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Main - ROM Hacking - Mega Man 3 Memento - Project Revived! | New thread | New reply |
NARFNra |
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Koopa Level: 25 Posts: 69/114 EXP: 87627 Next: 1993 Since: 02-13-10 From: Texas Last post: 1803 days Last view: 1803 days |
Posted by Zynk Fraid not, it's all one original song, and it's not that! As for the Mega Man, it's one of the effects of the Mega Man 3 Improvement Patch: (http://www.romhacking.net/hacks/992/) I recently fixed a bug involving it so now I'm planning to make it part of the main hack. |
DurfarC |
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Shyguy Level: 24 Posts: 53/97 EXP: 71883 Next: 6242 Since: 10-23-08 From: Norway Last post: 1954 days Last view: 352 days |
Very nice! As I already said somewhere else, it's your first song in a hack, and it still sounds like you've been doing this for a long time already! Can't wait to see what song is coming up next |
NARFNra |
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Koopa Level: 25 Posts: 70/114 EXP: 87627 Next: 1993 Since: 02-13-10 From: Texas Last post: 1803 days Last view: 1803 days |
Er,to clarify,"one original song" means it comes from one place, not that I composed it.
Thanks, DurfarC! I probably wouldn't have been able to do it without your help, hah. |
OthersiderME |
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Newcomer Level: 3 Posts: 1/1 EXP: 60 Next: 68 Since: 02-27-14 Last post: 3707 days Last view: 3707 days |
This is really good! I hope you keep going with it. |
NARFNra |
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Koopa Level: 25 Posts: 71/114 EXP: 87627 Next: 1993 Since: 02-13-10 From: Texas Last post: 1803 days Last view: 1803 days |
Posted by OthersiderME Thanks! And now, the preview vid, showing off what I currently have for Needle Man's stage! Excuse the mediocre playing, please :p
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Drakon |
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Red Paragoomba Compromised account. Please contact staff for a password reset. Level: 18 Posts: 31/62 EXP: 29857 Next: 40 Since: 01-26-14 From: Toronto Canada Last post: 3701 days Last view: 3384 days |
New stage song really adds amazing depth to your hack, totally makes it a new awesome experience. Hoping you'll change the boss fight music too. That equip music uhm....well....looking forward to a better version ____________________ http://16bitgamer.forumotion.ca/ |
NARFNra |
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Koopa Level: 25 Posts: 72/114 EXP: 87627 Next: 1993 Since: 02-13-10 From: Texas Last post: 1803 days Last view: 1803 days |
Posted by Drakon Yeah, I'll probably choose something else later. To be honest, that was my test song and the first song I ever inserted. Not really sure what to use there though. Thanks for the compliments on the stage theme, I'll try my best to get a good boss theme in when I get the chance. |
Drakon |
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Red Paragoomba Compromised account. Please contact staff for a password reset. Level: 18 Posts: 34/62 EXP: 29857 Next: 40 Since: 01-26-14 From: Toronto Canada Last post: 3701 days Last view: 3384 days |
Posted by NARFNraPosted by Drakon I don't think the stage theme could be any better. I'm pretty good with you inserting whatever music as long as the song is decent. ____________________ http://16bitgamer.forumotion.ca/ |
Trinitronity |
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Porcupo Level: 38 Posts: 43/311 EXP: 351008 Next: 19439 Since: 02-04-13 Last post: 1935 days Last view: 577 days |
Hey NARFNra,
I would like to know, how you code in custom music in MegaMan 3... Thanks in advance! |
NARFNra |
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Koopa Level: 25 Posts: 75/114 EXP: 87627 Next: 1993 Since: 02-13-10 From: Texas Last post: 1803 days Last view: 1803 days |
Posted by Trinitronity I'm not very good at explaining it directly, but I can sort of try. You NEED to at least have a basic knowledge of music; know what 64th-whole notes are and understand the names of the notes. Mega Man 3-6 use the same music engine, or at least a very similar one. The following files are useful for messing with MM3. http://www.bwass.org/bucket/capmusfrm.txt - capmusfrm.txt is immensely useful because it teaches you how to calculate pointers, and explains how the system works. If you're not good at understanding it, you may want to be walked through it by using za909's document, right here: http://acmlm.kafuka.org/uploader/get.php?id=4545 - This is za909's document. It explains stuff that capmusfrm does but also walks you through importing a simple song to mm4. It is best used with famitracker. Since you need to do hex math to calculate pointers, you can either find one of any number of free hex calculators or you can just use this website http://www.squarebox.com/legacy/hcalc.html. And yes, you have to use a hex editor as of now. The basic process for putting a song in MM3 is like this; Choose your song. Cover it, or find a cover of it in a sequenced program like a tracker or a midi. For example, my stage intro theme was chosen because I have a huge database of midis I downloaded off vgmusic years back http://www.vgmusic.com/music/console/nintendo/nes/Slalom_Game_Over.mid. You