tag:blogger.com,1999:blog-48882397458298988292024-03-04T23:39:41.345-08:00Mega Rock BlogThis blog is now discontinued.MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.comBlogger22125tag:blogger.com,1999:blog-4888239745829898829.post-35750317261332979362020-12-27T13:30:00.004-08:002020-12-28T18:02:23.590-08:00Links to stuff<p>Hey there!</p><p>It's no surprise this blog is long-abandoned. (<a href="https://twitter.com/megarock_exe">The real stuff happens on Twitter these days</a>.) But that doesn't mean this doesn't continue to be an important destination to certain visitors. One reason people may land here is for various downloads I've put up over the years. Below are links to two important collections which may be hard to find now.</p><p> </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic3vQitwvg9KpDKMFcrFuqXoHS4OiQxotKqmpnr2HGPS6Sdshufn91LaOA60-WV4z16WRUdi8rP6SAxXq8oVzr5k2Lz60_I3LHXklK7hbl57KlBGq8W9yHg1IcJvp492ZtcE-qn14IHzE/s400/0fc07717.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="300" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic3vQitwvg9KpDKMFcrFuqXoHS4OiQxotKqmpnr2HGPS6Sdshufn91LaOA60-WV4z16WRUdi8rP6SAxXq8oVzr5k2Lz60_I3LHXklK7hbl57KlBGq8W9yHg1IcJvp492ZtcE-qn14IHzE/s320/0fc07717.png" /></a></div> <p></p><p><b><a href="https://www.mediafire.com/file/54f58mwp58nt7hr/Rockman_X-Over_Server_Rips.rar/file"></a></b></p><div class="separator" style="clear: both; text-align: center;"><b><a href="https://www.mediafire.com/file/54f58mwp58nt7hr/Rockman_X-Over_Server_Rips.rar/file">Rockman Xover Server Rips</a></b></div><p></p><p>Remember this early mobile game? Rockman Xover is a now-defunct original MegaMan/Rockman mobile game from Capcom which featured lots of crossover content from other MegaMan series. It was rather simple to pull the content from the server as it was getting added. As a result, this is a very complete collection of the content that was released for the game. Content from various servers and extracted contents from the app are included. The biggest attraction is all the card art which often featured art rarely seen in such high quality before.</p><p> </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitfHUKjaAen7B0sQ4LvJKMmRRC2npVaDABoK30g4nCyTq4ZVHEpkahTnOTu4-PFeVhOUHkW1EFhyphenhyphenjfAMSLy0HqlBJXCcaCK8zcHExRVg1NTSxIU0DmCkNrA4f6Bpe4es_jSD05sSbGTQ4/s519/image309.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="245" data-original-width="519" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitfHUKjaAen7B0sQ4LvJKMmRRC2npVaDABoK30g4nCyTq4ZVHEpkahTnOTu4-PFeVhOUHkW1EFhyphenhyphenjfAMSLy0HqlBJXCcaCK8zcHExRVg1NTSxIU0DmCkNrA4f6Bpe4es_jSD05sSbGTQ4/s320/image309.jpg" width="320" /></a></div><br /><p></p><p><b><a href="https://www.mediafire.com/file/e4len0xkrortslh/Flash+Site+Rips+Collection.7z/file"></a></b></p><div class="separator" style="clear: both; text-align: center;"><b><a href="https://www.mediafire.com/file/e4len0xkrortslh/Flash+Site+Rips+Collection.7z/file">Flash Site Rips Collection</a></b></div><p></p><p>Back in the mid to late-2000s, Flash Player was king when it came to interactive web content. As of this writing, Flash will be discontinued in 4 days and will be prevented from running at all 2 weeks later. Back in its heyday, Capcom sites for the then-new Battle Network and Star Force games used Flash all the time. These sites usually included assets which are hard to find elsewhere then and still are now. I've consolidated all the Flash site collections I had backed up and put them all in one ZIP. The collection includes the raw Flash files and the files decompiled. Inside are files for the following: Ryuusei no Rockman 3 site, some old MegaMan screensavers, Battle Chip Stadium site contents, Capcom USA's MegaMan site, MegaMan NT Warrior site, MegaMan Zero DS collection site, MegaMan Legends 3 site, Rockman EXE 6 site, and many more. It's really unorganized, but it's a lot of stuff.</p><p>If you have any other backups of things I may have missed, please send it over. The worst thing that could happen is if these sites, their content, and their experiences could be lost forever.</p><p> </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHNq6_c0Pb_DgsjAdqABsfG8Rn8INfKkhVemfhy8EZpjd9hxKig9glZo13GcBVnfPvm6AVlv0KVg_qJQecAinZLe_dTXLuQxHcKH1K1EShth-5ZslEu9V171hmrEfHI1-v-i9f_YBRa6M/s86/animation_14.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="86" data-original-width="86" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHNq6_c0Pb_DgsjAdqABsfG8Rn8INfKkhVemfhy8EZpjd9hxKig9glZo13GcBVnfPvm6AVlv0KVg_qJQecAinZLe_dTXLuQxHcKH1K1EShth-5ZslEu9V171hmrEfHI1-v-i9f_YBRa6M/s0/animation_14.gif" /></a></div><p></p><p></p><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><b><a href="https://www.mediafire.com/file/21mpyzn415gkgb8/BN_All_Sprites.7z/file">All Battle Network Sprites</a></b></div><p></p><p>And one more thing that I worked on this year: ripping all the sprites in every GBA Battle Network game (and BN5DS). Sure, <a href="http://sprites-inc.co.uk/">Sprites Inc.</a> exists, and it's a great resource. But all that stuff was hand-ripped back in the day. Something I've wanted to do for a long time was automatically rip all the sprites from all the BN games in a consistent and complete manner. And that's what you'll find in this archive. The sprites are extracted and converted directly from the game, retaining their original categorization, animation count, and origin point (hint: it's the center). It's not as nice to look at as a sprite sheet, but it's very thorough. And because something like this can be automated, so can the production of animated GIFs based on the output frames. <a href="https://www.mediafire.com/file/kveavf0thfen7ov/BN_All_Sprites_-_GIF_Only.7z/file">Yes, there are animated GIFs of every sprite in the series now!</a> The only thing I couldn't figure out is how to crop all the frames consistently, since you may not always need the blank space around it.<br /></p>MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com0tag:blogger.com,1999:blog-4888239745829898829.post-90202542676083632032014-12-01T18:58:00.001-08:002019-09-14T18:34:43.189-07:00Unused Models RevisitedRemember those unused 3D models found in the first Star Force game that had nothing to do with the game? The Battle Network ones? It's one of my top posts.<br />
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Well anyways, thanks to a regular visitor of this blog named "Black Ace", I've taken the models and resources and tried opening them in the now abandoned Mario Kart DS Course Modifier. It's amazing what people can do when they want to modify their favorite game. Such tremendous progress!<br />
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So with that, it brings nearly flawless support for viewing NSBMD models, exporting them, and even viewing its animations! Take a peek below for the full scoop.<br />
<iframe allowfullscreen="" frameborder="0" height="360" src="//www.youtube.com/embed/wWp-6YCh9OU" width="640"></iframe>
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<a name='more'></a>Here's a recap on the whole thing.<br />
In every copy of MegaMan Star Force, the first game, the models.bin, motions.bin, and stages.bin all have content relating to this. Unpacking models and motions, here are the ones I used:<br />
462.BMD0 = MegaMan<br />
463.BMD0 = Lan<br />
464.BMD0 = Generic Kid<br />
465.BMD0 = Normal Navi<br />
466.BMD0 = Buster<br />
467.BMD0 = Foot<br />
846.BCA0 = MegaMan animations<br />
847.BCA0 = Lan Animations<br />
848.BCA0 = Generic Kid animations<br />
849.BCA0 = Normal Navi animations <br />
