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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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za909
Posted on 11-27-11 09:54 AM (rev. 4 of 11-27-11 09:58 AM) Link | Quote | ID: 148577


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So... I hope DurfaC sees this...
I'm trying to hack the music in Mega Man 3 and it's still NOTHING like how famitracker music is built up. For starters, how could I transpose my instruments properly?
Example: (in hex)
/ = happens at key release
| = loops infinitely

Volume envelope: 0 F E D C B A 9 / 9 6 3 2 1 0
Arpeggio envelope: -
Pitch: -
Duty Cycle: 2 1

Mega Man stlye tom with triangle:

Volume envelope: 0 F
Arpeggio envelope: -
Pitch: |10
Duty Cycle: -

DurfarC
Posted on 11-29-11 03:39 AM Link | Quote | ID: 148603


Shyguy
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Posted by za909
So... I hope DurfaC sees this...
I'm trying to hack the music in Mega Man 3 and it's still NOTHING like how famitracker music is built up. For starters, how could I transpose my instruments properly?
Example: (in hex)
/ = happens at key release
| = loops infinitely

Volume envelope: 0 F E D C B A 9 / 9 6 3 2 1 0
Arpeggio envelope: -
Pitch: -
Duty Cycle: 2 1

Mega Man stlye tom with triangle:

Volume envelope: 0 F
Arpeggio envelope: -
Pitch: |10
Duty Cycle: -
Oh I'm sorry, I don't know this much about music editing, at least not yet. Famitracker, although producing similar sound, is different from how the actual ROM data is built up. Personally I only used the "instruments" that already exist in the ROM, I don't know how to actually alter them at all. There are plenty to choose from though, so you should probably find something similar to what you need. For me, trial and error was the key to success when editing.

za909
Posted on 11-29-11 05:42 AM Link | Quote | ID: 148604


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Oh, well that's fine but there's still one thing missing...in the document there are only hex values for 3 octaves of all the notes...now I'm guessing that there are only 3 octaves per song, and there is that byte which sets the pitch for the song at the beginning. Is that right?

DurfarC
Posted on 12-01-11 02:07 AM (rev. 2 of 12-01-11 02:08 AM) Link | Quote | ID: 148624


Shyguy
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Posted by za909
Oh, well that's fine but there's still one thing missing...in the document there are only hex values for 3 octaves of all the notes...now I'm guessing that there are only 3 octaves per song, and there is that byte which sets the pitch for the song at the beginning. Is that right?
As said in the document:

09 Octave +[Octave] Set Octave (0-7, 8 and 9 is lower than 0. A equals 0)

If you don't set any such value at the start of a channel, I think the default value is 01 (0901). 0902 would then be one octave higher, 0903 two octaves higher and so on. So yeah, use 090X anywhere you want in order to change the octaves.

za909
Posted on 12-01-11 03:45 PM Link | Quote | ID: 148627


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Ok, so I get how that works. Now the rest of the things that I need to know before I go for it are these:

17 - If I use this to end the data for the channel, does it loop back to the beginning of the data, or does that stop the channel completely? (like Cxx in famitracker)

How do they do the toms with the triangle? Is that an instrument, or do they have an effect for it?

If I use a Loop command in a channel to repeat a part of the song twice, does that only affect the channel I put it in, or all 4 channels?

By the way, thanks for everything and I'll be sure to put your name in the credits list once I get there!

Zieldak
Posted on 12-01-11 06:16 PM (rev. 2 of 02-17-12 11:44 PM) Link | Quote | ID: 148628


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-Post deleted by Zieldak-

za909
Posted on 12-03-11 12:23 AM Link | Quote | ID: 148643


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You know what, screw that, I only need to know how to loop a part of the song properly, and song speed is set (I mean do the high and low bytes mean the speed in bpm or what)

eman9405
Posted on 12-04-11 12:55 AM (rev. 2 of 12-04-11 12:56 AM) Link | Quote | ID: 148658


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does anyone know the ai routine for bubble lead?

edit: i am hacking a rockman 2 rom, not a megaman 2 rom.

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za909
Posted on 12-08-11 09:06 AM Link | Quote | ID: 148703


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Sorry for spamming this topic, but I really need to know how to set the tempo for the songs correctly

KP9000
Posted on 12-08-11 08:54 PM Link | Quote | ID: 148705


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well, one way I found the tempo for SMB3 songs was to load up the code/data logger in FCEUX. Run the logger when you start hearing the song you want to edit, and just wait until the amount of data logged no longer raises. Then, look at your RAM/ROM and look for bytes that are blue. Those will be your notes and song header bytes. Once you find the header, it's likely that the tempo will be part of it.

____________________

za909
Posted on 12-08-11 09:30 PM Link | Quote | ID: 148706


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Uhm... I was talking about Mega Man 3

Kawa
Posted on 12-08-11 09:42 PM Link | Quote | ID: 148707


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What he means is that the way he did it for SMB3 might also work for MM3, dude.

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za909
Posted on 12-08-11 09:55 PM (rev. 2 of 12-08-11 09:59 PM) Link | Quote | ID: 148708


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Oh, I know where everything is that want to modify, I just don't know how to "translate" all the settings of famitracker music into the format the ROM uses.

