You know what time I think it's for? A repost of the Star Force MegaMan sprite from EXE OSS. As you may recall, he's playable in the game and has a myriad of animations to accommodate old BN1 attacks. Some of the frames are also based on MegaMan's BN6 sprite, which Sol Cross MegaMan was retroactively based off of too.
Anyways, you can download the sprite sheet, the original sprite file, and the modified file that fits BN5/6 animations.
Friday, December 14, 2012
Thursday, September 27, 2012
Purist and Dubbed EXE WS Patches Available!
Thanks to Midnite, of TREZ, you can now download purist and dubbed versions of the EXE WS translation patch.
For those of you not familiar with the terminology, the "purist" version uses the original Japanese names, but translated in English. So everything is written in English as you all know, but characters and names are written out how they would be pronounced in Japanese. It's strange, but some people like it.
The dubbed version is in English and uses all the altered names which were done for the old NT Warrior anime that aired in the US. The dubbing was notoriously bad so I'll see if you can stomach that one.
For those of you not familiar with the terminology, the "purist" version uses the original Japanese names, but translated in English. So everything is written in English as you all know, but characters and names are written out how they would be pronounced in Japanese. It's strange, but some people like it.
The dubbed version is in English and uses all the altered names which were done for the old NT Warrior anime that aired in the US. The dubbing was notoriously bad so I'll see if you can stomach that one.
Thursday, August 30, 2012
Rockman EXE WS Translation Now Available!
Saturday, August 18, 2012
EXE WS Debug Menu
Wow, I was surprised. This is the probably the first and only Battle Network game with a debug menu. My theory worked. If you somehow go to the 4th option on the title screen, you can access the debug menu. As always, GM's understanding of WS ASM is really helpful. The Debug Menu is really simple to access.
In the game, get to the title screen and push start to see the selections. In Mednafen, push Alt+D, then push Alt+3. In the memory editor window, push G and type in 10EB. At the cursor position, push Insert and type in 03. Push Alt+D to close the window. Now push A in the game to proceed (it doesn't matter where the cursor is).
tldr; Memory editor, go to 10EB, type in 03.
You should now be at the debug menu. It has a sprite viewer which I'm really excited for. There are lots of cool features in there you should look around for. In the map viewer, I found this to be interesting.
This map test lets you open any map, but with this silly running MegaMan animation just so they could get a feel for the map. The sprite, though, is a really old sprite of MegaMan. The colors seem to be more accurate, too.
This is really interesting, so have fun with it! Here is a video showing everything in it.
In the game, get to the title screen and push start to see the selections. In Mednafen, push Alt+D, then push Alt+3. In the memory editor window, push G and type in 10EB. At the cursor position, push Insert and type in 03. Push Alt+D to close the window. Now push A in the game to proceed (it doesn't matter where the cursor is).
tldr; Memory editor, go to 10EB, type in 03.
You should now be at the debug menu. It has a sprite viewer which I'm really excited for. There are lots of cool features in there you should look around for. In the map viewer, I found this to be interesting.
This map test lets you open any map, but with this silly running MegaMan animation just so they could get a feel for the map. The sprite, though, is a really old sprite of MegaMan. The colors seem to be more accurate, too.
This is really interesting, so have fun with it! Here is a video showing everything in it.
Thursday, August 16, 2012
Very late MMSF3 code
So I got a request earlier this week to create a code that lets you Multi-Noise with Rogue Noise. Apparently I lost all my MMSF3 notes, so I had to find the values all over again. After I got the correct values, I was able to multinoise, but incorrectly. I had GM assist me in debugging the value to find the routine which checks if you are Rogue Noise. Changing the check or nullifying it allows you to Multi-Noise as Rogue Noise. The cheat worked and here is what the final code looks like.
Multi-Noise as Rogue Noise
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.
Multi-Noise as Rogue Noise
94000130 FFFB0000
221309D6 00000000
D2000000 00000000Oh, and this is also for Red Joker. I almost forgot there was some difference. To use the cheat, push Select during battle. It changes the routine that checks for Noise 0B to have it check 00, so you can Multi-Noise. Only downside is your buster doesn't change. You get the weaknesses and power-ups, though.
Wednesday, August 15, 2012
MMNT Chips
You know, the GameCube game. Had a couple of chips that didn't appear in any other game. I got the higher-res versions but it's unfortunate they purposely stretched the chips to a regular square.
Get them all here.
I've saved you the trouble and picked out the ones you're interested in anyways.
Get them all here.
I've saved you the trouble and picked out the ones you're interested in anyways.
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