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At last, MegaMan can walk and run! As the video shows, everyone could walk. Aside from the model quality being very rudimentary, even for a DS game, the animations are fairly crude too.<br />
Curiously, MegaMan's animation file is larger than the others to include animations named "bpl00". This might mean "battle player" and it makes sense seeing as how they are a battle pose, shooting, and getting hurt. Also unusual is that these don't actually fit MegaMan's model at all. They fit the other 3 characters though. However, the stray buster and foot models still don't seem to be for anything. The foot is not accurate but the buster might have gone over MegaMan's hand in-battle since the shooting animation seems to animate correctly.<br />
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Here are some of the animations in GIF form.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhm9JkbVIAexiiwgmEpBiBpyTxG0OvgBJSmfN4Y0Nujd1O3LUxr9CQfThIQP6DvnQG7P5QumFlHsM0PI2ug9jYhkBY0siOzOaFd3AVpKiFRXOkzB8pEutV0z7aC2mz9FX_MZWWjlFf_CUU/s1600/MegaManWalk.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhm9JkbVIAexiiwgmEpBiBpyTxG0OvgBJSmfN4Y0Nujd1O3LUxr9CQfThIQP6DvnQG7P5QumFlHsM0PI2ug9jYhkBY0siOzOaFd3AVpKiFRXOkzB8pEutV0z7aC2mz9FX_MZWWjlFf_CUU/s1600/MegaManWalk.gif" height="179" width="320" /></a></div>
Yes, they're neat but crude. The blue tip on Lan's hair from the bad texture. Lan's giant hands. Excusable actual running and not skating as the games did. The stripe on both of them are overused. MegaMan doesn't have a backpack. The emblem is way out of proportion.<br />
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After seeing all this, it's become very obvious to me that this was probably never meant to be a game or even imply one was being made. I mean, sure, there were plans for a Battle Network game on the DS sometime in 2004-2005, but this was all most likely just a tech demo. Something to showcase the Nintendo DS, possibly internally, or as a demo like the Yoshi's Story GBA demo was to the GBA.<br />
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It seems all this would be possible: You can play as Lan in the real world. Walk around ACDC Town and talk to apparently only the generic kid who would just be walking in whatever direction. Run around and inspect buildings maybe. Lan can enter his room and jack in to the Net. You can also play as MegaMan. Walk and run and interact with a Normal Navi who just walks around. You may possibly be able to enter a battle where you can shoot and get hit by the enemy. The battlefield is fixed to the area and panel types you get. Also on the Net, you can follow warps to explore the various levels of the map.<br />
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And that's it.<br />
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Then for whatever reason, they accidentally ended up in the Star Force games for all regions when it wasn't supposed to. Even if gameplay-wise this wouldn't be very fun, I would still like to see it in action someday. A Battle Network game made today would likely feel close to this. With a MegaMan Legends-style overworld, it would be great and that's what I'm getting out of these. And if the 3D perspective is handled well in battle, that would also look fantastic.<br />
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We can always hope for a new game, right? Right?<br />
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Here are some more screenshots of the whole batch again since this viewer is so much better.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9-EzBbAMgg_dfkqooMm7oNukp7OLdoUvZ5D-1p6lZ7KEPzg5c58TAVB2vDlA78rjOhxErwBo2Q-JKEFsCYeOdzWectY1EWfIrOGLOb60L0UJS5IPtOu3WLQ0J8sHIFFhSXlibdO-zunc/s1600/Lan.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9-EzBbAMgg_dfkqooMm7oNukp7OLdoUvZ5D-1p6lZ7KEPzg5c58TAVB2vDlA78rjOhxErwBo2Q-JKEFsCYeOdzWectY1EWfIrOGLOb60L0UJS5IPtOu3WLQ0J8sHIFFhSXlibdO-zunc/s1600/Lan.png" height="132" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgillp7CxT20AGC0EivJpb6yRp3qIsitqvm7pQxtRaKWo77uAEPXvscLO5I03LltSjBVEye4xFM2kU4oiN0JA4_Xf5HZxTtxwCLS8uMWP6z5c2IgP1BWqXu_GhC0hyphenhyphenekBah8N9YzsixZhI/s1600/MegaMan2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgillp7CxT20AGC0EivJpb6yRp3qIsitqvm7pQxtRaKWo77uAEPXvscLO5I03LltSjBVEye4xFM2kU4oiN0JA4_Xf5HZxTtxwCLS8uMWP6z5c2IgP1BWqXu_GhC0hyphenhyphenekBah8N9YzsixZhI/s1600/MegaMan2.png" height="132" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaQoX7Bg75ek52ZCTG5IfiOx-OqFEB8NporuMyahAfe2_c_1cUXv0IMJIGcQeiIIXS1eL0DU7COLrK5_Gs1ShPTZGlPvZgpR4mELSO7jK3bwiB01U060dq7OKcJ71O1G5RSXKw0FnUCEk/s1600/LanBuster.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaQoX7Bg75ek52ZCTG5IfiOx-OqFEB8NporuMyahAfe2_c_1cUXv0IMJIGcQeiIIXS1eL0DU7COLrK5_Gs1ShPTZGlPvZgpR4mELSO7jK3bwiB01U060dq7OKcJ71O1G5RSXKw0FnUCEk/s1600/LanBuster.png" height="132" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgOIOpujhkQEx7AHsDkmm0F7QUWmHCzer_lcUqoaez-wxrA-TR4NLVQ5QrWUxzcDa6TuV7SYUKgdeS6bXV4-qDKCfOobEyJnxOZOR1JUNUlU6Rx5eH2LBNJq6yGOI7OV4c3Mnj93tD8zc/s1600/LanHit.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgOIOpujhkQEx7AHsDkmm0F7QUWmHCzer_lcUqoaez-wxrA-TR4NLVQ5QrWUxzcDa6TuV7SYUKgdeS6bXV4-qDKCfOobEyJnxOZOR1JUNUlU6Rx5eH2LBNJq6yGOI7OV4c3Mnj93tD8zc/s1600/LanHit.png" height="132" width="200" /></a></div>
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This list looks so bare and unintelligible. TopM, hmm? Like, just spell out the whole name. There's clearly room. It doesn't matter if two name lists have to be maintained. There's room! Ah, yes. VideM. Did you fight VideM today? What time did you get? Rumor is you can get VideSoul, guys! <br />
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"Explosion by Wide attack"<br />
Why is Wide capitalized? It has nothing to do with this. It's like Heat/Bubble Side distracted the translators and it somehow ended up in the description. Maybe anything about the 3x3 range you get after hitting something would have been at all useful.<br />
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"The burning flame in cross!"<br />
You can't make this stuff up. This sounds like what you get when you put the Japanese description in Google Translate. China-knockoff-tier. The... The!<br />
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"Assassin who sneak into enmy" <br />
Oh really? Who? Where? This just sounds like an incomplete thought. You can imagine this as an assassin sneaking into the enemy field, but this fragmented mess on its own means nothing. What is even happening? Does it go literally in the enemy? It means stage, but you wouldn't get that from here. Or better yet, just forget the elaborate language you can't fit and just describe how it's a long-lasting shuriken trap.<br />
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"Sets a TimeBom"<br />
So one TimeBomb, plus one TimeBomb, plus one TimeBomb, equals just setting another one? And why is the 'b' missing? There's clearly room as it's consistently spelled out "TimeBomb" everywhere else! What makes this different? It's really lacking in detail. In fact, it shouldn't even be TimeBomb+ as it is spoken GigaTimeBomb in Battle Network 5 DS. The spoken word is canon as is the Japanese version since it coincides. But oh well...<br />
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"3 boomerang atk enemies"<br />
