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

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kuja killer
Posted on 06-18-13 11:48 PM (rev. 2 of 06-18-13 11:49 PM) Link | Quote | ID: 154145


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no..
fami tracker has it's own music sound format.
They cant be copied into megaman 3-6 format.

When kevin and mexicansunflower did necro..
well kevin did it in some different program like fruity loops or something weird like that.

But there's nobody i know of personally that knows anything about FL... so then mexican had to convert it himself to fami tracker...

then Matrixz had to convert the fami tracker to megaman 3-6 format.

Because he was the only person i knew that knows how to write stuff "from" fami... "to" mm3-6 format.

Thanatos-Zero
Posted on 06-19-13 12:42 AM Link | Quote | ID: 154146


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New Rockman 2 hack. ROCKMAN CX

http://www.youtube.com/watch?v=Bjs6cjHmfb4

____________________
I was a prisoner enclosed in the void, were everything might end up just as myself.
There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".

Rocketech Productions
Posted on 06-19-13 02:28 AM Link | Quote | ID: 154147


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Posted by kuja killer
no..
fami tracker has it's own music sound format.
They cant be copied into megaman 3-6 format.

When kevin and mexicansunflower did necro..
well kevin did it in some different program like fruity loops or something weird like that.

But there's nobody i know of personally that knows anything about FL... so then mexican had to convert it himself to fami tracker...

then Matrixz had to convert the fami tracker to megaman 3-6 format.

Because he was the only person i knew that knows how to write stuff "from" fami... "to" mm3-6 format.


And I don't assume Matrixz could tell us how to do that, could he?

____________________



mickevincent
Posted on 06-19-13 06:49 AM Link | Quote | ID: 154148


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Posted by Rocketech Productions
Posted by kuja killer
no..
fami tracker has it's own music sound format.
They cant be copied into megaman 3-6 format.

When kevin and mexicansunflower did necro..
well kevin did it in some different program like fruity loops or something weird like that.

But there's nobody i know of personally that knows anything about FL... so then mexican had to convert it himself to fami tracker...

then Matrixz had to convert the fami tracker to megaman 3-6 format.

Because he was the only person i knew that knows how to write stuff "from" fami... "to" mm3-6 format.


And I don't assume Matrixz could tell us how to do that, could he?


If you want some help with fl studio i can probably assist

amarcum81
Posted on 06-19-13 10:36 AM Link | Quote | ID: 154150


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Posted by Insectduel
Posted by amarcum81
what was the largest NES Game released? 512KB?? I'll post when I know more...


1,024KB and Castlevania 3 is the only NES game with the MMC5 chip.


Thanks for the info. I'm not sure why I didn't know this already.

Anandastoon
Posted on 06-19-13 12:21 PM (rev. 2 of 06-19-13 12:37 PM) Link | Quote | ID: 154151


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Posted by Rocketech Productions
Posted by kuja killer
no..
fami tracker has it's own music sound format.
They cant be copied into megaman 3-6 format.

When kevin and mexicansunflower did necro..
well kevin did it in some different program like fruity loops or something weird like that.

But there's nobody i know of personally that knows anything about FL... so then mexican had to convert it himself to fami tracker...

then Matrixz had to convert the fami tracker to megaman 3-6 format.

Because he was the only person i knew that knows how to write stuff "from" fami... "to" mm3-6 format.


And I don't assume Matrixz could tell us how to do that, could he?


Matrixz already made a powerful document about changing music in Mega Man 3-6 format...

Check this thread

It can converts any songs outside NES Mega Man 3-6 format (especially MIDI) from anything music editor/maker softwares into its format whcih can be done by hex editing.

Rocketech Productions
Posted on 06-19-13 04:07 PM Link | Quote | ID: 154153


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Posted by Anandastoon

Matrixz already made a powerful document about changing music in Mega Man 3-6 format...

Check this thread

It can converts any songs outside NES Mega Man 3-6 format (especially MIDI) from anything music editor/maker softwares into its format whcih can be done by hex editing.


... *scratches head* ...

