The Text Editor, And You!
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Re: The Text Editor, And You!
No, I just found it by searching about the .mmlv Megaman Maker format.
I don't know what to write here
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Re: The Text Editor, And You!
Also, if you read it all, you will notice that it isn't up to date with the 1.4 version.
I don't know what to write here
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Re: The Text Editor, And You!
Oh... Okay, Kinda disappointing I can't contact the creator to tell em' that boss id 9 is a Gemini Man leftover...Mari0Player64 wrote: ↑Wed Aug 15, 2018 4:42 pmNo, I just found it by searching about the .mmlv Megaman Maker format.
I tried to fit Cave Johnson's lemon rant here, but it didn't fit. Stupid 255 character limit...
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Re: The Text Editor, And You!
How do you know that? You downloaded the Geminiman level or what?
I don't know what to write here
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Re: The Text Editor, And You!
There is a topic compiling most of the information about the cut Gemini Man boss, it can be found here:Mari0Player64 wrote: ↑Thu Aug 16, 2018 5:26 pmHow do you know that? You downloaded the Geminiman level or what?
viewtopic.php?p=20143#p20143
Royalguard wrote: ↑Wed Dec 05, 2018 9:11 pmUnpopular Opinion:
I think Shadow Man is one of the most fun, satisfying, and well designed bosses in the entire Mega Man series.
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Re: The Text Editor, And You!
Actually I would like to have tiles through which one may walk through for a secret area in a level. However, I don't master text editing enough and am having some trouble modifying the proper variables.
So could anyone please tell me what to modify (k, j, i, e, or a?) and how to modify it exactly? I'm able to achieve some weird things, but so far I haven't found how to remove the solidity of a tile, to make it a "center air tile". Thanks in advance!
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Re: The Text Editor, And You!
Why did you bump this?Hapax wrote: ↑Tue Jan 08, 2019 7:14 pmActually I would like to have tiles through which one may walk through for a secret area in a level. However, I don't master text editing enough and am having some trouble modifying the proper variables.
So could anyone please tell me what to modify (k, j, i, e, or a?) and how to modify it exactly? I'm able to achieve some weird things, but so far I haven't found how to remove the solidity of a tile, to make it a "center air tile". Thanks in advance!
Well, at least RollerC can pin this now.
THE SNIVY OVERLORD HAS AWOKEN

"It's too late to turn Back now!"
"It's too late to turn Back now!"
- Royalguard
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Re: The Text Editor, And You!
Was it really necessary to bump a dead topic like this?
The MMM team doesn't seem to officially support text-editing levels, so it seems a bit unlikely this topic will get pinned.
Royalguard wrote: ↑Wed Dec 05, 2018 9:11 pmUnpopular Opinion:
I think Shadow Man is one of the most fun, satisfying, and well designed bosses in the entire Mega Man series.
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Re: The Text Editor, And You!
Why ya'll complaining about a bump to a thread like this?
It's an interesting topic, and (perhaps arguably) it makes sense.
Otherwise, they would make a new thread only to get replies of "I don't know",
or to be linked to this thread, and not get any further answers.
Could just be me, but I'm not a huge fan of thread redundancy.
The Search function is there for a reason, after all.
Anyway, to try to ANSWER THE QUESTION:
If you look at the Wave Man tiles from the first post...

...you can see 4 tiles that make up a port window (looks like a washing machine).
Those are the tiles that allow for passability.
What's going on here is that the tiles on the "outside" edges of the tile map are solid, whereas the tiles "inside" are not.
Because those tiles (usually) look identical to the outer tiles, the player can't easily tell the difference.
In the case of the MM2 Wily tiles, they look almost identical to the rest of the tile set.

In the case of Air tiles, every single tile in the Air tile set is exactly the same.

Finding the right coordinates to use takes some experimentation, but once you've got it, you'll know.
The graphic should line up perfectly, and the player should be able to move through it.
Here's an example of this being used, from original NES to MMM:

From Mega Man 2 Wily 4 Interpretation v2
If you look closely, you can see that because "middle" tiles had to be used, my tiles don't necessarily match the original.
It's most noticeable on the top with the spike pit.
I'll walk you through how I did it, and provide examples and A STRAIGHT UP ANSWER at the end.
In order to find the correct tiles to edit in the mmlv file, I usually make a blank level and place a tile from a wildly different tile set than the one I intend to use in my actual level, like Snake tile, and save it.
I then open up the mmlv in the text editor, and take note of its tile ID.
Now back in the level editor, I open the level I'm actually working on, and place Snake tiles where I want the "false" tiles.
I save the level, make a copy, and open it in the text editor.
I then search for the tile ID I got from the dummy level, and start editing.
First I change that ID to a random number, save, load it in the level editor, and check for which tile changed.
This way I know exactly what tile I'm editing, so I can test it later.
After that, it was all trial-and-error.
I'll provide you with a sample level file for you to poke around in.
Basically it's a stripped down version of the above level, with just the first half (where the false tiles are).
I copied the data from the text editor and threw it up on Pastebin here.
Simply right-click the download button, select "Save Link As...", change the extension to .mmlv, and save it to your Levels folder (%LOCALAPPDATA%/MegaMaker).
In this example, I've changed the first passable tiles from MM2 Wily 4 tiles to MM2 Wily 2 tiles.
The tile IDs ("e" values) are 134 and 133 respectively.
If you search the text for "133.0", it will bring you to this tile:

Between this and the first post, that should be enough to get you started.
tl;dr:
When editing in the text editor, the K and J values of the 4 tiles you're looking for are as follows:

Good luck, and happy editing!
It's an interesting topic, and (perhaps arguably) it makes sense.
Otherwise, they would make a new thread only to get replies of "I don't know",
or to be linked to this thread, and not get any further answers.
Could just be me, but I'm not a huge fan of thread redundancy.
The Search function is there for a reason, after all.
Anyway, to try to ANSWER THE QUESTION:
If you look at the Wave Man tiles from the first post...