Can you even grammatically correct when there actually is room? Piling small oversights really start to stink up the game. All that had to be written was "3 boomerangs atk enemies", and it makes more sense and reads better. The full name for the PA should also be PitRange, I think, so there's no reason they couldn't fit an 'e' after the 'g'. It wouldn't try to read like "Ring" or "Rang" or some other word that might not belong. QA must have been asleep on this one.<br />
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"The ricocheting Hockey"<br />
Oh man, this is right up there with FlameCross for being absolutely awful. Fortunately, 5 and 6 fixed this one but it started out so bad. Why is Hockey arbitrarily capitalized? How is this any different from the regular "the Hockey"? How about how it's stronger and lasts longer? No?<br />
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"Numerous Fangs are continued"<br />
Such long words for little effect. Looks like someone can't quite grasp the English language in a limited text space. To get to the point faster and clearer, how about mentioning how it fires many fangs rapidly? Remember at the batting cages how many balls are continued at you? Yeah. <br />
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"3-shot ball atk reduce HP"<br />
Something something 3-ball something HP. Someone completely missed the point. They got lost among how it's a 3-shot attack and it involves your HP becoming its damage. Like PitHockey, this description also got improved in BN5 and 6. There, it's actually useful. Of course an attack chip will reduce HP. Did nobody even read this? Playtesters? QA? <br />
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"Creates 8 whirlwind ahead" <br />
Whirlwind, 8 times, yeah okay. Oh! Wait a minute! Ha, good going proofreaders and/or anyone else who should have caught this one. Like NumberBall, the true meaning is mixed in a blender and what you see is what you get. Yeah, it hits 8 times, but that is not the place to say so. Even replacing the number 8 with an 'a' would make it read better. Again, 5 and 6 rewrote this better so it actually makes sense. Whirlwind is such a long word you can't afford here.<br />
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"Fires a sonic blast"<br />
Nothing in the entire series even comes close to being so flat out wrong and misleading. Even when I first encountered this description, I had to actually use it in battle to see what it did. When that happens, translators, QA, PT, they all failed to catch this day 1 flaw. A sonic blast? What game are they even translating? Maybe some random other game ended up getting the correct description for this chip. And why "Binder"? That confusing name only helps in generating more confusion. For those who don't know, all this does is throw that Melody enemy and has them bounce on an enemy. Bounce. Do you see the word bounce anywhere? But no, watch out for those level 3 Melody enemies in the Undernet! They'll shoot their sonic blast at you!<br />
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"Appears Hole in front" <br />
Ugh, doesn't this just hurt to read? It really makes you wonder if anyone even proofread this game. Their word randomizer looks to have failed at creating a coherent English sentence. Is "Makes a Hole appear in front" really that hard to describe? The Hole chips were all bad, so it's not like anyone should have bothered with these anyways. This is coming from BN3 that had an identical chip, but not an ass of a description. Curiously, the DarkLine chip is not the grammar crime this one is.<br />
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"Fire atk damages you"<br />
Even though the chip icon gives away this chip's function, the description could at least be more correct. You mean me using Fire chips damage me? The point of view changes the context of this. I suppose if you like reading out your chip descriptions to your friend in a battle, then this would make sense. Otherwise, this just had to be rewritten to mention how these are elemental traps and hurt the opponent, not yourself. No other chip refers to your opponent as "you" because that's dumb.<br />
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"Makes enmy's HP same"<br />
HP same. You can really see the effort in this one. The direction this one was going in is a tad more accurate than what BN5 and 6 got, but all they had to do was add the word 'the' before 'same'! And look! There is even room for it. "Makes enmy's HP the same" But sure, if you just read it quickly once, you would never even know anything was wrong. But it is wrong.<br />
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"WoodTowr pierce in enmy area"<br />
Third time's the charm, right? You wouldn't know it just by looking at this, but this is the only version of the chip that switches the word 'on' for 'in'. No, the effect isn't different. I hope they weren't actually typing out the duplicated descriptions manually. Because then, bad mistakes should have happened less.<br />
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"Ices over all and slides!"<br />
Something with ice, and slides! This nonsense roughly translates to ColdMan pushing an Ice Cube and other objects on the field. "Ices over all"? Did anyone even understand the original Japanese description? This makes it sound like an Ice Stage chip. And I'm pretty sure the verb "slide" is not the same as "push".<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWVqkgvFJtvZ_RkT7l3QJ8BWECQYfMkIGqIXfuhHFJsnmycBhoUbEigk-bhg-5t5tu1y50qxoIXFmRlXPbac5gkxSe3rAb_2TjWhSyPOgET7_FoGMZ_RuTcgyfGH0vCbhtViaJjfTRwIc/s1600/MEGAMANBN4BM_B4BE00_03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWVqkgvFJtvZ_RkT7l3QJ8BWECQYfMkIGqIXfuhHFJsnmycBhoUbEigk-bhg-5t5tu1y50qxoIXFmRlXPbac5gkxSe3rAb_2TjWhSyPOgET7_FoGMZ_RuTcgyfGH0vCbhtViaJjfTRwIc/s1600/MEGAMANBN4BM_B4BE00_03.png" /></a></div>
"A laser pierces 1 thru!"<br />
Pierces one through? One does not use the number 1 to say that in the English language. The psychology of chip descriptions is that when the player sees numbers, it's most likely referring to range or targets. So saying "1 thru" is just another confusing output of randomly removing words from a longer, detailed description. It fires over 1 column, yes. But 1 thru sounds like it stops on the second target or something.<br />
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"Attack tape slam 2.5 in"<br />
<a href="http://i.imgur.com/xi5G8fQ.jpg">What am I even reading</a>? When I first encountered this, and subsequently every time since, it's always frustrated me that this description is just so devoid of meaning and incoherent. This reads like words literally randomly generated. I could probably randomly generate my own meaningless description and it would still be better. "2.5 in"? In? Inches? Why is there a period between the numbers? There's no half panel so it can't mean panels. This description might as well have been in Japanese because I can't understand it. I might have actually seen a useful number at least. Just like the aptly-named Binder chip, I had to use it in battle to see what it did. In people-speak, the VideoMan chip spawns two 2x2 tape rolls two panels away. They spin and hit 3 times. There are many ways to say that, in less words, that don't start with "Attack tape".<br />