In famitracker there are two different speed settings, there's Speed 0-1F (the lower the value is, the faster the song plays) and tempo 0-FF (it alters the BPM rate of the song, but it's not recommended to use because the NES can't do so small bpm changes properly and it shortens some notes and lenghtens others)

In the rom the Speed command is $05 and there are two operand bytes for it, High and Low. I have no idea whether the two are the same two functions I've mentioned above, or something completely different...

Oh by the way, did I mention that I transformed into a brony and this is going the be a MLP:FiM themed MM3 hack? (Just in case there are bronies who would help with some very minor asm tweaks like sprite palette pointers that aren't mandatory but would come handy)

kuja killer
Posted on 12-09-11 02:42 AM (rev. 3 of 12-09-11 07:57 AM) Link | Quote | ID: 148710


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megaFLE can handle being able to edit any and all sprite palletes with the Enemy Editor window.

But here take this.

http://acmlm.kafuka.org/uploader/get.php?id=4095

I know i already uploaded one of these before with all my megaman 3 notes before i ofifically started odyssey, but here's a few more included that may help.

The one "custom ASM changes" has tons of bugfixes for a megaman 3 rom that existed originally.

amarcum81
Posted on 12-09-11 08:17 AM (rev. 6 of 12-09-11 08:27 AM) Link | Quote | ID: 148712


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Finally getting back to work on my Mega Man 2 hack with Proto Man. Wanted to let those interested know that I updated the patch I released awhile back. Nothing major.... just a modified stage select screen, and some tweaks done to Proto man's sprite, as well as some text edits.

I'm going to say that I'm a very slow hacker... I've been working on this for about 2 years now. Once I get a few more things in order, I'll release a "Beta" for everyone.

If anyone is interested in doing some level designs or contributing in any way, let me know.

NOTE: The patch update can be found in the uploader. It is just a fix to the one I released awhile back changing Mega Man into Proto Man. It does not include any new levels, music or ASM tweaks/mods. I'm saving all that for the beta/final release. The last time I released a demo, another hacker ended up ripping my custom GFX without asking and used them in his own hack claiming they were his... I don't mind if you use them when this thing finally gets finished... but asking would be nice.

EDIT: The .zip file also contains the patch for the Rockman 2 (J) ROM as well. That wasn't included with the last release. Seems to work fine when tested with several Rockman 2 hacks. -RIFFMAN81

Photobucket

za909
Posted on 12-11-11 11:38 AM (rev. 2 of 12-11-11 11:41 AM) Link | Quote | ID: 148729


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Oh well, I figured out how the speed and loop commands work, and actually implemented the main melody of Wheel Gator from MMX2 but I have no idea why duty cycle commands are completely ignored...what am I doing wrong?

amarcum81
Posted on 12-12-11 08:23 PM (rev. 3 of 12-12-11 08:28 PM) Link | Quote | ID: 148739


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So some of you know I've been working on this Mega Man 2 hack on and off for the past 2 years... It's so close to being finished but I keep running into problems.

The problem I'm having now is with the scroll data and enemy sprites. So here's what I need to know... if anyone out there can help, I'd be grateful!

I'm using the Rockman 2 editor from Rock 5 Easily:

1.) I had all of the scroll data set the way I wanted in the eight robot master levels. However, when I change scrolling data in the Wily levels, it also changes in the robot master levels or vice versa. For example: Heat Man's scroll data is linked to Wily level 1???? Is there a way to edit scrolling in the robot master levels without effecting the scroll data in the Dr. Wily levels or vice versa??

2.) Some of my enemy sprites are jumbled when playing the game. I guess its due to certain enemies being in levels they don't belong? Is there a setting on the editor to fix this??

For the most part, the editor is easy to use, and allows you more options then some of the others out there.... just wish Someone would release a translated version of it. Also, what is the purpose of the CHR button?? is it just there to show level pointers?

Insectduel
Posted on 12-12-11 10:40 PM Link | Quote | ID: 148740


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@amarcum81 I know when this is going! In fact it's been a while using Rock 5 easily's Rockman 2 editor. And is now recently submitted to RHDN. I've been too lazy.

For #1, if you're editing scrolls for Heat Man, you will also editing the scrolls for Wily 1 as well. Air Man is Wily 2, Wood Man is Wily 3, Bubble Man is Wily 4, Quick Man is Wily 5, Flash Man is Wily 6 and/or Password screens, Metal Man is unknown, and Crash Man is the prologue/title screen. I don't think there's a way to do it unless it goes into MMC5 or something and expand it.

For #2, some enemies requires to change of CHR graphics for each scroll as a similar to Mega Man 1. Rockman 2 Editor does cover it. Change them to whatever enemy to put. Keep in mind that some enemies have their own tile numbers.

amarcum81
Posted on 12-15-11 01:18 AM Link | Quote | ID: 148763


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Photobucket

Does anyone know where the palette location for the "Boss Pose" screen is? It's not in with the Stage select palette. I have my stage select color set, but this is still 0F 2C 11 0F but I cant seem to find the correct location when running it through my Hex editor....

Insectduel
Posted on 12-16-11 04:27 PM Link | Quote | ID: 148773


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Here you go amarcum81. It took me 5 minutes to find it. Here's the ROM Offset which is x34506

0F 36 17 are Wood Man's Palettes for Level Start.

Also for everyone, look at this!

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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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