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Acmlm's Board - I3 Archive - - Posts by infidelity |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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I had to re-register here, which ment that my PM box is empty. I had a ton of PM's with alot of information in the other board. Does anyone have a link to the Archive part of that board? Thank You. | |||
infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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Thank You, but for some reason, even if I log in, my name doesnt appear, which also means, i still can't access my pm's. Any ideas? Thank You once again for the link. | |||
infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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NOTICE - Reposting this for newcomers to this site, and for others that may have been looking for this, and have come up empty. Enjoy!
I'd first like to thank Matrixz, for helping me understand the original Japanesse thread, that deals with editing the music in Megaman 2. http://klikechange.free.fr/Rockman2.htm If it wasn't for his expertise, I wouldn't have been able to create this turtorial. I'd also like to thank Matrixz, for helping me find the value in Megaman 2, which tells you which song is playing. Tools used in finding/creating music ------------------------------------------------------------ FCEUXD's 6502 Debugger & Hex Editor Windows Calculator Your Own Creativity How To Find Out Which Song Is Playing ------------------------------------------------------------------- I'm going to give you an example, of finding the pre-intro song to Megaman 2. "REMEMBER, THIS EXAMPLE WILL APPLY TO ALL SONGS" First, open Megaman 2, and pause it, "F2" at the copyright screen. Second, open the "6502 Debugger," and add an "Execute Breakpoint" to "8003," then click "Run" Second, just as the pre-intro screen fades in, the debugger sould snap. Look at the Debugger's "A" value now, and it should say "0E." This tells you, that the pre-intro song is, "0E" How To Find The Songs Pointer ------------------------------------------------------ We're continuing on with the pre-intro song example. First, open up your Windows Calculator, and make sure it's set to "Scientific," and also, make sure it's set to "Hex" NOT "Dec" Second, enter the value "0E" and multiply it by "2" You should end up with the value, "1C" then add, "30A60." (30A60 is the Song Pointer Table), then, click equals, and you should get this value "30A7C" Third, open up the "Hex Editor" in FCEUXD, and make it view in "ROM File," then, goto the address, "30A7C" You should see these values, "B4,B1" Your now at the Song Pointer, for song "0E," "The Pre-Intro Song." How To Find The Song ----------------------------------------- We're continuing on with the pre-intro song example. In order for us to find the song correctly, Megaman 2 has it's song pointers, in High Byte, to, Low Byte format. What that means is, "B4,B1" is actually read as, "B1,B4" This goes for all song pointers in this ROM. So, First, goto your Windows Calculator, and type in the value, "B1B4" then add the value, "28010" You should now end up with the value, "331C4" This tells you now exactly where the "pre-intro song" is in the ROM. How To Figure Out What This Mess Is ---------------------------------------------------------------- We're continuing on with the pre-intro song example. I'm still unsure on some aspects, as to how to correctly understand some things here. I'm hoping that with this information I'm releasing, others will be able to figure out, and add to this list, the things I'm unable to understand. Anyways, First, goto the address "331C4" in FCEUXD's Hex Editor. You'll notice that you end up at "0F" (So far, from what I've noticed, "0F" is always the beginning of the songs.) You should see these values "0F,BF,B1,3D,B2,B9,B2,1D,B3,53,B3,00" I'm going to explain these values to you. 0F - The beginning of the song (By beginning, I do not mean the tones and stuff, this value basicly tells the rom, this is where to begin to find all the pointers.) "Remember earlier, how I said Megaman 2 searches High Byte, to Low Byte, for it's pointers? Well, what I'm about to show you, are the pointers, to the sound channels" B1,BF - This points to the Square 1 channel (usually the main beat) B2,3D - This points to the Square 2 channel (usually the back beat) B2,B9 - This points to the Square 3 channel (usually the bass) B3,1D - This points to the Square 4 channel (usually the drums) B3,53 - ?? Matrixz and I, have no idea what these are. 00 - ?? This, I believe, seperates things. So, let's goto the first channel. "B1,BF" (The example I'm about to give, will work for the other channel pointers as well) First, enter "B1BF" in your Windows Calculator, then add "28010" you should end up with, "331CF" This tells you exactly where Square 1 begins. This tells you exactly where B1,BF is pointing to. You'll notice that it starts at "00" This is the beginning of Square Channel 1. You'll notice this set of values, "00,08,05,20,02,80,03,3E,07,DF,40,08,00,21" These sets of values, basicly sets up how the sound will sound. I'll try to explain these as best I can. EDIT - Check the original Japanesse thread to understand more on what I'm talking about. http://klikechange.free.fr/Rockman2.htm 00 - Pointer for Square Channel 1 08 - Speed for Square Channel 1, the higher the value, the slower the sound, the lower the value, the faster the sound 05 - ?? Different tones, sometimes it screwes up. I'm not sure on how to use this correctly 20 - Different Pitch's 02 - ?? Not sure. I usually leave it as is. 80 - ?? Different Tones?? 