can also use a converter for tan nsf or something to turn it into a midi but be warned, those can be really weird sometimes and fail spectacularly. If your song is sufficiently complex, you'll want to cover it in an 8 bit tracking program like famitracker, ntrq, or deflemask. You don't need to worry about making the instruments sound right, just planning it out. Now, people wanting to hack MM3 have a bit of an easier time because kuja killer has some neat documentation on it and released a good number of his old documents. In particular, this file lists off locations of MM3 music data, so you can quickly see which offset you'll want to go to to start replacing your song. Generally you'll want to set it all to "00" up until the last part of the song so that you don't have to worry about losing your place or not seeing how much space you have left. http://acmlm.kafuka.org/uploader/get.php?id=4583 I talked to kuja about this file and I think the parts labelled unknown actually aren't a problem: I believe they're from a time when he didn't quite understand the music system and so the unknown parts are still music data. It'd be bizarre if they weren't. Now, once you have the song covered and you're ready to try to cover it, this is the interesting part. You need to convert it using the chart in za909's document. I think he actually linked me a direct chart earlier in this thread, can't believe I said I didn't need it, it's great. http://acmlm.kafuka.org/uploader/get.php?id=4283 Anyway, writing the song by hand into the file before you proofread it is a major pain and will almost inevitably sound terrible, so I like to write it out in a text file before hand so that I can check it before I try importing it. Once you think it's good, you'll want to follow the instructions for the song: Find the 00 and the four pointers that start it off. It's a pain in the ass to try to piece together mistakes if you've written everything, so I suggest 00ing out all of the song up to the last part, writing a 17 way down in the file, and then pointing all the other tracks to it while you work on the first track.That way you can only have to listen to one piece at a time to make sure there's no errors. An important thing to remember is that whatever you choose for Square 2 is gonna be overruled by sound effects, so you don't want to put your melody there. It's very important to make good use of loops to save space. For example, this is what the noise track for the Needle Man theme I made looks like in my text copy:
The brackets and pikes and all that are just there to make it easier for me to see what I'm doing. Anyway, the 10 and 11 commands tell it to jump to whatever place I have marked, and the 15 and 14 commands tell it to break out of that segment early. So what this does is, it goes from jump4a to the first 11 three times, then goes halfway and hits that 15, jumps over to the 4b, keeps going until it hits the 10, repeats that jumpc segment 6 times, breaks early on the 14 to move forward, and so forth. This uses MUCH less space than just writing the whole thing out like 20 times. When you copy it into the rom, you get rid of all of your little markers to help you remember where you want things to jump to and you just fill in pointers. So you'd look at that first 81, figure out the pointer for it, and then write that in after the 11 03 instead. Here's what that looks like in the rom. As you can see, I filled in actual info for the commands at the top and then the pointers are present instead of my placeholder info. It's not that hard once you have practice, but it can be very confusing and hard to grok at first. Honestly, I learned how to do it because of those two documents and a friend's help. Sorry that this isn't very clear, but I did say I was terrible at explaining it. |
Drakon |
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Red Paragoomba Compromised account. Please contact staff for a password reset. Level: 18 Posts: 40/62 EXP: 29857 Next: 40 Since: 01-26-14 From: Toronto Canada Last post: 3701 days Last view: 3384 days |
It's a massive pain to do, but it puts your hack on a whole new level above everyone else. ____________________ http://16bitgamer.forumotion.ca/ |
XTTX |
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Flurry Level: 36 Posts: 183/251 EXP: 304242 Next: 3868 Since: 04-14-08 From: DTOWN Last post: 2388 days Last view: 64 days |
Good to see that this has been revived! Ill keep my eye on this. |
Trinitronity |
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Porcupo Level: 38 Posts: 44/311 EXP: 351008 Next: 19439 Since: 02-04-13 Last post: 1935 days Last view: 577 days |
Posted by NARFNra Wait, MIDI files? But I use FamiTracker. How do I do that with NSF files made with FamiTracker instead of MIDI files? Will that be easier? |
DurfarC |
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Shyguy Level: 24 Posts: 56/97 EXP: 71883 Next: 6242 Since: 10-23-08 From: Norway Last post: 1954 days Last view: 352 days |