...you can see 4 tiles that make up a port window (looks like a washing machine).
Those are the tiles that allow for passability.
What's going on here is that the tiles on the "outside" edges of the tile map are solid, whereas the tiles "inside" are not.
Because those tiles (usually) look identical to the outer tiles, the player can't easily tell the difference.
In the case of the MM2 Wily tiles, they look almost identical to the rest of the tile set.

In the case of Air tiles, every single tile in the Air tile set is exactly the same.

Finding the right coordinates to use takes some experimentation, but once you've got it, you'll know.
The graphic should line up perfectly, and the player should be able to move through it.
Here's an example of this being used, from original NES to MMM:

From Mega Man 2 Wily 4 Interpretation v2
If you look closely, you can see that because "middle" tiles had to be used, my tiles don't necessarily match the original.
It's most noticeable on the top with the spike pit.
I'll walk you through how I did it, and provide examples and A STRAIGHT UP ANSWER at the end.
In order to find the correct tiles to edit in the mmlv file, I usually make a blank level and place a tile from a wildly different tile set than the one I intend to use in my actual level, like Snake tile, and save it.
I then open up the mmlv in the text editor, and take note of its tile ID.
Now back in the level editor, I open the level I'm actually working on, and place Snake tiles where I want the "false" tiles.
I save the level, make a copy, and open it in the text editor.
I then search for the tile ID I got from the dummy level, and start editing.
First I change that ID to a random number, save, load it in the level editor, and check for which tile changed.
This way I know exactly what tile I'm editing, so I can test it later.
After that, it was all trial-and-error.
I'll provide you with a sample level file for you to poke around in.
Basically it's a stripped down version of the above level, with just the first half (where the false tiles are).
I copied the data from the text editor and threw it up on Pastebin here.
Simply right-click the download button, select "Save Link As...", change the extension to .mmlv, and save it to your Levels folder (%LOCALAPPDATA%/MegaMaker).
In this example, I've changed the first passable tiles from MM2 Wily 4 tiles to MM2 Wily 2 tiles.
The tile IDs ("e" values) are 134 and 133 respectively.
If you search the text for "133.0", it will bring you to this tile:

Between this and the first post, that should be enough to get you started.
tl;dr:
When editing in the text editor, the K and J values of the 4 tiles you're looking for are as follows:

Good luck, and happy editing!

Re: The Text Editor, And You!
Thank you, this is exactly what I needed!
Re: The Text Editor, And You!
If I could pin this, I would, but Royalguard is right.
I'm happy to see a bump to this topic though. It can be super useful for people.Royalguard wrote: ↑Tue Jan 08, 2019 8:31 pmThe MMM team doesn't seem to officially support text-editing levels, so it seems a bit unlikely this topic will get pinned.
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Re: The Text Editor, And You!
For a moment I got scared with Roller´ s comment, I thought this thread was going to get locked. Anyway it´ s nice to see a thread talking about black text magic 

Re: The Text Editor, And You!
Is it too late to mention delaying force beams by more than 9, magnets extending their pull across the whole screen and conveyor belts dragging you faster/slower than normally?
A fangame Soon™ to be announced, maybe.


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Re: The Text Editor, And You!
Wait - these things can be done with text editing the megaman maker files? This is awesome
ST
Been gone a while, just came back to see this is progressing nicely. My level IDs
Stomping Grounds -- 39624
Hatchery -- 39675
Depth Charges -- 39605
swarm tower -- 39591
Electric Tower -- 67366
Stomping Grounds -- 39624
Hatchery -- 39675
Depth Charges -- 39605
swarm tower -- 39591
Electric Tower -- 67366
Re: The Text Editor, And You!
Also:silentthief wrote: ↑Fri Jan 11, 2019 2:24 pmWait - these things can be done with text editing the megaman maker files? This is awesome
ST
Bernie Sanders's account.
Re: The Text Editor, And You!
Yes.silentthief wrote: ↑Fri Jan 11, 2019 2:24 pmWait - these things can be done with text editing the megaman maker files? This is awesome
ST
Anything that has a 1-4/1-5/1-9 delay selector can be delayed by any amount of time you want. Search for its h value and change it to anything you want. 0, more than 9, fractions, your choice. One thing worth nothing, with objects that activate in cycles, they will come delayed, but after they fire, they will cycle like normal.
Code: Select all
o4160,1280="9999.000000"
h4160,1280="26.500000"
g4160,1280="90.000000"
e4160,1280="51.000000"
d4160,1280="6.000000"
a4160,1280="1.000000"
Some things have a weird relationship with the b value. For example magnets. Adding a custom b value to them will stretch/compress its pulling range, but its collision box and pull strenght will stay the same. The pull will go away if you scroll the magnet offscreen though.
Code: Select all
o2448,2832="9999.000000"
e2448,2832="2.000000"
d2448,2832="6.000000"
b2448,2832="20.000000"
a2448,2832="1.000000"
A fangame Soon™ to be announced, maybe.


Re: The Text Editor, And You!
How about changing the properties of weapons? Like for example making the power adaptor use ammo? 

Re: The Text Editor, And You!
Weapons aren't handled in the level editor. Be realistic.
A fangame Soon™ to be announced, maybe.


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