03 - ?? Different Tones?? 3E - Volume for sound, anything below "30" and it glitches. 07 - ?? Different Tones? If it's set to "0A" it resets the entire rom DF - ?? Different Tone effects?? 40 - ?? Not sure. 08 - * This seems to give the notes that vibrato feeling to it, this value is usually followed by 00,01,02, etc, I'm not sure as to what those values due to the sound. Also, anytime you see "08" there will usually be "21" right after it, or a few after it. Im not sure if this tells "08" when to stop the vibrato effect to the sound. 00 - * Look at "08" 21 - * Look at "08" So, all that there, is the beginning's on making the sounds sound. You'll notice in your Hex Editor, that after "21" you'll notice "AE" This is the very beginning note for the sound channel. How To Understand The Sounds ------------------------------------------------------- We're continuing on with the pre-intro song example. From what I've come across. anything that is "40, 60, 80, A0, B0, C0, D0, E0, F0" are pauses until the next note kicks in. The lower the value, the shorter the pause, the higher the value, the longer the pause. Pauses all end with the value "0" For notes, it appears that "61" makes the note, sound the quickest, and, "FF" makes the note sound the longest. So, 61-6F, 71-7F, 81-8F, 91-9F, A1-AF, B1-BF, C1-CF, D1-DF, E1-EF, F1-FF, deal with notes. How To Understand Loops ----------------------------------------------- We're continuing on with the pre-intro song example. You'll notice, how sounds loop in certain places throughout all songs. Loops always look like this. "04,xx,xx,xx" If you goto value "331E5" in your Hex Editor, you'll notice a loop. You should see this set of values. "04,01,C1,B1" 04 - Loop command 01 - How many times to loop. "If this value is set to 00, it will loop infinite" C1 & B1 - These are pointers. These point to where to begin the loop. So, it says, "C1,B1" Remember how I said Megaman 2 deals with High Byte, then Low Byte? Open your Windows Calculator, and type in the value, "B1C1" then add, "28010" to it, you should end up with the value "331D1" This value is where the loop begins at. How To Create A Demo Sound ----------------------------------------------------- We're continuing on with the pre-intro song example. OK, so now your like, I want to make my own song, how do I do it? Well, I'll do my best in helping. First, it gets kind of annoying trying to create a sound for one channel, when you got all the others going on in the backround right? Well, what you should do, is turn them off, or, just give them extremely long pauses, so you can understand what your doing. So first, we're going to temporarely shut off the 2nd 3rd and 4th channels. Do you remember how I spoke about the pointers to those channels? We need to find out where those channels begin. So, instead of telling you straight out where they are, I'll give you examples for the 2nd 3rd and 4th channel pointers. Remember the section "How To Figure Out What This Mess Is" This section tells you where the actuall song begins. This song begins at value" 331C4" so, here it is again, 0F,BF,B1,3D,B2,B9,B2,1D,B3,53,B3,00 We already know that B1,BF is sound channel 1. So, B2,3D is sound channel 2. In your Calculator, enter B23D, and add 28010 to it. You'll get 3324D, this is the beginning of sound channel 2. Enter B2B9 into your Calculator, and add 28010 to it. You'll get 332C9, this is the beginning of sound channel 3. Enter B31D into your Calculator, and add 28010 to it. You'll get 3332D, this is the beginning of sound channel 4. So, in the Hex Editor, goto address 3324D, and type "E0" a shit load of times. I usually do it about 10 times for every sound channel. Do the same for 332C9, and 3332D. Now, listen to the song, and you will only hear channel 1 playing in the backround. Now, lets edit channel 1. For starters, keep everything the same from 331C4 to 331DC. You'll notice that at, 331DD, the value is AE, this is the first note. Starting at AE change it to E0, and change the other values to E0, just before the first loop begins. Remember what a loop looks like? "04,xx,xx,xx" So, type E0 from 331DD to 331E4. When you listen to the song again, theres no sound, nothing until the building moves up, but that's ok. Now, let's try this, starting at 331DA, type in these values, "61,62,63,64,65,66,67,68,69,6A,6B,6C" When you play the song again, you'll hear what you just typed in there, and it will loop, 1 time through. Let's edit how many times that loops, I say, let's let it loop infinite. So, we see the loop command, 04,01,C1,B1, let's change the "01" to "00" Once that's done, Listen to the song again, it will not stop until the Main Title Song kicks in. Now, let's try changing the tone. Goto the address 331D2, the value should say "20" let's change it to "30" When you start the song again, you'll notice it sounds higher now. Now, let's change it's speed. Goto the address 331d0, the value should say "08" let's change it to "02" When you start the song again, it