Posted by TrinitronityPretty much everything else will be easier to use as reference, as the way you write songs in Famitracker is based on steps instead of notes and lengths, which in my opinion makes writing music way more complicated than it really is. If you're a musician you should know what I mean already. Capcom's sound engine (and probably the others too) also use the principle of notes and lengths, it's just that instead of looking at notes you're looking at numbers representing them.Posted by NARFNra For people without any musical knowledge, Fami might actually be a bit easier to use since it clearly shows which notes and octaves we are dealing with in letters and numbers. However, I'm afraid people who don't know any music at all will generally have a really, really hard time with editing music in NES ROMs. Sorry if that sounds harsh and heartbreaking, but that's just how it is. Posted by DrakonIn the beginning, perhaps yes - but after just one or two songs you will get the hang of it. Now that I've done this for a while, I only use 1-2 hours on each song maybe, and most of that time is used on loop and break commands. But as I said, if you don't have any real music knowledge, it's going to be much harder because the numbers will basically just look like random data almost impossible to understand. |
NARFNra |
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Koopa Level: 25 Posts: 77/114 EXP: 87627 Next: 1993 Since: 02-13-10 From: Texas Last post: 1803 days Last view: 1803 days |
@Trinitronity
The real purpose of having a copy of the original song is to make it easier to write it out. If you understand how note length in a tracker and converting between that and note length in a midi or "normal music", then feel free to use a tracker. For me, I grabbed midis since those are the easiest for me to find online and because I can directly convert from .nsf and stuff to .mid. From there I could cover it in the tracker, listen to it to make sure I'd copied the pitches and timings properly, and then start writing out the actual data. All that you really need to know is the pitches and timings if you want to make a really simple song, along with how to calculate pointers. Once you start moving on you'll want to understand things like volume changes and triplets and stuff using the commands. |
NARFNra |
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Koopa Level: 25 Posts: 79/114 EXP: 87627 Next: 1993 Since: 02-13-10 From: Texas Last post: 1803 days Last view: 1803 days |
So some notes on my current plans for music.
1. Since I've got a lot of potential songs on hand, I'm probably going to ask for you guy's opinions on some of my songs if I don't feel too strongly on them. 2. I'm unlikely to accept submissions/requests, but if I really can't find a fitting song I'll ask for suggestions. Note that I generally need a .mid or some other procedural music file and I'd really prefer songs that are easier to convert; too many simultaneous tracks is a big no-no. 3. If I do accept submissions, I would prefer to avoid songs from flagship series like Mario, Metroid, Mega Man itself, etc... I've always felt part of the fun of hacks was hearing songs you'd never otherwise hear. Obviously The Revenge of Shinobi was a fairly popular game so I don't mandate ridiculously obscure stuff, but I do like songs people won't immediately recognize. On that note, if you've messed around with the old demo, expect a LOT of stage redesign. In particular I'm probably gonna completely replace Spark Man and am already halfway through remaking Magnet Man, some of my laziest designs. Snake Man's stage will get a bit of a graphical overhaul as well. However, most of the stage concepts bar Spark are gonna stay the same for now. My plans for the Doc Robot stages have been temporarily shelved until I can get the master stages to a decent level of quality. If anyone wants to help me test, I'll be doing a more private testing for this version instead of releasing a ton of demos. Also, if anyone good with ASM can help me look at the weapon code, that'd be cool. I don't want to create completely new ones, I just need to find some values. |
NARFNra |
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Koopa Level: 25 Posts: 81/114 EXP: 87627 Next: 1993 Since: 02-13-10 From: Texas Last post: 1803 days Last view: 1803 days |
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kuja killer |
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Level: 55 Posts: 368/628 EXP: 1243596 Next: 70593 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 279 days Last view: 4 days |
oh i meant to say this before but forgot to.
just in case you maybe ever wanted to change the speed at which the energy depletes (it's totally seperate from the part that depelets HP from the bar) 3DF42 for Rush Jet 3DF40 for Rush Marine default speed is "1E" which is exactly 0.50 seconds. other examples: 3C is 1.00 second, 0F is 0.25 seconds. etc etc |
NARFNra |
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Koopa Level: 25 Posts: 82/114 EXP: 87627 Next: 1993 Since: 02-13-10 From: Texas Last post: 1803 days Last view: 1803 days |
Posted by kuja killer Oh I see, so one value (the one I changed) is the amount consumed, and the one you're talking about is the time between consuming that much? |
kuja killer |
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Level: 55 Posts: 369/628 EXP: 1243596 Next: 70593 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 279 days Last view: 4 days |
yup right |
Main - ROM Hacking - Mega Man 3 Memento - Project Revived! | New thread | New reply |
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