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And this is what makes BN4 look shoddier overall when compared to the other Battle Network games. I'm sure there are numerous mistakes in the story as well that I haven't nitpicked, but I can't dig those up now. Since the player would be seeing these so often, they really dropped the ball.MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com16tag:blogger.com,1999:blog-4888239745829898829.post-19216597137906650312014-09-07T15:18:00.000-07:002019-11-09T17:43:52.171-08:00Look! Xover!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_dmEUIoYpSEKb_rL4bXz-zXgbP50pKL00oRfgzDlEx8Y7Svh9iDlcysSXG2zudsZklLlONvrsw4CSbu4XP9DlSuQolPV5sk8dhzYOchQIQcV-el7bk5hZxdf8Fpm6QGziim3Z_OmVOKo/s1600/409.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="95" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_dmEUIoYpSEKb_rL4bXz-zXgbP50pKL00oRfgzDlEx8Y7Svh9iDlcysSXG2zudsZklLlONvrsw4CSbu4XP9DlSuQolPV5sk8dhzYOchQIQcV-el7bk5hZxdf8Fpm6QGziim3Z_OmVOKo/s1600/409.png" width="320" /></a></div>
Here are some of the things that are new in this update, I think.<br />
<a name='more'></a>Get the latest at the link to the right. <br />
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<br />MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com0tag:blogger.com,1999:blog-4888239745829898829.post-47091502050013432022014-06-08T12:39:00.001-07:002019-11-09T17:43:48.952-08:00Even more X-OverIf you check the download link on the right, the latest ROckman X-Over server rips have been added. It's 480MB now. Here are some things that are probably new.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitcIRKZeaJm7iYPrPqnd3iICm1lt7927nmuWWsC-YIts3YaU0__Q705Ic5hED6vXG8a4twr-ljWW2wsiyzjWwUo3RGe0Kiy18dLGBJ4L29FxwZUSnUZh2uimrkiZokpJHT2uuPVGRrIRI/s1600/12011_b673c630.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitcIRKZeaJm7iYPrPqnd3iICm1lt7927nmuWWsC-YIts3YaU0__Q705Ic5hED6vXG8a4twr-ljWW2wsiyzjWwUo3RGe0Kiy18dLGBJ4L29FxwZUSnUZh2uimrkiZokpJHT2uuPVGRrIRI/s1600/12011_b673c630.png" /></a></div>
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<br />MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com3tag:blogger.com,1999:blog-4888239745829898829.post-61012368804531260492014-04-20T21:07:00.001-07:002019-11-09T17:43:45.927-08:00Unused JudgeMan Attack Finally FixedSome people may recall a mysterious unused attack discovered a few years ago in MegaMan Battle Network 6 where <a href="http://tcrf.net/Mega_Man_Battle_Network_6">JudgeMan speaks during battle and summons mysterious objects</a>. Well recently, GM and I looked into that again and made some fantastic new finds!<br />
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<a name='more'></a>The attack is broken by normal means. Technically, it's not even part of JudgeMan's AI because the move is separate, having more in common with a chip attack. This move was referenced in a different way and the exclamation marks appeared with a sound after the white dots were summoned. Further investigation into the white dot revealed it's actually JudgeMan that's trying to load!<br />
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Hacked into JudgeMan's moveset (which is dreadfully boring as is), it still froze. The reason for this was because it required 12 more frames of animation than were available in his sprite sheet. As is mandatory for compressed sprites of bosses which summon objects, those related objects are part of their sprite sheet usually after their normal attack animations.<br />
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Curiously, JudgeMan also has a simple 8x8 tile of a letter p that appears before his book sprites. His sprite sheet was missing a bunch of the required sprites for the move. To counter this, the sprite sheet's animations were expanded to allow the move to load without issue.<br />
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However, that was not the last issue to overcome. The attack still wasn't functioning properly. This strange object that appeared needed a lot of separate sprites as it hovered across the corners of the player's field. Each time it reached a corner, the field flashed blue. After 5 rounds, it vanished, but it can also be easily destroyed. This still wasn't doing anything though.<br />
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It turns out that, as the message implies, MegaMan must not move. Based on the available data on the attack, this condition could still be enforced. Re-enabling the condition, now when the object stops and flashes the panels blue, the player is punished for moving! Moving causes exclamation marks (with sound) to appear, and causes the object to animate. Then the object appears in front and drops 4 bolts of lightning around itself. It paralyzes, but also flinches, so that may or may not be intentional.<br />
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Curiously, this also works for the other 3 conditions specified in the unused messages. The same object is summoned, but in a different color. JudgeMan enforces movement, Battle Chips, and Area Grab, specifically.<br />
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See the punishment in action below!<br />
<iframe allowfullscreen="" frameborder="0" height="360" src="//www.youtube.com/embed/Ttiia2Eaa9A" width="640"></iframe>
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I think it's an interesting move that, if it were implemented properly, could have added some much-needed variety to his AI. Instead of just whipping and summoning books about 10 times in the first ~2 minutes, this could have kept the players thinking during a mundane set of attacks. Perhaps maybe the book attack was made more complex to overcome the limited moves after this punishment attack was removed.<br />
Thanks to GM for all the hard work!MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com0tag:blogger.com,1999:blog-4888239745829898829.post-206929430991904962014-03-17T12:58:00.002-07:002019-11-09T17:42:25.091-08:00More X-OverThere's a bunch of new X-Over stuff for you to get. Check out the link below.<br />
<a href="http://www.mediafire.com/download/5tw3nvq4chuu484/Rockman_X-Over_Server_Rips.rar">www.mediafire.com/download/5tw3nvq4chuu484/Rockman_X-Over_Server_Rips.rar</a><br />
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Some previews.<br />
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MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com0tag:blogger.com,1999:blog-4888239745829898829.post-83275952614092323542014-02-06T22:52:00.004-08:002019-11-09T17:42:35.709-08:00Getting GBA/NDS Music MultitracksSo some months back, I found out about GBA Mus Riper and how it was possible to rip high-quality GBA music with its easy-to-use tools. Later on, though, I realized midis could store each channel's parts separately and that it should be possible to just listen to certain channels in the midi. My search for this led to mostly installing bloated trialware/crippleware that just wasn't what I was looking for.<br />
The NDS side wasn't looking too bright either since the mini2sf format wasn't as workable. I even found a YouTube video that claimed foobar could output multitrack files, but I never found out how (because that would still be faster).<br />
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And now, even after being more-or-less familiar with Reaper, there still wasn't a fast enough way to rip each midi channel efficiently. And of course with no installs. My search led me to midicut, a program so old, even modern Windows won't run it. Combined with the light msdos.exe tool which allows midicut to run, I knew it was now possible to rip GBA/NDS multitracks by the batch load.<br />
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Keep reading to find out how!<br />
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<a name='more'></a><a href="http://www.mediafire.com/download/51bc612dd5ddw99/GBA_NDS_MidiSplitter.rar">Download all the tools here!</a><br />