I need someone to translate this to dumb guy talk, I can't figure out any of this document.

____________________



Gavzilla1000
Posted on 06-28-13 05:59 PM Link | Quote | ID: 154201


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Any suggestions for a theme I can use for Stone Man's stage? I am fairly decent now at custom graphics, so, you can suggest stuff that involves that.

As a joke, I'm going to change his name to Stoner Man. Why? Because Its my hack and I thought it would be funny.

This is the first level I'm trying to tackle, so, and help would be nice!

Gavzilla1000 - signing out~!

MegaGEN50
Posted on 06-29-13 12:34 AM Link | Quote | ID: 154202


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You could try a huge stone tower, that goes through the atmosphere and into space.

Just generating ideas.

Kain
Posted on 06-29-13 03:04 AM Link | Quote | ID: 154203


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Stoner stage?
It should have rainbows, psychedelic/weird stuff, tons of flashy colors.
Here's some videos for inspiration:

https://www.youtube.com/watch?v=fnCmNtwq11k#t=203s

http://www.youtube.com/watch?v=uD0qyXMjb1s#t=29s

Rocketech Productions
Posted on 07-01-13 02:40 PM Link | Quote | ID: 154213


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Posted by Kain
Stoner stage?
It should have rainbows, psychedelic/weird stuff, tons of flashy colors.
Here's some videos for inspiration:

https://www.youtube.com/watch?v=fnCmNtwq11k#t=203s

http://www.youtube.com/watch?v=uD0qyXMjb1s#t=29s



Smoke Weed E'eryday.

If you do do that though, bear in mind it may mess with the minds of epilectic people.

____________________



Superjustinbros
Posted on 07-01-13 09:40 PM Link | Quote | ID: 154216


Koopa
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Posted by Thanatos-Zero
New Rockman 2 hack. ROCKMAN CX

http://www.youtube.com/watch?v=Bjs6cjHmfb4


I don't get why Japanese rarely post links to the patches directly in the video's description of each hack. Even happens with Japanese SMB1 hacks.

kuja killer
Posted on 07-01-13 09:54 PM Link | Quote | ID: 154217


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because it was a new hack and he probably didn't have any stages made besides the intro.

Gavzilla1000
Posted on 07-05-13 02:12 AM Link | Quote | ID: 154226


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I would like to thank MegaGEN50 and Kain (especially Kain's links lol) for there suggestions, and I will try to interpret your Idea MegaGEN50, but just not in Stone Man's stage. I came up with an idea for his stage, so maybe one of the Wily Stages could be that? Anyway, I have a question on how to use the "special" block type in Megaman IV (5). When I change a block type to "special" and put in the level, when I shoot at it to destroy it, I does the exploding animation, but the block doesn't disappear, and it's still solid! If anyone can help me with this issue, I would love to hear it? Or read it!

YPwn
Posted on 07-05-13 02:27 PM Link | Quote | ID: 154231

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Hi everyone,

I'm a newbie in NES romhacking, but I already have some experience in Sonic hacking for the Genesis (Motorola 68k architecture).

I don't have a certain hack in mind, rather I want to to know if there's any way to produce a reassembleable ASM code of Megaman 2.

The Genesis doesn't have any mappers, and you can expand the ROM pretty easily, just by multiplying the available size and allocating it in the code (from what I know).

Megaman 2 seems to have the MMC1 mapper, and I would like to know how to -at least- expand the rom to maybe 512KB or 1MB, and for the most, as I said above to disassemble the game (I've seen some scripts for IDA Pro which could help with that).

The problem is that I no nothing about the mapper and bank system of the NES, and I hope to get to know more about it in the future.

Now about music. Porting music throughout Genesis games is really easy, since most of the majorly manufactured games use the SMPS engine (including Sonic 1 and Megaman: The Wily Wars). Though in the original Megaman 1 and 2 for the NES, the music engine seems to only have slight changes. (This page as a reference http://bisqwit.iki.fi/jutut/megamansource/).


It's almost identical to that of Mega Man 1. There are 12 bytes of optimizations.


