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

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Trinitronity
Posted on 09-05-13 08:46 AM Link | Quote | ID: 154728


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Well, I have that "Capcom format" document, but I get the feeling that it is missing some informations.
Informations like how do I port NSF files into the MM3 ROM. I would really like to replace MagnetMan's Theme with that custom graveyardish track I have.

Insectduel
Posted on 09-05-13 04:56 PM Link | Quote | ID: 154729


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Posted by Trinitronity
Well, I have that "Capcom format" document, but I get the feeling that it is missing some informations.
Informations like how do I port NSF files into the MM3 ROM. I would really like to replace MagnetMan's Theme with that custom graveyardish track I have.


.NSF and .NES files almost carry the same data so there is no worry. Just copy all info and paste it.
Some .NSF files have some jump changes and Mega Man II are example.

Trinitronity
Posted on 09-07-13 09:17 PM Link | Quote | ID: 154739


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Ah, okay. I guess I only need to find out, how I can make the pointers decide, when the music data stops, since the new track is possibly longer then MagnetMan's original track...

Gavzilla1000
Posted on 09-26-13 11:59 PM Link | Quote | ID: 154849


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Question!
How do I extract music from an NSF File? There's certain songs from some Megaman hacks that I would like to insert.

Insectduel
Posted on 09-28-13 04:43 PM Link | Quote | ID: 154855


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I usually use my hex editor to do this. That includes editing the NSF file before the actual rom.

Gavzilla1000
Posted on 10-01-13 02:46 AM Link | Quote | ID: 154879


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But how DO you edit the NSF File? What I would do is export the NSF as an iNES file, and use the Code / Data logger to see if I could find the music inside the iNES file. No use. I could be because I have no clue hoe to insert custom NES music, but, we'll get there when we get there.

Insectduel
Posted on 10-03-13 03:34 PM Link | Quote | ID: 154894


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You have to export the music from the original game ROM before you get to the NSF, only then you can test yourself by editing the NSF before the main rom. The code starts in rom offset x80 in all NSF files but the music locations relies where is found.

RetroRain
Posted on 10-29-13 12:08 AM (rev. 2 of 10-29-13 12:19 AM) Link | Quote | ID: 154968


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Anybody here use the Rock n' Roll editor for Mega Man 1? How the hell do you increase/decrease the screen ids for the levels?

I read the readme, and looked through the editor, and I don't see any information pertaining to this.

Thanks.

EDIT - Nevermind. I found it. You can barely see the scroll bar on the bottom.

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8.bit.fan
Posted on 11-07-13 12:00 AM Link | Quote | ID: 155037

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Hi Everyone,

I'm new to this board and pretty much the whole Mega Man hacking scene. I love all the amazing hacks that I've played and have always wanted to create my own.

My favorite is MM2 and I believe that is also the best one for me to hack because I prefer the mechanics in that one vs 3-6.

I've looked and searched and tried many different editors, but have not been successful other than some graphical and level(move blocks/platforms around existing rooms) edits. What I want to do is much more extensive such as ememy/item placements, full level edits, damage and mechanics adjustments, and maybe music. Something along the lines of Rockman Exile, but not to the extent of Rockman No Constancy.

Here are some editors I've tried to accomplish these, but have questions hopefully some of you can point me in the right direction:

-Rockman 2 editor by Rock5easily:
I've tried to use this one the most as this seems to be the better one out of the bunch.
Couple of questions:
1) It's incredibly hard for me to use this as all the menus and buttons are in ???'s. I tried to switch my PC to Japanese to run the program but they're still in ???'s. Does anyone know how to get around this?
2) There's a list of items in Hex. I've tried to put a bunch on the screen in order to make my own list, however, all of them appeared garbled. Does anyone have the list of the items in Hex?
3) From previous question, how would you get around the garbled sprites? I understand that this has to do with them being preloaded into the ram or something.

-Rockman2 / Megaman2 Editor by Kuwata:
I also tried this one, but seems to be less versatile than the above. One example is that you can't insert new items.

-MegaEdit by SnowBro:
As far as I know this is a DOS-based editor. I haven't had much success running this thing.