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Inside the <b>Tools </b>folder, you'll find a version of VGMTrans where someone finally had the brilliant idea to add an export to midi and SF2 option instead of that DLS nonsense. The other 3 tools are links to the website so you can always have the latest version. You'll need Audacity to listen to the audio more efficiently at the end. Foobar will be necessary to convert the midis and I believe it has a portable install option. Get GBA Mus if you haven't already. I hear the January 2014 version is even better than the old one.<br />
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<h4>
Ripping GBA</h4>
Ripping music from the GBA has never been easier! Just open gba_mus_riper.exe (that's with the typo) in Command Prompt. Type out the name of the executable, then drag and drop the GBA rom you want to rip from. Hit enter and it should perform all its work. Some games may requires the -sb option to rip to a separate sound bank, but not many require this.<br />
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It should have made a folder by the same name as the rom. Inside, there should be a bunch of midi files and a SF2 file. Copy all of this and paste it into the <b>input </b>folder provided in my download. Finally, run InputSplitter.bat. The midicut program isn't very fast, but it's still much faster than doing this manually. It's best to just let it split music and not sound effects.<br />
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When the operation finishes, check the <b>output </b>folder. It should be full of folders now. Make sure there are 16 midi files named by number inside. The next step is the best part. When you're in the output folder, do a search for <b>.mid</b>. All the midis you just made should come up. Drag and drop all of the midis with numbers in them into Foobar. Right-click on them and go to Convert > ...<br />
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In the Converter Setup window, click on <b>Destination</b>. Next, set Output Path to <b>Source Track Folder</b>. Choose an output format of preference too. FLAC will sound the best and compress better than WAV, but something like OGG or MP3 is fine too. Save this configuration so you can use it later. Finally, run the converter. It should be processing all the midis at about 500x speed. Now, check your output folders and if it worked correctly, there should be audio files! (usually less than 16)<br />
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You can select all the output audio files and open them in Audacity. Playing them all back at once is how the music should sound like, but you can mute or solo certain audio channels you imported. Now that's kind of cool<br />
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<h4>
Ripping NDS</h4>
Fortunately, NDS is a similar procedure. Using the included VGMTrans, you can drag-and-drop into it either an SDAT file, or the NDS rom directly. It should load all the music and list it across the bottom. Unfortunately, there doesn't seem to be a way to batch export everything to midi and SF2. You'll just have to right-click each of the items and export them one by one.<br />
Take all of the files it exported and drop them into the <b>input </b>folder. You should have a folder full of midi and SF2 files all named the same thing. Run <b>MakeTrees.bat</b> and let it prepare those files in the tree folder for you.<br />
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After that, run <b>TreeSplitter.bat</b> to let it split all your midi files inside. This is just like the GBA part now. Run a search for .mid and drag all the numbered .mid files into Foobar. Convert all the selected files and you should have audio files for every track it extracted!<br />
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<a href="http://www.mediafire.com/download/u15whaf7k8cs5r1/Multitrack_Samples.rar">Check out some samples I converted.</a><br />
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I hope this works for others. It worked really efficiently for me and I've enjoyed it.MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com12tag:blogger.com,1999:blog-4888239745829898829.post-33450369720026322032013-11-20T21:34:00.004-08:002019-11-09T17:42:22.249-08:00More X-Over stuffNew 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.<br />
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MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com0tag:blogger.com,1999:blog-4888239745829898829.post-85100828301461011132013-09-04T10:10:00.001-07:002019-11-09T17:42:07.593-08:00More X-Over Rips: Star Force BossesThe 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.<br />
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<a href="https://dl.dropboxusercontent.com/u/42704237/Rockman%20X-Over%20Server%20Rips.rar">https://dl.dropboxusercontent.com/u/42704237/Rockman%20X-Over%20Server%20Rips.rar</a><br />
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Previews after the break.<br />
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The sprites aren't actually too bad this time around.MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com1tag:blogger.com,1999:blog-4888239745829898829.post-8014712855035473062013-07-27T18:06:00.000-07:002019-11-09T17:47:26.855-08:00EXE 6 Crossover Event Translated<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_vsTvEwKQ5smVZle9ndp01StL7sOi1WM8r0mPA2dZKUPaK2xwZgntvR06U6nGv9ox9jXSas4HaPoSOpXblNVBQlGnBCFFsLCNq5uwx86XJg2_1YARylLTZ3W_cMu6KAJUN01nJic2-fM/s1600/ROCKEXE6_FXX_BR6J00_01.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_vsTvEwKQ5smVZle9ndp01StL7sOi1WM8r0mPA2dZKUPaK2xwZgntvR06U6nGv9ox9jXSas4HaPoSOpXblNVBQlGnBCFFsLCNq5uwx86XJg2_1YARylLTZ3W_cMu6KAJUN01nJic2-fM/s1600/ROCKEXE6_FXX_BR6J00_01.png" /></a>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 <a href="http://www.therockmanexezone.com/general/2013/07/26/exe-6-boktai-sidequest-now-translated/">TREZ</a>.<br />
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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.MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com0tag:blogger.com,1999:blog-4888239745829898829.post-53214494914964249512013-06-28T16:47:00.000-07:002019-11-09T17:35:39.144-08:00More Xover StuffWorld 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.<br />
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<a href="https://dl.dropboxusercontent.com/u/42704237/Rockman%20X-Over%20Server%20Rips.rar">Download it here!</a><br />
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Click for previews.<br />
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<span id="goog_2034330244"></span><span id="goog_2034330245"></span>MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com1tag:blogger.com,1999:blog-4888239745829898829.post-25160294566084790472013-05-23T20:56:00.002-07:002019-11-09T17:36:08.816-08:00More X-over RipsWith 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.<br />
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<a href="https://dl.dropboxusercontent.com/u/42704237/Rockman%20X-Over%20Server%20Rips.rar">https://dl.dropboxusercontent.com/u/42704237/Rockman%20X-Over%20Server%20Rips.rar</a><br />
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MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com0tag:blogger.com,1999:blog-4888239745829898829.post-70741192763192825542013-01-24T22:19:00.000-08:002019-11-09T17:37:19.516-08:00Rockman X-Over SpritesWe 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!<br />