sounds like an alert going off! Well, I hope this sheds some light on editing the songs for Megaman 2. I apologize if this sounds so scrambled, I never typed a tutorial this big before. But If you follow the examples I gave you, you'll be able to find, edit, and create your own songs for Megaman 2. Trust me, the information I gave does work, and I can prove it. Here's an ips of Megaman Ultra, with some edited songs. Try playing Woodman, Wily 1 and Wily 3, to hear my edited songs. "I'm still working on Crashman, it's not finished, but you'll be able to tell what song I'm going to put there " I created these songs all by ear, and had a tiny bit of help, by listening to nsf's, to be close to perfection as possible with 2 of the songs! http://rapidshare.de/files/6978409/megamanultramusic.ips.html Is this sticky worthy anybody? (edited by infidelity on 11-23-05 07:07 PM) |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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any luck on finding out how I can access my old pm's?? | |||
infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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please, has anyone figured out how to access the old PM's?? I can't get ahold of Matrixz for help, so I need those PM's. anybody?? | |||
infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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THANK YOU!
It worked! |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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I'm beginning to gather ideas for Megaman Ultra 2. I now have extensive knowledge in music hacking, so just about all of the sfx, and music, will be edited! Just wanted to show what I've been thinking for 1 level in particular. I know there's only 2 screens, but more will come in the future.
EDIT - Megaman Ultra 2, will be a hack of Megaman 4. (edited by infidelity on 12-10-05 05:10 PM) |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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The ladders are climbable. I'll be adding certain enemies on the upper parts of buildings, to give you alternate paths you would like to take! Megaman is pretty much walking just below the cracks of the sidewalk, I'm going to try to figure out other methods of movement, once the sidewalk ends. The green wall backround thingy, I'm going to add more city backrounds, and barbwire fencing. I'm sure you, and others, know where I'm getting this from. Thank You for the compliments! (edited by infidelity on 12-10-05 05:17 PM) |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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Totally kick ass! I too was thinking on a megaman x hack for my megaman ultra series. I've been having difficulty with making the regular megaman, look like megaman x. I even tried ripping certain x/series graphics, and attempting to use them, but the conversion is shitty.
I'm looking forward to this release! EDIT - I also compliment you on the title design! You kept it really close to the original design! I can tell that took a while to design. I remember using graph paper, to lay out how I was going to design mine! haha. Anyways, looks great! :-) (edited by infidelity on 12-16-05 06:37 AM) |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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WOW!
I love how you did the PROTO logo!! That looks awesome!! |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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I'm re-doing my hack from scratch, but in my original hack, someone explained to me on how to have Megaman appear infront of all the backrounds. What I'm saying is, I don't want Megaman to go behind the clouds, and any other backround with that TSA value.
Now, I remember that the address 3CC57, is the beginning for the "02 & 03" TSA values for all the levels. "This lets you edit the "Ladder, Spike" - most common, TSA values. I'm unable to find the "00 & 01" TSA values for all the levels, if that's what I need to find for Airman's clouds. Anybody have any ideas? Thank you! :-) (edited by infidelity on 01-31-06 07:37 AM) |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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It can be done, because I did it in my old hack, here's the screenie
OLD ROM I'm redesigning this same idea on a fresh new rom, and megaman, and the fanboys, all hide behind what you see. NEW ROM EDIT - I tried viewing my old posts, but for some reason, this post could only be viewed, if I view my old threads in the old acmlm rom hacking. I found it by googling. http://board.acmlm.org/archive//thread.php?id=16833 And guess what NetSplit, it was you who figured it out!!! Thanks again!!! (edited by infidelity on 01-31-06 06:52 PM) |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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oh, ok. From reading your post, I now understand what you mean. Sorry for the confusion. And once again, thanks again!! | |||
infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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This is a conversation bbitmaster and I had on this subject a while back. I wanted to try and rip the entire intro song from smb1, and place it into another game. But instead I had to do the song by ear for my hack.