-visine by -=Fx3=-:
Same as MegaEdit, this is a DOS-based editor and I haven't been able to use it. Plus I've heard that it's buggy and can created glitches for the rom.


So, do any of you have any suggestions? I've tried and search but there doesn't seem to be a good MM2 editor, which is surprising as MM2 is the most popular one in the hacking community.

Is there another MM2 editor out there that I don't know about?

Any suggestions would be very much appreciated!!

THANK YOU!!
-8.bit.fan

Chaobomr
Posted on 11-07-13 02:12 AM Link | Quote | ID: 155038


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Posted by 8.bit.fan
I've looked and searched and tried many different editors, but have not been successful other than some graphical and level(move blocks/platforms around existing rooms) edits. What I want to do is much more extensive such as [sic] ememy/item placements, full level edits, damage and mechanics adjustments, and maybe music. Something along the lines of Rockman Exile, but not to the extent of Rockman No Constancy.
-8.bit.fan
Sounds like what you're looking for in this quote is ASM and hex related. No standard MM2 editor is gonna be able to do this for you. I'm not entirely sure how to edit the ASM but there are some hex editors for you to try. I can get you started with both a RAM and ROM map for Mega Man II to push you in the right direction. The rest is using a code/data logger in some sort of emulator to find the code/data you're looking for.
-Hope this helps
-Chaobomr

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8.bit.fan
Posted on 11-07-13 02:18 AM (rev. 2 of 11-07-13 02:19 AM) Link | Quote | ID: 155039

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Posted by Chaobomr
Posted by 8.bit.fan
I've looked and searched and tried many different editors, but have not been successful other than some graphical and level(move blocks/platforms around existing rooms) edits. What I want to do is much more extensive such as [sic] ememy/item placements, full level edits, damage and mechanics adjustments, and maybe music. Something along the lines of Rockman Exile, but not to the extent of Rockman No Constancy.
-8.bit.fan
Sounds like what you're looking for in this quote is ASM and hex related. No standard MM2 editor is gonna be able to do this for you. I'm not entirely sure how to edit the ASM but there are some hex editors for you to try. I can get you started with both a RAM and ROM map for Mega Man II to push you in the right direction. The rest is using a code/data logger in some sort of emulator to find the code/data you're looking for.
-Hope this helps
-Chaobomr


Hi Chaobomr,

Thanks for the info!

Hmmm...sounds like I'm gonna have to really dig into the whole hex editing thing to get it done. ASM sounds way beyond what I can do, but I'll take a look into that as well.

Thanks again!
-8.bit.fan

Chaobomr
Posted on 11-07-13 04:45 AM Link | Quote | ID: 155040


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All I can say is that hex editing is an integral part of ROM hacking; the editors actually do some of that for you. Another thing I should mention is that FCEUXD has both a code/data logger and a real-time hex editor. I must warn you that you must edit ROM data BEFORE it's loaded, otherwise it won't take effect.
I'm also new to ASM as well, but I can tell you that the NES's ASM architecture is called 6502. It's an old-as-dirt programming language that's mostly obsolete, save for maybe a few lab computers; like FORTRAN. It's certainly different than any other programming language I've experienced.

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8.bit.fan
Posted on 11-07-13 07:44 PM Link | Quote | ID: 155047

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Posted by Chaobomr
All I can say is that hex editing is an integral part of ROM hacking; the editors actually do some of that for you. Another thing I should mention is that FCEUXD has both a code/data logger and a real-time hex editor. I must warn you that you must edit ROM data BEFORE it's loaded, otherwise it won't take effect.
I'm also new to ASM as well, but I can tell you that the NES's ASM architecture is called 6502. It's an old-as-dirt programming language that's mostly obsolete, save for maybe a few lab computers; like FORTRAN. It's certainly different than any other programming language I've experienced.


Got it! Thanks for the info about ROM data!

Yeah, I figure that it's pretty old since it's from the 80's.

Oh well, I was hoping there would be a more powerful editor out there, but that's ok, I'm determined to do my MM2 hack!

Zynk
Posted on 11-09-13 12:15 PM Link | Quote | ID: 155054


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Heys! Does anybody know where the Ending Theme of Megaman1 & Rockman1 offset/location in WindHex?
I want to insert a different music onto it. If there's a document about MM1/RM1 music it would be very much appreciated.