An example to this could be the Mega Man Reloaded hack, which often appears in the header of the forum. It's a Megaman 1 hack which has music from MM2.

Anyway, I hope I can get some knowledge from this forum or try out some things I have in mind.

kuja killer
Posted on 07-05-13 02:31 PM Link | Quote | ID: 154232


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if you were starting a new hack from the beginning..
you could probably just use this to start your hack from.

http://www.romhacking.net/hacks/863/

YPwn
Posted on 07-05-13 02:36 PM (rev. 2 of 07-05-13 02:40 PM) Link | Quote | ID: 154233

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Posted by kuja killer
if you were starting a new hack from the beginning..
you could probably just use this to start your hack from.

http://www.romhacking.net/hacks/863/


Thanks for that, it should be pretty useful, even though it's for the Japanese version.

EDIT: Found this. Looks like it's just what I need.
http://acmlm.kafuka.org/board/thread.php?id=7357

Gavzilla1000
Posted on 07-06-13 10:29 PM Link | Quote | ID: 154247


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Question! Can I change where the teleporters take you in Megaman 5? When I put down a teleporter, It takes me to the top of the fourth screen of the level (counting 0). If anyone can help me, or answer this question, that would be great!

PS: I'm using MegaFLE X as the level editor!

Anandastoon
Posted on 07-08-13 01:59 PM Link | Quote | ID: 154258


Red Paragoomba
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Posted by Gavzilla1000
I would like to thank MegaGEN50 and Kain (especially Kain's links lol) for there suggestions, and I will try to interpret your Idea MegaGEN50, but just not in Stone Man's stage. I came up with an idea for his stage, so maybe one of the Wily Stages could be that? Anyway, I have a question on how to use the "special" block type in Megaman IV (5). When I change a block type to "special" and put in the level, when I shoot at it to destroy it, I does the exploding animation, but the block doesn't disappear, and it's still solid! If anyone can help me with this issue, I would love to hear it? Or read it!


Those are 3 types of Destroy-able block in Stone Man, which you can set it in ROM PRG Hex editor :
$3B0F1 + Level ID

Level ID for Stone Man is 2, so you can change value in $3B0F3 to 02. It simplier because it uses Wily 1 compressor block properties. There some ASM array values deal if you want to do that with original destroy-able stone value (01).

For teleportation, I guess it uses Y register values from a RAM address which I forgot. It's really hard to set except if you have some experiences in ASM.

So sorry then...

Gavzilla1000
Posted on 07-09-13 04:09 AM Link | Quote | ID: 154266


Red Paragoomba
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Posted by Anandastoon
Posted by Gavzilla1000
I would like to thank MegaGEN50 and Kain (especially Kain's links lol) for there suggestions, and I will try to interpret your Idea MegaGEN50, but just not in Stone Man's stage. I came up with an idea for his stage, so maybe one of the Wily Stages could be that? Anyway, I have a question on how to use the "special" block type in Megaman IV (5). When I change a block type to "special" and put in the level, when I shoot at it to destroy it, I does the exploding animation, but the block doesn't disappear, and it's still solid! If anyone can help me with this issue, I would love to hear it? Or read it!


Those are 3 types of Destroy-able block in Stone Man, which you can set it in ROM PRG Hex editor :
$3B0F1 + Level ID

Level ID for Stone Man is 2, so you can change value in $3B0F3 to 02. It simplier because it uses Wily 1 compressor block properties. There some ASM array values deal if you want to do that with original destroy-able stone value (01).

For teleportation, I guess it uses Y register values from a RAM address which I forgot. It's really hard to set except if you have some experiences in ASM.

So sorry then...


Well, your information was very useful, (don't get me wrong) but, there's a lack of information. So what you are saying is that I need to change the type of block it is in the hex editor? I'm used to using a hex editor, but I'm just confused on what I need to do.

Another question for you guys is, what the offset for the Stage Select screen is. I checked Data Crystal's "wiki", but there's no use there. According to MegaFLE X, it's located in Bank F, but all I want to do is change the names of the Robot Masters, and I can't find any text on the side!
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