Anyway, hope this convo helps, cause I was able to screw around with the sounds in the first song of SMB1. infidel81: hi bbitmaster: hey infidel81: question, would you know how to find the intro music to super mario bros? infidel81: i've tried screwing around with it in the hex editor, but no luck infidel81: if you don't know, it's not a problem bbitmaster: I've heard that smb1 music hacking is really hard, because they use a really messed up format infidel81: :-) infidel81: ahhh ok bbitmaster: as for finding it... bbitmaster: I'd look for writes to sound registers bbitmaster: and try to look at what's being read bbitmaster: or actually bbitmaster: there's a way to find music data easily for almost any game (smb1 included) with fceuxd infidel81: really?!? bbitmaster: with the code data logger bbitmaster: and trace logger bbitmaster: hang on, I'll walk you through it bbitmaster: ok, with the game running on the first level bbitmaster: (music playing bbitmaster: open the code/data logger bbitmaster: and just hit start logging infidel81: k bbitmaster: you should see the "bytes logged as data" counting up as the music plays bbitmaster: that's it logging music data... bbitmaster: anyway, if you open the trace logger infidel81: oh, i think i have to click start bbitmaster: with the code data logger open and running bbitmaster: yeah, you have to click start on the code data logger infidel81: ok, there it goes bbitmaster: check the box at the bottom of the trace logger that say bbitmaster: "Only log code that accesses newly mapped data" infidel81: k it's checked bbitmaster: and check the "automatically update window while logging" bbitmaster: and click "start logging" infidel81: k its checked bbitmaster: what that will do is show all of the data reads that read data that has never been read before bbitmaster: since you're just standing in the level, with music playing bbitmaster: the only data reads most likely to occur are just music data reads infidel81: ok bbitmaster: If you need to reset the code/data logger so it counts everything as new infidel81: it's now reading the time running out song now bbitmaster: just click "Reset Log" infidel81: ok bbitmaster: this can be used for anything, not just music btw bbitmaster: if you play through the level bbitmaster: you'll see it loading level data bbitmaster: and, this works for any game infidel81: interesting! bbitmaster: you can get rid of it showing the music data by letting it play through the song once... if you need that out of the way to see level data bbitmaster: or whatever other kind of data infidel81: ok bbitmaster: oh if you check the "only log newly mapped code" checkbox bbitmaster: it'll show new subroutines and code that has never been ran before as well infidel81: ah ok bbitmaster: but like for logging data... bbitmaster: if you see bbitmaster: $8A08:B9 D1 89 LDA $89D1,Y @ $89DA = #$07 A:0F X:08 Y:09 P:nvUbdIzc bbitmaster: that means the data was at offset 89DA bbitmaster: in nes memory infidel81: hmm i'm trying to find that through the trace logger bbitmaster: well, you know the instruction that read that data was at 8a08 bbitmaster: so... you could set an execute breakpoint on 8a08 bbitmaster: and see what it is reading infidel81: mine is different infidel81: $8A08:B9 D1 89 LDA $89D1,Y @ $89D1 = #$0F bbitmaster: yeah, you logged it reading from 89d1 infidel81: now, i copied that from 6502 debugger infidel81: if i click stop logging everything dissapears infidel81: and if i try to scroll through the trace logger, it will not sit still bbitmaster: the emulator has to be paused (F2) bbitmaster: for you to scroll through it infidel81: ok infidel81: 1 sec bbitmaster: it's still logging new stuff infidel81: i'm going to start completely over infidel81: i rested the rom and click reset log bbitmaster: that works infidel81: ok, i'm about half way through the song infidel81: now do i click f2 then go into the tracer? bbitmaster: yeah, press F2 infidel81: done bbitmaster: also, ckicking "step into" on the debugger pauses the game as well bbitmaster: *clicking infidel81: ok infidel81: game is paused infidel81: $8082:AD 78 07 LDA $0778 = #$10 A:90 X:05 Y:00 P:NvUbdIzC infidel81: the very first line in tracer infidel81: for me at least bbitmaster: hmm... that's not readong from the rom infidel81: $8A08:B9 D1 89 LDA $89D1,Y @ $89D8 = #$0F A:17 X:03 Y:07 P:nvUbdIZc (7 lines skipped) infidel81: i scrolled through and found that bbitmaster: ah, ok infidel81: quarter down the list bbitmaster: 89D8 is an address you can find infidel81: if i was to do this on my own, i would not have known to look for that particular line of code bbitmaster: smb1 doesn't do any bankswitching, so it's easy to convert a nes memory addres to a rom file address infidel81: oh, ok bbitmaster: you're not really looking for any line of code in particular... infidel81: now in 6502 do i goto 89d8 infidel81: ok bbitmaster: just new data bbitmaster: 89d8 is data that was just read bbitmaster: so... go open the hex editor bbitmaster: and go to 89d8 bbitmaster: and right click, and pick "Go here in rom file" bbitmaster: you