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Zieldak
Posted on 11-09-13 05:29 PM (rev. 11 of 11-09-13 05:48 PM) Link | Quote | ID: 155056


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Here. It has all of the data on Mega Man 1's music. Every song's pointer. And even channels.
And also the disassembly page with the MM1 5,6,7 banks, and MM2 Music.

Press F11 first (fullscreen) and open this too. And this one. And then this one right here.

Zynk
Posted on 11-10-13 01:18 PM Link | Quote | ID: 155058


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Posted by Zieldak
Here. It has all of the data on Mega Man 1's music. Every song's pointer. And even channels.
And also the disassembly page with the MM1 5,6,7 banks, and MM2 Music.

Press F11 first (fullscreen) and open this too. And this one. And then this one right here.


Thanks, Zieldak! But does it really require ASM to insert the music in the ROM?

I have an NSF file that has the music that I want to use and I was wondering if I could just copy the hex of the NSF onto the ROM?

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Zieldak
Posted on 11-10-13 02:46 PM Link | Quote | ID: 155059


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You don't need any ASM, only have to change pointers in the music data. And I think you can. I compared the NFS and the NES ROM and they are the same from 80 (NFS) and 11010 (NES ROM w/Header(?)) except at 83-86 (NFS) and 11013-11016 (NES w/Header(?)) which is the First SoundInit code? Doesn't really matter, it's possible to do that. Just don't forget to change the pointers everywhere!

Zynk
Posted on 11-12-13 04:08 PM Link | Quote | ID: 155075


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Posted by Zieldak
You don't need any ASM, only have to change pointers in the music data. And I think you can. I compared the NFS and the NES ROM and they are the same from 80 (NFS) and 11010 (NES ROM w/Header(?)) except at 83-86 (NFS) and 11013-11016 (NES w/Header(?)) which is the First SoundInit code? Doesn't really matter, it's possible to do that. Just don't forget to change the pointers everywhere!

So the Ending Music starts at offset 11010 then ends... where?

Also, what or where is the pointer of the Ending Music? ITT the Ending Music is in offset B048 as stated here =
http://bisqwit.iki.fi/jutut/megamansource/mmmusic2.txt
Ctrl+F Ending Music

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Zieldak
Posted on 11-12-13 07:28 PM (rev. 2 of 11-12-13 07:29 PM) Link | Quote | ID: 155078


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No-no-no-no-nooo~! You didn't understand me. 11010 is not the beginning of the Ending Music, it's the beginning of the pointer table to the songs.

I said the NFS file from 80 and the NES file from 11010 are identical with the exception of 4 bytes, so it's possible to C+V from a similar engined or built-up ROM, because the coding are the same in the NFS and the NES files. Otherwise, you have to import it seperatedly.

The music actually starts at 13058 and ends at 134E3, which is 1163 bytes of space, with channel pointers, and other important stuff. You have to add 8000 ( or 8010 if the ROM has a header ) to the value displayed in the document in hexadecimal (8010+B048=13058) to get the correct location which is here: Link
Highlighted some bytes.

Zynk
Posted on 11-17-13 12:33 PM Link | Quote | ID: 155140


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Posted by Zieldak
No-no-no-no-nooo~! You didn't understand me. 11010 is not the beginning of the Ending Music, it's the beginning of the pointer table to the songs.

I said the NFS file from 80 and the NES file from 11010 are identical with the exception of 4 bytes, so it's possible to C+V from a similar engined or built-up ROM, because the coding are the same in the NFS and the NES files. Otherwise, you have to import it seperatedly.

The music actually starts at 13058 and ends at 134E3, which is 1163 bytes of space, with channel pointers, and other important stuff. You have to add 8000 ( or 8010 if the ROM has a header ) to the value displayed in the document in hexadecimal (8010+B048=13058) to get the correct location which is here: Link
Highlighted some bytes.


I'm stumped, Zieldak... I still don't get the gist of hacking music. Maybe I should start troubleshooting music hack earlier in the game, i.e. the Stage Select music. Can you explain how did you change the Stage Select music in Megaman Reloaded to MM2's?

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