giovedì 25 novembre 2010
No, non sono sparito...
... ho solo poca voglia di stare a progettare nuove cose sul computer. Esco spesso di casa e le volte che sono presente al pc mi dedico al cazzeggio, vedo episodi di anime su Youtube o gioco ad Age of Empires II (uno dei migliori giochi di ruolo di sempre). Ho già in cantiere nuove idee e nuove sub-release ma nulla verrà reso pubblico se non raggiungerò risultati seri e soddisfacenti. A parte questo, sembra che il freddo mi sta indirizzando verso il letargo XD. Sto anche provando a finire Castlevania Dracula X Chronicles al 100% ma ho raggiunto solo il 76% e la versione originale Rondo of Blood ho raggiunto il 96% però non riesco a finirlo =.=. Ho provato anche Castlevania Harmony of Dissonance ma non mi piace per niente, di fatti per GBA ho ricominciato Circle of Moon (che risulta per ora il mio preferito per console portatile dato che non ho ancora provato Aria of Sorrow e i titoli per NDS). Beh, spero che questo periodo di voglia-di-non-fare-niente passi presto, anche se mi aspetta altro duro lavoro da fare :P
Etichette:
personal
domenica 14 novembre 2010
Start to developing a game...
riplWhat I'm doing in these days? I'm working on Megaman X editor? I'm die? I'm nerding on facebook or something stupid? I haven't much free time, there is the school or the friends that call me every day :) and I'm not in my room with my pc, but when I'm here one of the few things that I do is... Visual Studio! XD
I'm doing a clone of a card-game of Final Fantasy VIII called Triple Triad... Hey wait, there is also Triple Triad Gold, do you forget it? Nope :P. I don't think that it's a bad porting but I'm prefer to recreating all for fun.
I'm doing a clone of a card-game of Final Fantasy VIII called Triple Triad... Hey wait, there is also Triple Triad Gold, do you forget it? Nope :P. I don't think that it's a bad porting but I'm prefer to recreating all for fun.
Etichette:
developing,
final fantasy,
triple triad
giovedì 4 novembre 2010
Viewing MMX2 levels with MegaED X
Not a big news. Unfortunately I haven't added already a native support for MMX2 because I can't decompress the tiles with the same way of MMX1 tiles. I added only a menu where you can import tiles from other SNES tiles or GBA and Genesis and with this trick I'm able to see the levels of MMX2 (first I must dump the VRAM during the level). I have to work on background support also.
Here some screens:
Here some screens:
Etichette:
developing,
megaedx
martedì 2 novembre 2010
MegaED X: Some problems with WinNT 4 and Win9x
I think that an important thing is that a software must be compatible with (almost) all O.S. and must be optimized for speed. The first release is compatible with Windows XP or more but I'm working on compatibility with Windows 95/98/ME, Windows NT4/2K and a x64 version.
With the oldest OSs the editor suffer of some problems or memory leaks:
With the oldest OSs the editor suffer of some problems or memory leaks:
- Windows 95 miss msimg32.dll, it can be taken from Win98 and it contains TransparentBlt for the transparence on texts. Only Palette and Tileset works.
- Windows 98, memory leak when I use SelectObject(tempDC, objecToUse). Only Palette and Tileset works.
- Windows NT 4.0, miss msimg32.dll (if I take it from Win98 there are memory leaks from TransparentBlt), take A LOT of RAM (about 100MB) but the editor works and it's fast as NT 5.1/6.x
Etichette:
developing,
megaedx
domenica 31 ottobre 2010
MegaED X 1.0 Halloween release
Finally, after a lot of work, I can release the new version of Megaman X Editor: MegaED X! I planned yhe idea to rewrite entirely the editor in C++ on May 2010 but there were so much problems that I decided to stop. On September I decided to resume the works in this editor and after a lot of code lines and internal modules writings, I'm going to release that new version this night ( now is midnight in Italy). I have disabled some incomplete features (but they are still present in the editor) like the support of MMX2 and MMX3 because they are half-supported (they miss the decompression of tiles :\ but the other things work) and the import tool. This editor is supposed to be executed on WinNT4 and subsequents but I haven't test them yet (I'm a bit lazy :P and I don't want to create a VM with an old OS). There are features that this editor misses like the object editor, layout editor and the tools that I've disabled.
Etichette:
developing,
megaedx,
release
domenica 24 ottobre 2010
Collisions on MegaED X
Etichette:
developing,
megaedx
venerdì 22 ottobre 2010
Megaman X in... Emerald Hill!
Yes, on last 3 days I worked on this little hack. I have implemented new things on Megaman X editor like Block structure editor (32x32), Scene editor (256x256) and a simple window where you can import/export/convert palettes, tiles and other stuff and this help me to import Emerald Hill on Highway Stage. I'm able to redirect the tiles to have more free space. MegaED X still miss collision and object editor, things very important for an editor. I wanna improve some WinControl elements and clean the code (during some cleans the size of .exe was reduced of 11kb o_O now it's 86kb). I'm planning to support the reallocation of data (expanding the rom and move data) and DirectDraw/Direct3D support (now the editor use GDI that it's a bit slow). An good idea is to implement palette animation on all level but firstly I should study more the rom.
... And the video :D
... And the video :D
Etichette:
developing,
hack,
megaedx
giovedì 14 ottobre 2010
Decompression and compression on Megaman X
Yes, I've implement the compression on Megaman X! Now if you edit the layout of levels or edit compress tiles, you can save and re-compress them. I think that the big work was done and now I have only tod find a way (this will be easy :P) to reallocate compress data. The compressor of Level Layout work perfectly and the GFX compressor compress the tiles but the result take more space than the original :\ for example the original compressed tiles of Highway Stage is 14.031 bytes and mine is 15.900. I know how to fix this, I need of some minutes only.
YEAH, Blue Highway Stage XD
NEWS: Now my compressed tiles are 14.031, equal to the original size =3
Etichette:
developing,
megaedx
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