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<a href="http://ge.tt/6779KQW/v/0?c">http://ge.tt/6779KQW/v/0?c</a><br />
<a href="http://ge.tt/6779KQW/v/1">http://ge.tt/6779KQW/v/1</a> <br />
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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 <a href="http://i55.photobucket.com/albums/g144/mega_rock_exe/Bunch%20of%20Uploads/BossMaster02_zpsbd657918.png">others</a> 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.<br />
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<br />MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com4tag:blogger.com,1999:blog-4888239745829898829.post-51728818263851051662012-12-14T21:35:00.003-08:002019-11-09T17:41:05.542-08:00Star Force MegaMan Sprites<div class="separator" style="clear: both; text-align: center;">
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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.<br />
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<a href="http://ge.tt/9oFlxaT/v/0?c">Anyways, you can download the sprite sheet, the original sprite file, and the modified file that fits BN5/6 animations.</a>MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com0tag:blogger.com,1999:blog-4888239745829898829.post-25407600428184030882012-09-27T10:17:00.002-07:002012-09-27T10:18:21.591-07:00Purist and Dubbed EXE WS Patches Available!Thanks to Midnite, of TREZ, you can now <a href="http://forums.therockmanexezone.com/single/?p=8236507&t=8832591">download purist and dubbed versions </a>of the EXE WS translation patch.<br />
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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.<br />
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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.MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com3tag:blogger.com,1999:blog-4888239745829898829.post-44348398672632799082012-08-30T15:29:00.002-07:002012-09-01T23:26:08.701-07:00Rockman EXE WS Translation Now Available!<div class="separator" style="clear: both; text-align: center;">
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The Rockman EXE WS English Translation patch is now available for download. Check out this post on <a href="http://www.therockmanexezone.com/general/2012/08/30/rockman-exe-ws-translation-complete/">TREZ </a>for more info.<br />
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Pick your download source.<br />
<a href="http://www.therockmanexezone.com/wp-content/uploads/rmexews_translation.zip">TREZ</a><br />
<a href="http://ge.tt/6u9b9tM/v/0">Ge.tt</a><br />
<a href="http://www.mediafire.com/?n55av3dmtht7tiq">MediaFire</a><br />
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Here is a full playthrough of the English version.<br />
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The second run of the game.<br />
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<br />MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com16tag:blogger.com,1999:blog-4888239745829898829.post-60768162367826822812012-08-18T08:02:00.000-07:002019-11-09T17:47:38.657-08:00EXE WS Debug Menu<div class="separator" style="clear: both; text-align: center;">
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Wow, I was surprised. This is the probably the first and only Battle Network game with a debug menu. My theory worked. If you somehow go to the 4th option on the title screen, you can access the debug menu. As always, GM's understanding of WS ASM is really helpful. The Debug Menu is really simple to access.<br />
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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).<br />
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tldr; Memory editor, go to 10EB, type in 03. <br />
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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.<br />
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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.<br />
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This is really interesting, so have fun with it! Here is a video showing everything in it.<br />
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<br />MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com1tag:blogger.com,1999:blog-4888239745829898829.post-4373747649314833502012-08-16T23:41:00.002-07:002019-11-09T17:47:32.623-08:00Very late MMSF3 codeSo 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.<br />
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<b><span style="font-family: "arial" , "helvetica" , sans-serif;">Multi-Noise as Rogue Noise</span></b></div>
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94000130 FFFB0000</div>
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221309D6 00000000</div>
<span style="font-family: "courier new" , "courier" , monospace;">D2000000 00000000</span><br />
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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.MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com4tag:blogger.com,1999:blog-4888239745829898829.post-56993965135048487932012-08-15T08:30:00.000-07:002019-11-09T17:47:29.504-08:00MMNT ChipsYou 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.<br />
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<b><a href="http://ge.tt/7wyFg2M/v/0?c">Get them all here.</a></b><br />
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I've saved you the trouble and picked out the ones you're interested in anyways.<br />
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<br />MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com1tag:blogger.com,1999:blog-4888239745829898829.post-71196826466065826232011-11-01T16:51:00.000-07:002019-09-14T18:34:43.146-07:00Last Batch: Unused ModelsThis is partially what I was trying to accomplish. Being able to manipulate the models in game, I could take the unused 3D models from Star Force and use BN5DS as a virtual emulator to process the files. The models should be correct. Shading is a little different and could be an emulator error. While the model format may have been the same as I anticipated, the motions format isn't. Only the the idle animation can be loaded and I'm very certain there are more. A general-purpose BCA0 animation viewer would be needed to progress further. These models, out of proportion and fairly inaccurate, are ideal test subjects which could have been used to explore the game's barely-developed real-world and cyber-world environments. The foot and buster texture, sharing the same textures as the Mega Man model from the previous post, have no animation textures. It is possible these were used for battle models.<br />
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Anyways, here is the last batch: the proper idle animations for the 4 character models found in Star Force.<br />
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<br />MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com16tag:blogger.com,1999:blog-4888239745829898829.post-13825937089555180342010-09-11T23:00:00.000-07:002019-09-14T18:34:43.077-07:00Unused 3D models: Picture GalleryI'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.<br />
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First up, ACDC Town. <br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYf2oxHO8pzRmWwLQ-S4Cdz9Wbq-rGWBCFJSqJq8KNdcOQy2yIiuKzhzEKhau27qdw-a67I_FSZgJXJNdaUdc53xKFa15Pp_ZgQmSYEHkhKYqYsdGl-Bm0iooZEP-Iz_BhpGVXDQ2fe44/s1600/honda_building.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYf2oxHO8pzRmWwLQ-S4Cdz9Wbq-rGWBCFJSqJq8KNdcOQy2yIiuKzhzEKhau27qdw-a67I_FSZgJXJNdaUdc53xKFa15Pp_ZgQmSYEHkhKYqYsdGl-Bm0iooZEP-Iz_BhpGVXDQ2fe44/s400/honda_building.png" width="400" /></a></div><span id="goog_1540389054"></span><span id="goog_1540389055"></span> 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.<br />
