Brief History

The topic came up, so here it is.

Development of the MegaMan Battle Network 4.5 translation logo was no easy task. Prof. 9 set high standards to meet and logo concepts were passed around back and forth many times before the final design was settled. I have a few old concepts I'd like to share, though it isn't much.

Tuesday, May 14, 2013

Four Swords Adventures Gameplay

Check out gameplay footage I recorded of this fantastic multiplayer game.


The Legend of Zelda Four Swords Adventures is one of those underappreciated games I played back in the day and since I still had the disc lying around, I decided to start playing it again on Dolphin. It turns out the emulation for playing with GBAs is very, very good.

To enhance the viewing experience, I wanted to show the GBA screens because the game wouldn't be fun to watch without it. Because FFSplit introduced an annoying sound lag bug that hasn't been fixed, I turned to OBS, yet another fantastic streaming product. It's free, lightweight, and just as good as FFSplit. I streamed the first video, then recorded the rest locally. The video quality is great and its composition editor made it easy to record all VBA screens and Dolphin to show the viewer all sides of the gameplay.

Sunday, May 12, 2013

MMNT Chips vs MMBN Chips

I stumbled upon this neat find today. The chips in MegaMan Network Transition are based on the high quality source versions of the chip illustrations. Overlayed on top of the GBA verion of the chips, some minor differences can be spotted. Some are more drastic than others but it all looks like meticulous sprite work went into it. Check them out!

Monday, May 6, 2013

Joybus Link in Dolphin

Ever wonder how to use the Joybus option on Dolphin? Joybus is a term used for GameBoy Advance to GameCube linking. Some games made use of this feature and as you know now, Billy Hatcher is one of those. This linkup is possible with VBA-M and Dolphin. I recorded a short video showing this process going on.
I don't know if that lag is intentional but at least it seems to work. After it loads in VBA-M, you can get a 1MB RAM dump of the game. Then, after NOPing out the joybus ASM instructions, tack on a real GBA header and it should boot as a GBA ROM. And for me, this rom can then be opened in VBA-RR which doesn't support joybus but has a superior cheat search and record function. Editable RAM regions start at the 03000000 offsets.

As for this mini-game, it's surprisingly easy. I thought for the last mini-game towards the last level, it would be a little more difficult. Actually, it does get a little tough around level 25 where one mistake and luck means you probably won't make it anymore. Then level 999 is fast and very easy to mess up on. I think I'll at least record that separately.

Saturday, May 4, 2013

Billy Hatcher Gameplay Part 8

Hey look, I'm closer to completing the game now. This certainly felt like a final boss battle, even though it wasn't. Also, the final GBA mini-game is unlocked. More on that soon.

Sunday, April 21, 2013

Adventure Time Test Level

Check out what GM found. It's the test levels in the Adventure Time DS game.


The first level is intentionally slow in the game but the rest shows many functioning test levels. They seem to have graphics missing or never had any to begin with.

Tuesday, April 9, 2013

More Billy Hatcher Gameplay

I fixed my FFsplit installation and now I can record well again. Here is a brief snippet of gameplay I recorded today. Now with widescreen hacks!

Some more to come later. I think I'm a little more than halfway through the game at this point. And yes, I'm having fun.

Saturday, April 6, 2013

Chu Chu Rocket Challenge

Here is the next Billy Hatcher GBA minigame. It's Chu Chu Rocket Challenge. This simple puzzle game packs over a dozen challenges to play with and with it, plenty of play time. Watch me play it below. I had already gotten the hang of it by this time, fortunately.
The premise is quite simple: the player sets directional cursors to move either mice or cats. You can be tasked with moving mice to the goal or letting cats eat them. There are also soccer challenges where you play against the computer. Unfortunately, the computer is really fast so the main strategy is to play slow and with a fixed goal because you can't outrun the computer. And spoilers, the final map is super-easy. Compared to the last few maps, it's a huge difficulty dive.

This time, GM showed me how to convert it to a bootable GBA ROM. When I find the next mini-game, I'll get to show it sooner.

Finally, some pics of the game below. Spoilers, too.


Monday, April 1, 2013

PROJECT SPYWARE


Thursday, March 28, 2013

Billy Hatcher Hyper Shoot

I'm currently in the process of going through another nostalgic game. This time it's Billy Hatcher and the Giant Egg, a GameCube classic I remember playing around the time it came out. One of the neat features of this game is the GBA-to-GC connectivity. You could send mini-games to the Game Boy Advance. Fortunately, the Dolphin emulator and VBA can actually emulate this functionality. I was able to "download" the first mini-game "Billy Hatcher Hyper Shoot (Easy)" to VBA. After that, it's technically in the GBA's memory as a game which can run as long as you don't turn off the power. Fortunately, it's possible to extract the ROM and I had GM convert it to a bootable GBA ROM that runs in VBA.

Pics after the break.

Tuesday, March 26, 2013

Awesome new code by GM

GM made this code recently. It is for Mega Man Star Force 3. It lets you disconnect from Wi-Fi battles quickly and without penalty.

Push Select to Disconnect From Wi-Fi (Black Ace)
94000130 FFFB0000
222AFE80 0000000C
D0000000 00000000

Push Select to Disconnect From Wi-Fi (Red Joker)
94000130 FFFB0000
222AFEA0 0000000C
D0000000 00000000

I bet this is really going to anger the 3 people that still play online!