should see yellow and blue numbers bbitmaster: in the rom file infidel81: wow, i see them bbitmaster: yellow means it was logged as code bbitmaster: so, that is 6502 code bbitmaster: you don't wanna mess with code much in a hex editor, unless you know what you're doing bbitmaster: blue means data bbitmaster: you can mess with blue stuff infidel81: what will that do? bbitmaster: depends on what it's for infidel81: k infidel81: 9d3 isa pallete for the blinking coin counter and question blocks bbitmaster: $F7C9:B1 F5 LDA ($F5),Y @ $FA21 = #$19 A:90 X:7F Y:20 P:nvUbdIzc bbitmaster: that appeared while music was playing bbitmaster: it's definately music data infidel81: it's default is 27, and changing it to different vlaues, changes a certain part of the pallet color bbitmaster: let me go to FA21 bbitmaster: wow, the music is all messed up now infidel81: $F7C9:B1 F5 LDA ($F5),Y @ $FB0A = #$21 A:90 X:7F Y:11 P:nvUbdIzc infidel81: i found that string bbitmaster: that's gotta be music data too bbitmaster: because it's right near what I found bbitmaster: $FB0A is at 7B1A in the rom file infidel81: ok infidel81: i think that's the bass bbitmaster: just go there and mess with the blue numbers bbitmaster: yeah bbitmaster: that's what it sounded like infidel81: haha infidel81: that's so screwy infidel81: now i have to figure out where the actuall notes start bbitmaster: heh, good luck infidel81: lol, i know infidel81: i'm better off humming the tune in my head, lmao infidel81: i'll find the data infidel81: somehow (edited by infidelity on 02-02-06 08:34 AM) (edited by infidelity on 02-02-06 08:36 AM) (edited by infidelity on 02-02-06 08:37 AM) |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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the megaman 1&2 level editor, "visine" is now crashing my computer, after the program is only on for about 1 to 2 minutes.
I cannot figure out as to why this happening. I opened my pc, and cleaned everything. Plus my pc is running with 608MB ram, so that's plenty to get the thing going. Nothing else in my pc is crashing, only this program, which is now taking time away from me finishing my Megaman Ultra hack. Was wondering if anybody has any ideas? Thanks folks! |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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just visine | |||
infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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is there a windows version of this program then? I'm totally screwed now, and I cannot complete my work. | |||
infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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no, i'm hacking megaman 2
any other ideas? |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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DosBox is working great!!
The project has been saved, hurray!! Thank You!!! |
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infidelity Paragoomba Since: 11-19-05 Last post: 6294 days Last view: 6293 days |
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Some of you may, or may not have known, I've begun working on Megaman Ultra again. The reason why, is that the end of my hack was glitched beyond repair, rendering it incomplete. "with my skills, the hack was dead"
I've spent nearly a year and a half, working on this one game alone. And I'm happy to report, that I'm 90% complete. I'm currently re-inserting my Wily castle levels. You may be asking, why will anybody want to play this again? Simple, I've gotten better with hacking, level designing, and pallette editing. And did I forget? It's Megaman!!!!! Unlike my previous release, this new version contains, improved pallette's, better level designing, *yes, there are some new, and differnet levels, than my previous Megaman Ultra release!" some sprite changes, "graphic and program" and the main attraction to this hack. ALL THE MUSIC IS DIFFERENT. That's pretty much what has been taking so much time. This game features music from classic NES titles, and of course, my personal attempted Megaman favorites, ranging from Megaman 2-5 and X-X6!! I've done all these songs note for note. There was no copy/pasting with this. Once the game is released, I will be releasing my notes, on each individual song I worked on, for everybody to see, and use as possible guides! I've never requested beta testers before, my guess is they look for problems that persist in the hack. So what I'm looking for, is for some people to test the hack out. I'm not sure yet as to how many testers I would like. But I'd like for someone, or some group, to take the game through a test run, and give me their input. I'm looking for experts in this field. I know it's not much, but I will add your name, or group, into the ending credits, along with a slew of others! So, as of now, 3-14-06, I'm 90% complete. I will be posting new screenshots of the new hack very soon. Thank You all for your time. -infidelity *coming soon* Megaman Ultra (edited by infidelity on 03-15-06 09:18 PM) |
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