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For some reason, when wireframes are on and transparency is off, strange shapes can be seen in front of the building as seen below.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWB-AdmWUQ-1cjjA8FwkvHrttRcZCsYB8hL8dIn2aUj5VPeuhT3VT5S2QvjkvXCUseDl5_2UrEH_AAa5PRZaMO6W7NALzUo6ceywCaokGzhttGMGygbNKRz6-ypNNCoq4G5VZT-OA5JFQ/s1600/honda_building_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWB-AdmWUQ-1cjjA8FwkvHrttRcZCsYB8hL8dIn2aUj5VPeuhT3VT5S2QvjkvXCUseDl5_2UrEH_AAa5PRZaMO6W7NALzUo6ceywCaokGzhttGMGygbNKRz6-ypNNCoq4G5VZT-OA5JFQ/s400/honda_building_2.png" width="400" /></a></div>__<br />
Next up is the 7-Eleven and metro.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXr370uZHFw80vlqrcOFLG8PHJ3M8OFp6h65Z0BGMIEK35BJD2mWlI7770tNy9cE3HswGQJbm620IF8Ga7EzaL3hRqtzXxmsGTVx9Pqx0HaFd6XDSnh8fQzH-nMGEIwsqLq3ImWPOP2J4/s1600/7eleven_metro.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXr370uZHFw80vlqrcOFLG8PHJ3M8OFp6h65Z0BGMIEK35BJD2mWlI7770tNy9cE3HswGQJbm620IF8Ga7EzaL3hRqtzXxmsGTVx9Pqx0HaFd6XDSnh8fQzH-nMGEIwsqLq3ImWPOP2J4/s400/7eleven_metro.png" width="400" /></a></div>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 <a href="http://web.archive.org/web/20080619182141/www.sej.co.jp/corp/">archive</a>.<br />
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Here is Higsby's shop and Mayl's house.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJImO-uppbpxKU-bF9hjoOYbWVmbK5o1raOHxzTOYLsvPFgvsg8XjjsqTblW2nV2rqA_SM1WR9rWCPcZ16NXj_GHR8Hbk5LMchE9WHA-DYGgxPuiL4m1CtYOkf9_vE3pdma6otkv-dHoI/s1600/mayl_higsby_shop.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJImO-uppbpxKU-bF9hjoOYbWVmbK5o1raOHxzTOYLsvPFgvsg8XjjsqTblW2nV2rqA_SM1WR9rWCPcZ16NXj_GHR8Hbk5LMchE9WHA-DYGgxPuiL4m1CtYOkf9_vE3pdma6otkv-dHoI/s400/mayl_higsby_shop.png" width="400" /></a></div>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.<br />
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Now here is Dex and Lan's house. <br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwwMzN_8-29GBvaLjZylRSldYy5Az3A_6bYs36b54K6zYyQsxgcJDmmN_7KJ5SIqOBJ5CRp7io1wqP7Bdg_WFAhuPL0u3kEysOyoaQo5-mJQLmjiknMf0Ya6ODv3WEerqM9RBf9X83gXU/s1600/dex_lan_house.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwwMzN_8-29GBvaLjZylRSldYy5Az3A_6bYs36b54K6zYyQsxgcJDmmN_7KJ5SIqOBJ5CRp7io1wqP7Bdg_WFAhuPL0u3kEysOyoaQo5-mJQLmjiknMf0Ya6ODv3WEerqM9RBf9X83gXU/s400/dex_lan_house.png" width="400" /></a></div>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.<br />
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Here is Yai's house and boat. <br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbaZIbf8_6fpLI8-oWY0M9Z3w23V-Ly9D6cEYzzneJFFQzPJhPJvxdXY3r8l7QZx9j5d-ey0uLp4zVmtd-qx3xuDjIi6K63bw4adjDeIW1was5DX_5VOh_RzI0nTDxwAV05Q5lcB4IN1g/s1600/yai_house_boat.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbaZIbf8_6fpLI8-oWY0M9Z3w23V-Ly9D6cEYzzneJFFQzPJhPJvxdXY3r8l7QZx9j5d-ey0uLp4zVmtd-qx3xuDjIi6K63bw4adjDeIW1was5DX_5VOh_RzI0nTDxwAV05Q5lcB4IN1g/s400/yai_house_boat.png" width="400" /></a></div>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.<br />
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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.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiCksSkWxOFYFOkVFeVBeeKWgdjnzak3KEgntPA4AVh0GGqMHOACBNGNUJTKjzDN3KthA7NRjElo4Hty0h4T9-BbpsGUIrhpAZv7bzSJoLI521oU3BwpJFJBwX8p8wtxQiEg3dMmgK9Zs/s1600/acdc_town_joints.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiCksSkWxOFYFOkVFeVBeeKWgdjnzak3KEgntPA4AVh0GGqMHOACBNGNUJTKjzDN3KthA7NRjElo4Hty0h4T9-BbpsGUIrhpAZv7bzSJoLI521oU3BwpJFJBwX8p8wtxQiEg3dMmgK9Zs/s400/acdc_town_joints.png" width="400" /></a></div><br />
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.<br />
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This is the 3D model for the battlefield.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk3VkR2XXyFGxZgQzbsh1u6LmhO2OoUcabc6HI0cJT2TOZ7Xaca9oJ-MUvYUWFazSwta027CMhudkUnRP47u-RzAIMKXP7bjHdwh4RsY11pDL3a7aTiAvqqHih8YCddL8y9k0y8f0K6ys/s1600/battlefield_stage.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk3VkR2XXyFGxZgQzbsh1u6LmhO2OoUcabc6HI0cJT2TOZ7Xaca9oJ-MUvYUWFazSwta027CMhudkUnRP47u-RzAIMKXP7bjHdwh4RsY11pDL3a7aTiAvqqHih8YCddL8y9k0y8f0K6ys/s400/battlefield_stage.png" width="400" /></a></div>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.<br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqq1PaspY00yxlyoL_IgkMxU3_U5IG1gnfLyhX5eIOQmKeGFoPNwbSQ-fTO9IA_LlRn7mJEK27qZH0XxyWLg34p6_1V9g6BiJUvH6w-uB4xucFsLYXof_BzfjX09f_z5txv1jVbakft6M/s1600/battlefield_stage_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqq1PaspY00yxlyoL_IgkMxU3_U5IG1gnfLyhX5eIOQmKeGFoPNwbSQ-fTO9IA_LlRn7mJEK27qZH0XxyWLg34p6_1V9g6BiJUvH6w-uB4xucFsLYXof_BzfjX09f_z5txv1jVbakft6M/s400/battlefield_stage_2.png" width="400" /></a></div>Still, the idea of 3D Battle Network battles is still fascinating.<br />
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The Net map also has joints. <br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFlSY2Deite3MGFuERq-DTpW50PnWsghcOcvsAT1kZhi-XOSYgoAsgPTvQNzd2KIOOYeD32_8nWfNhexTYgFuQSNLbxRJ6z1DQSrmor7KpQtYqmgcY4hpSb3pUci3F8jMNXtdWv5T6ous/s1600/net_area_joints.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFlSY2Deite3MGFuERq-DTpW50PnWsghcOcvsAT1kZhi-XOSYgoAsgPTvQNzd2KIOOYeD32_8nWfNhexTYgFuQSNLbxRJ6z1DQSrmor7KpQtYqmgcY4hpSb3pUci3F8jMNXtdWv5T6ous/s400/net_area_joints.png" width="400" /></a></div>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.<br />
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This is the platform from which the lines are generated.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXjQE_3N0iJKP-HoXQ_tQLb9OmIXe6NswBjwJm3uyiEhgB7SMA1fuVVVvqLSCoLArwaTeZZ4lfwjHJ3lVj59ct_CiUsC7LllnmB5IDlByvOGm8Vlxss_E3H0_CUMpvIkHJTGYu12xbdQQ/s1600/net_area_saka_platform.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXjQE_3N0iJKP-HoXQ_tQLb9OmIXe6NswBjwJm3uyiEhgB7SMA1fuVVVvqLSCoLArwaTeZZ4lfwjHJ3lVj59ct_CiUsC7LllnmB5IDlByvOGm8Vlxss_E3H0_CUMpvIkHJTGYu12xbdQQ/s400/net_area_saka_platform.png" width="400" /></a></div><br />
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.<br />
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Here is the entire map seen from above. <br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi66SLGmOntQPdIY1liX-rfKNhkro2WtYmCS1P9GVqLGMMskkbqnDpXF65oReThaXC-c3V32wOXt5y7kKgDz9k6v1aMVzpmKKhd3PuGkzQCnTPAZT2EkM_ZpH8jMLOkc9CWABls0EJtMhM/s1600/net_area_topview.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi66SLGmOntQPdIY1liX-rfKNhkro2WtYmCS1P9GVqLGMMskkbqnDpXF65oReThaXC-c3V32wOXt5y7kKgDz9k6v1aMVzpmKKhd3PuGkzQCnTPAZT2EkM_ZpH8jMLOkc9CWABls0EJtMhM/s400/net_area_topview.png" width="400" /></a></div>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.<br />
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Here is Lan's room. <br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNfU7pIJUimZ-iiWbJ477naranhaAQAsxUeGkvBGRbbGLZtf5eOHPpz2uv2KVc27E6vjs1pv9CwJSyke8n5CKavUyOivk-dL1r1CgSdOw2RgVRe6px9GcH7LVRw_1mAGjeqrxC9el2Zyg/s1600/lans_room.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNfU7pIJUimZ-iiWbJ477naranhaAQAsxUeGkvBGRbbGLZtf5eOHPpz2uv2KVc27E6vjs1pv9CwJSyke8n5CKavUyOivk-dL1r1CgSdOw2RgVRe6px9GcH7LVRw_1mAGjeqrxC9el2Zyg/s400/lans_room.png" width="400" /></a></div>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. <br />