Monday, March 18, 2013

Some BN Viruses

I recently decided to gather more images and therefore proper rips of artwork for enemies in the Battle Network games. I just took pictures with my phone, which seems to give much better results than painstakingly destroying the binding and scanning. Nice, high quality art and large enough so the dot pattern goes away most of the time. Check them out!

Thursday, March 7, 2013

Word Verification Added + Bonus

After the silly amounts of spam I've been getting, I've added word verification to comments. Now hopefully I only see the one or two comments I get per month to approve and not the dozens of fake spam messages pretending to sound real.

Might as well make this post a little more useful.

Tuesday, March 5, 2013

USB Mega Buster

It's available!
Buy me one, guys. Which reminds me, I should try and get that Star Force 3 protective kit which is still being sold here, and at record-low prices due to clearance.

Wednesday, February 27, 2013

What's To Come

I'm getting lots of spam lately. Hopefully that has nothing to do with the lack of activity here. Sorry, but that's just how things are going to be for a little while longer. I keep reminding myself "It's still the MegaMan 25th Anniversary!" But it's becoming rather uneventful. What could possibly be done in 9 months? It doesn't even get the full 12 months? Fine, whatever.

So what's to come? TheSpeedGamers will be playing many games from the MegaMan series starting on March 8th. Here on TREZ, we will also be supporting the event and you can watch the stream with us. Read more on the TREZ Homepage. It should be an exciting 72 hours.

Also coming up, there's a TREZ-exclusive something to look forward to next month if everything turns out as planned. I'll probably drop hints here and there for hype. Keep checking back for more!

Here is one hint: Part of it will be my Motion Graphics final. This means certain criteria must be met.

Tuesday, February 12, 2013

MegaMan EXE in 8-Bit

What would MegaMan EXE look like as an NES 8-bit graphic? I decided to create this quickly.

Using the Classic series as reference, MegaMan should be about 24 pixels tall. Of course, this one is just a scaled down version of the BN6 sprite but some features are normally exaggerated to make visibility easier. As you may know, the NES supports 4 colors per sprite, one of which is transparent. What the Classic series does is use a separate OAM for the face that carries an additional 3 colors. Black is already used so it's basically introducing 2 new colors, the skin color and white, for a total of 5 unique colors. Same thing here.
It's an interesting experiment. Character design was clearly simplified in those times to compensate for limitations. The colors were also quite yucky but would have looked decent if 15 unique colors were allowed.

Sunday, February 3, 2013

Classic 1-Up Cameo in N1 Battle

Here's an interesting little easter egg I found in Rockman EXE N1 Battle, the Wonderswan Color port of MegaMan Battle Chip Challenge. As it turns out, the WS version is a heavily cut version of the GBA one, and an overall less interesting game. However, when hacking the folder to have removed chips show up, Hub Style's chip icon has become the 1-Up icon from the Classic MegaMan series!
To see it for yourself, get to the deck editing screen in the game. At 0xF38A, that is where pack data is stored. The format is easy to visualize: 00 FF is an empty slot. Write EA FF in one of them and check the pack list. The Hub Style chip should appear. All stats and sprites have been removed for removed Navis. Using it in battle switch you to a 0HP MegaMan that dies immediately.

Saturday, January 26, 2013

Jack-In Animation

After much learning of After Effects, this is the latest and best Jack-In animation I've produced. Along with some extra modifications in Photoshop before converting to GIF, here is the final result.


I think it looks nice and demonstrates usage of very important features like 3D camera, effect filters, and basic loop expressions. Knowing all this puts me ahead of the class and perhaps I can even make something on my own in off-time just because I can and I want to make the most of the trial.

Thursday, January 24, 2013

Rockman X-Over Sprites

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.

Sunday, January 20, 2013

SF x MM v2 Ported to Mac

Well this was interesting and quick. Reddit user Belthesar has now made Street Fighter x MegaMan (v2) playable in Mac OSX. I know most of my readers aren't Mac users but impressive nonetheless. This way at least mostly everyone gets a chance to play it. You can find out more at the following link.
http://www.reddit.com/r/Megaman/comments/16xx4e/sfxmm_v2_for_mac_port/

Tuesday, January 15, 2013

Learning After Effects

It is mandatory that I complete a Motion Graphics course at school. Sure, I was not too thrilled about it at first but the learning curve was surprisingly easy. I'm using Adobe After Effects CS6. Since the class goes up to March, expect a few more animated things here and there.

After a lengthy class, I took it upon myself to try and make my own animated jack-in animation, similar to the various portals/vortexes/light tunnels I had done before. I think I worked on it to the point where I could call it complete.



Certainly a good start and I already know what could be improved. After all, this has been a very fun learning experience.

Saturday, January 5, 2013

Rockman EXE's Obscure Cameo

A couple of years back, Protodude reported that Rockman EXE made a cameo of sorts in this obscure Japanese manga game called Zettai Zetsumei Dangerous Jiisan DS - Dangerous Sensation. Today I decided to look into it and see if I could figure out where Rockman shows up.

Tuesday, January 1, 2013

MegaMan 7 Playthrough

MegaMan 7 is my favorite classic series game and was the first game I put the most time in back when I discovered it about 10 years ago. The game is also fairly simple. You can watch my entire playthrough of the game from the beginning to the end from the videos below.





First is the first 4 bosses. Second is the next 4 bosses, third are the Wily stages, and the last video is the last Wily stage. Of course, this is also the first time I've beaten the game. It's truly quite an accomplishment and I feel great about it. All these years, I had only played it loosely and incomplete. This should be a run that shows everything the game has to offer. A solid game!