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04-29-24 04:04 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Megaman Ultra Released!! Screenshots & IPS Included New poll | |
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Guardian

Goomba


 





Since: 01-27-06

Last post: 6542 days
Last view: 6542 days
Posted on 05-28-06 10:15 PM Link | Quote
How in the world do you hack nes game music? I must know.
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6283 days
Last view: 6282 days
Posted on 05-30-06 06:23 AM Link | Quote
I am very impressed with this game.

Good job on altering the enemy AI. I'm very interested on finding out how you did it, and I hope its not too complicated.

Considering that you were able to alter the AI of the bosses to a good degree, did it ever cross your mind to make new bosses in place of the original 8 robot masters? It came into my mind when I was playing on Woodman's stage and kept imagining the boss as a fat Donkey Kong with bananas twirling around him.

I am very happy to find another person who hacked music for their game. It must have taken a really long time to do. The X3 songs were totally forgotten by me for years until I played this game, and you did a very good bringing them into this game. I noticed in some songs such as the Zelda song the notes kind of wobble. How did you get that? (I'm taking a peek at Mega Man 2's music coding. I'm taking a guess that it has more advanced sound features than the older nes games which I've hacked).

Again, remarkable job.
infidelity

Paragoomba








Since: 11-19-05

Last post: 6280 days
Last view: 6279 days
Posted on 05-30-06 08:29 AM Link | Quote
optomon - Thank you very much for your reply! I'm very happy that you enjoyed my hack In response to some of your questions...

"Why not change the 8 robot masters?" - Believe it or not, that was my original idea. You see, I figured I could just copy/paste other bosses from other MM games, and slap their images over the ones in MM2, using TLP, but in my early stages of rom hacking, the images would not match up correctly. Their upper bodies would be shifted to either side, not connecting correctly to their bodies. This is due to the game using individual "x/y" positionings forthe tile images. If you've noticed the MM4 enemy I inserted in my hack, that is due to editing the "x/y" positioning of the tiles. I searched for a large enemy, around the same size as the Sniper Joe Mech, and I found that MM4 enemy, inserted it's graphics over Sniper Joe Mech's, and edited each tile piece's "x/y" positioning. Now, I know how to this for anything, so, I'm currently working on Megaman Ultra 2, and, lets just say, everyone will be in for a treat whenever this game is completed.

"Enemy AI" - I forget off the top of my head on how to explain it. Some of the AI I changed, was due to bbitmasters findings, he came out with an offset list which is pretty cool, but limited with the amount of boss AI's, others were ones I found, and others were ones found by kuja killer. If your good with fceuxd, it's not that difficult.

"I noticed in some songs such as the Zelda song the notes kind of wobble. How did you get that?" - This feature is not explained thoroughly in the Japaneese to English translated doc on music editing. One day, I will re-release my better understanding music doc on megaman 2. What I'm about to type, will be understood by those who have read the document, and have done editing to the music engine.

08,01,A8,08,00

"A8" is just a random music note I typed in for this example. It seems that "08,XX" is the code that tells the game to "vibrate" whatever music note is coming up. The reason why I put XX, is you can insert 01-04, to give different types of vibration sounds. The main one, "And only one I've seen used in Megaman 2" is 01. Now, "08,00" This tells the game to stop the vibration, and whatever notes come after, "08,00" will not vibrate. If you want your song to vibrate forever, you would place "08,01" at the end of whatver Song Channel your using. Here's an example for my Zelda 2 song. Go to address 32970. This is the beginning of everything for that song. Now, look at 3297B, you'll notice "00". This is the beginning of the 1st Square Channel. You should see this string of hex.....

"00,06,03,3C,02,00,05,22,02,A0,10,08,01,"

06=This is the speed of the Square 1 Channel *set it to 05 and listen*
03=I've never been sure about this, and I would always leave it default. *set it to either 01 or 05, and listen*
3C=This is the Volume Control, for the Square 1 Channel. Volume is set vetween 30-3F. 30=Lowest 3F=Loudest. *set it to 38 and listen*
02,00=I've never been sure about this, and I would always leave it default.
05,22=This is the Tone control for the Square 1 Channel. 05=Tone initiated, 22=Actual tone setting. *set it to 23, and listen*
02,A0,10=No Idea
08,01=Vibration *set 01 to 00, and listen to what happens*

Once again, thank you to everybody for playing, and thank you for your kind comments.

And yes, the music part took a very long time to do. Took me over 7 months to complete. Glad everyone loves the music. I wont dissapoint with Megaman Ultra 2.


(edited by infidelity on 05-30-06 07:31 AM)
(edited by infidelity on 05-30-06 07:36 AM)
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6283 days
Last view: 6282 days
Posted on 06-01-06 02:55 PM Link | Quote
Thanks a million for the lengthy reply, it's much more of a response than I anticipated. I will be anticipating the advanced changes that will take place in MMU2 as well as an updated version of the music doc.
infidelity

Paragoomba








Since: 11-19-05

Last post: 6280 days
Last view: 6279 days
Posted on 06-01-06 06:51 PM Link | Quote
Your Welcome
Hyperganon

Red Paragoomba


 





Since: 11-20-05

Last post: 6512 days
Last view: 6512 days
Posted on 06-01-06 06:55 PM Link | Quote
I'm interested in MMU2. I've considered Mega Man 4 to be kind of an upgraded version of Mega Man 2 for a while. Making a sequel to a RO hack with it sounds great.
infidelity

Paragoomba








Since: 11-19-05

Last post: 6280 days
Last view: 6279 days
Posted on 06-01-06 11:01 PM Link | Quote
For me, my ultimate favorite Megaman game from the nes, has always been 4. When I discovered rom hacking, it was the first megaman game i wanted to hack. But I'm extremely happy that wasn't the case, cause of all the knowledge I've learned, been taught, obtained, etc, etc.

This new hack is going to be amazing. Because of the huge capacity of this game, I'm now able to do things I thought were impossible. I'm giddy with some of the "out of this world" hacking I've been doing to this rom.

I will give 1 suprise to this hack. Every sprite "Except Megaman" will be completely changed, or severly altered!" I've already begun reconstruction Just think of what I wrote, and let your imagination run wild! Mine is!

Thank you to everybody who's been taking interest in this. It's really appreciated!
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6289 days
Last view: 6279 days
Posted on 06-01-06 11:14 PM Link | Quote
Great hack man. Thanks for hooking me up with that music information, it helped me figure out the formats for a few other Capcom games as well. All the Mega Man games follow a very similar format.

Maybe an update to the original Mega Man music would be nice... heh...
infidelity

Paragoomba








Since: 11-19-05

Last post: 6280 days
Last view: 6279 days
Posted on 06-22-06 07:45 AM Link | Quote
http://board.acmlm.org/thread.php?id=5991
Hunter755
Newcomer








Since: 05-02-06

Last post: 6519 days
Last view: 6519 days
Posted on 06-23-06 12:59 PM Link | Quote
I think this hack was very well done, i think it had the best mario stage i have seen in any other hack because not only did you change the sprites and tiles you changed the music! if you want to help me with my Snes hack of Megaman X you are more then welcome too.
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