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For some reason, there is a backside. <br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj93fFtlSeh8qmyghIN-T-_PzAbZkbFySNRYw6XHqE-3biyGlBIM9FZ-qOcXW6HLm6crlJLEcrkHmnhS19a7Q9LkRRsmxgZKykamyjnAiwninCb9o5wF0fh-K25GquoThaSQh9Gg4NF5zw/s1600/lans_room_back.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj93fFtlSeh8qmyghIN-T-_PzAbZkbFySNRYw6XHqE-3biyGlBIM9FZ-qOcXW6HLm6crlJLEcrkHmnhS19a7Q9LkRRsmxgZKykamyjnAiwninCb9o5wF0fh-K25GquoThaSQh9Gg4NF5zw/s400/lans_room_back.png" width="400" /></a></div>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.<br />
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Finally, here are the character models.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivgkRt2eKaXO53RcPNMVrec_gcWO0zThpRCpCdAQ8B0iUVsFuUdf2rpLFxWTEP4U6BK555SI-tlM8amQT4do-bOsuCDmAl4U494T9uVW3pZMBcpkDvnYChNejBiobZuaPp2vE2cR-fz3Q/s1600/megaman_overworld_model.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivgkRt2eKaXO53RcPNMVrec_gcWO0zThpRCpCdAQ8B0iUVsFuUdf2rpLFxWTEP4U6BK555SI-tlM8amQT4do-bOsuCDmAl4U494T9uVW3pZMBcpkDvnYChNejBiobZuaPp2vE2cR-fz3Q/s400/megaman_overworld_model.png" width="400" /></a></div>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.<br />
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<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPYV-z54Tp4vncReqRLII2VVW2Pf5q5sSikFjqjBgsxSZbMhC85Od-SvAgDkSmG6ADNf6hpi2-WGHGK1wo6AvWFeoPl6KogkdwJ3SKU4BFoO13XGHj5LNUUkowk7eNa6toTQl2UVR5-Cg/s1600/megaman_model_compare_1.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPYV-z54Tp4vncReqRLII2VVW2Pf5q5sSikFjqjBgsxSZbMhC85Od-SvAgDkSmG6ADNf6hpi2-WGHGK1wo6AvWFeoPl6KogkdwJ3SKU4BFoO13XGHj5LNUUkowk7eNa6toTQl2UVR5-Cg/s320/megaman_model_compare_1.png" /></a></div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMdZfmpeTBrUgGYUHHV4_03ddLJ8pLotFKxETWu4EgSM4oXLQC8Fo1GOyU51Mtp7QZLRsh8BaiNW0gb9bxRUEu7CB9gu71PzMmlIsT4k2wJlTryWohyC8rHE_WXQC1CaiOmHnoHoH-yEE/s1600/megaman_model_compare_2.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMdZfmpeTBrUgGYUHHV4_03ddLJ8pLotFKxETWu4EgSM4oXLQC8Fo1GOyU51Mtp7QZLRsh8BaiNW0gb9bxRUEu7CB9gu71PzMmlIsT4k2wJlTryWohyC8rHE_WXQC1CaiOmHnoHoH-yEE/s320/megaman_model_compare_2.png" /></a><br />
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.<br />
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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 <a href="http://img121.imageshack.us/f/page116g.jpg/">concept art</a>, 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.<br />
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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.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYmZ8IsT32ACEpv6HaAzFMPmaSlv-9xJ4L_zWcBMrpN2o7eS83_zaZB5Slb24yFdrQkt8GWkJDrMg3gf1D0WdLpeNf7MR16-dm_sZwBMhx6l8rsAygPMt_aKqHT0bGy3BHmxMSYIJK_5o/s1600/megaman_model_no_pack.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYmZ8IsT32ACEpv6HaAzFMPmaSlv-9xJ4L_zWcBMrpN2o7eS83_zaZB5Slb24yFdrQkt8GWkJDrMg3gf1D0WdLpeNf7MR16-dm_sZwBMhx6l8rsAygPMt_aKqHT0bGy3BHmxMSYIJK_5o/s400/megaman_model_no_pack.png" width="400" /></a></div>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.<br />
But can you see? The rings on the arms are cubes!<br />
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Here is Lan's overworld model.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6w0mWbSAMZC87OvyXZPYX5Xjdk6PZBC6xWhnyk22FVBl5MAyKhbjFZC7CLkWJ1qWTdgtfcgOkHPovwND_3uTYEKFK381K8lNeYPXClQqaPyDS9QW_2GfoQhc1Sceyva-W5U03c6W9dqU/s1600/lan_overworld_model.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6w0mWbSAMZC87OvyXZPYX5Xjdk6PZBC6xWhnyk22FVBl5MAyKhbjFZC7CLkWJ1qWTdgtfcgOkHPovwND_3uTYEKFK381K8lNeYPXClQqaPyDS9QW_2GfoQhc1Sceyva-W5U03c6W9dqU/s400/lan_overworld_model.png" width="400" /></a></div><br />
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.<br />
Well...almost.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA30L6p-O3saJelvt7MmjwLWdYeane4wZpwZTBMesVqV1B3r4YL6tSr027Hi61eetNHA_7755Dyd9TqkQQXBOITNqSsRL6w8h6oePssUY4VO9AvpqLP8QZ0zxMwIhssWLAcZK2vbUoVgs/s1600/lan_model_no_skates.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA30L6p-O3saJelvt7MmjwLWdYeane4wZpwZTBMesVqV1B3r4YL6tSr027Hi61eetNHA_7755Dyd9TqkQQXBOITNqSsRL6w8h6oePssUY4VO9AvpqLP8QZ0zxMwIhssWLAcZK2vbUoVgs/s400/lan_model_no_skates.png" width="400" /></a></div>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.<br />
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There are NPCs as well. One for each world. <br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEhJi1YCL-hSVdGQOkGTHh89BHzMUORpZRgVvI7RI1z4XwPLQcUTlqlg_DADe_cGwhPsdSIZziyGteSqQDZADc6U8MCrJ_eVYZykc3x19Y9gQFfy9LrgoU-9luajcrIIxnj-lAUkfL_mk/s1600/npc_boy_model.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEhJi1YCL-hSVdGQOkGTHh89BHzMUORpZRgVvI7RI1z4XwPLQcUTlqlg_DADe_cGwhPsdSIZziyGteSqQDZADc6U8MCrJ_eVYZykc3x19Y9gQFfy9LrgoU-9luajcrIIxnj-lAUkfL_mk/s400/npc_boy_model.png" width="400" /></a></div><br />
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.<br />
<a href="http://s55.photobucket.com/albums/g144/mega_rock_exe/?action=view&current=boy_texture_cheat.png" target="_blank"><img alt="MMBN5DS Boy Texture" border="0" src="http://i55.photobucket.com/albums/g144/mega_rock_exe/boy_texture_cheat.png" /></a><br />
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.<br />
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This is the Net's NPC. <br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXaa1tiBwLk8UlFkdp7twEj3MiSG3daNwICzf9QWQ7WtA8NF1Pa-yTe6H9bYvsjpQwh1gMwmDb8YzuDGxKZ5HHLnjTaYml_JMGPN5hUQskkLp934XFV2dM8-HbnonZlZbpvAI5MI1UO-c/s1600/npc_normal_navi_model.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXaa1tiBwLk8UlFkdp7twEj3MiSG3daNwICzf9QWQ7WtA8NF1Pa-yTe6H9bYvsjpQwh1gMwmDb8YzuDGxKZ5HHLnjTaYml_JMGPN5hUQskkLp934XFV2dM8-HbnonZlZbpvAI5MI1UO-c/s320/npc_normal_navi_model.png" /></a></div>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.<br />
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Here are the last two 3D models: parts of Megaman.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjO2UhLTB4LEzjcGehzZ6Cv4pGsCQizSbaG871AF_etbT46b1xgGXx6V__9seLmlZdXfmMWJhkXlQ5qg4j_PXyNQo-LJaWfC7b5BWIFAdNIg1kRr6d48YF6HrRji0kKl1NY2zF3kNHHGcI/s1600/megabuster_model.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjO2UhLTB4LEzjcGehzZ6Cv4pGsCQizSbaG871AF_etbT46b1xgGXx6V__9seLmlZdXfmMWJhkXlQ5qg4j_PXyNQo-LJaWfC7b5BWIFAdNIg1kRr6d48YF6HrRji0kKl1NY2zF3kNHHGcI/s320/megabuster_model.png" /></a></div>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.<br />
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This is the last and final model in the Megaman Star Force 1 models.bin archive: a foot.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtLAqIQX-lIVukKWMc90A8e1wP8ykljN4Mwdgesw9jrKcA2rel-Gx03K0ahlYjzARP7A6tL6oncWAB-XrXMYn9t2_ZFsamhkkpU1O7VgBq3u9wru28AI-TWvywZ6WJCVQgbTUMHS8vL-0/s1600/left_leg_model.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtLAqIQX-lIVukKWMc90A8e1wP8ykljN4Mwdgesw9jrKcA2rel-Gx03K0ahlYjzARP7A6tL6oncWAB-XrXMYn9t2_ZFsamhkkpU1O7VgBq3u9wru28AI-TWvywZ6WJCVQgbTUMHS8vL-0/s320/left_leg_model.png" /></a></div>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.<br />
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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.<br />
Before I conclude, I would like to give thanks to <b>ReploidOf20XX </b>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.<br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><span id="goog_1727289957"></span><span id="goog_1727289958"></span>MegaRockEXEhttp://www.blogger.com/profile/15427687445507871011noreply@blogger.com15