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Main - ROM Hacking - Mega Man Reloaded (Progr. Thread) - planned V1.4 New thread | New reply

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Zieldak
Posted on 09-20-12 10:46 AM (rev. 18 of 09-30-12 12:06 AM) Link | Quote | ID: 152413


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Update: MMR - Started Hacking Music



Just to prove I've started hacking the music in Mega Man Reloaded. As you hear, the Boss Fight music is not working correctly. I haven't able to repoint all loops yet. But the main channel is working!
Now I think I have learned how to hack a music in MM1 and MM2 too.

The game will have these songs, if I'll be able to import them all from MM2.

$1. Boss Selected (MM2BossSelected)
$2. Boss Fight & Fortress Bosses (MM2Fight)
$3. Stage Clear (MM2StageClear) -$- Maybe Game Over, or it won't have music.
$4. Game Clear (MM2GameClear)
$5. Quick Man Theme -$- Elec Man
$6. Wood Man Theme -$- Guts Man
$7. Crash Man Theme -$- Bomb Man
$8. Heat Man Theme -$- Fire Man
$9. Metal Man Theme -$- Cut Man
$10. Stage Select (MM2StageSelect)
$11. Air Man Theme -$- Ice Man
12. High On Rooftops (MM2Title) -$- ending, but infinite loop This music was glitchy for some reasons and was too long, so it was replaced with the following song:
$12. Four Seasons (MM2Ending1) -$- Slowed down by 1,375% to end when Mega Man jumps in ending.
$13. Wily Stage #1 (MM1W#1-2)
$14. Wily Stage #4 (MM1W#3-4)
$15. Game Over (MM2GameOver) -$- No Noise Channel
$16. Wily Stage #2 and #3 (MM2W#3-4) -$- No Triangle Channel and modified Noise Channel.

Music Edit Overall: 100% (Based on the size of a tracks)

14 songs are imported of 14 songs. 1 original songs are repointed of 1. One is at it's original place.

Insectduel
Posted on 09-20-12 05:26 PM Link | Quote | ID: 152414


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Posted by Zieldak

EDIT: After 50 minutes making this post, I've fixed up the Boss Fight music. Music Hacking isn't hard at all! Check on this post sometimes to know which songs are imported to the game! Songs starting with $ are imported.


I get frustrated when it comes to songs that hits the loop when 04 XX $XX XX. The only thing I can't do is compose my own music.

Zieldak
Posted on 09-20-12 06:27 PM (rev. 5 of 09-21-12 09:26 AM) Link | Quote | ID: 152416


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When I started playing with the music I felt that way too. I was going to give music hacking up. But after thinking and comparing two musics from different ROM's I found a solution for this problem.

To get to the music without a problem if you have it's pointer just add 8010(MM1) or 28010(MM2) hex to the pointer with a calculator. Jump to that offset which jou just got, and you will be thrown to the song's first byte which is 0F. If you want to find out where a loop leads, search it in the original ROM where the music is, and jump to where the loop pointer leads. Then search for the same part of the imported music and remove 8010(MM1) or 28010(MM2) hex from the pointer, and write it after that 04 XX $XX XX. I do it this way. But if you memorize the 8010(MM1) or 28010(MM2) plus for the offsets you can do it without a calculator.

Or just replace 11A20 with 09A10 in your head if you are in MM1. It's the fastest way to repoint the loops. So if the loop leads you to 9B11 in MM2, you add 28010 to the value which throws you to the loops starting point, you search for it in MM1 ROM too, and you repoint that loop to that offset in MM1.

Composing your own music isn't too hard.
Which byte does what?

0F is the music's priority and it's first byte/starting byte.
Than the pointers to the channels: 2 bytes is a pointer, but I think you know this.
$Chn0 $Chn1 $Chn2 $Chn3 $Vibr
Add the song's speed: 00 XX
Add the volume of the song: 03 XX
Add the base note offset in hex. It's counted like this: 12*2+1=25 which is 19 in hex. If the value is higher or lower the song will use different octaves: 05 XX
Add the Duty Cycle (I actually don't know how this affects the music): 02 XX (80s in most of the songs)
Add the Volume Curve. I think this makes the notes to be less loud at the end. 07 XX XX
Vibrato Control. What kind of vibrating the music uses. 01 XX
If they are set (not all of them are needed, if you want to keep the default settings on them) you can start writing the music.
Oh, and there is a byte which makes the music to be louder: 2X - 21 adds 1 hex to the volume. 22 adds 2 and so on. Up to 2F I think?
20-40-60-80-A0 and so on are pauses in the music, 20 is really short and 80 is much longer.
Other bytes are most likely notes in the music.
When you start a new channel you do the whole thing again.

If you know this stuff, music hacking isn't hard at all. this is the same coding in MM2 as I know.


I hope this is understandable, my English isn't the best, huh.

za909
Posted on 09-22-12 12:30 AM Link | Quote | ID: 152422


Cheep-cheep
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Yeah, as far as I know the MM2 engine is the same except for a tiny bit of optimization.
The vibrato seems to be much better here though. From MM3 and onward, they used a different engine that was common in a lot of MMC3 Capcom games with a lot more added features and 8-byte instruments. However you need to specify vibrato in the instruments themselves which makes it a real pain in the ass if you need the same instrument with different vibrato rates. This also applies to tremolo btw (same things as vibrato, except for volume and not frequency)

If you want to amke your own music, I strongly recommend learning it with Famitracker. Make sure you know the limits of the engine your hack is using so you can make similar instruments in Famitracker to work with. Then simply convert the song with the hex editor by hand, (have Famitracker open on the left, and the hex editor on the right with any document you need to tell which note is what hex value)

If you have absolutely no talent at making music, you can always resort to downloading a midi file from vgmusic.com and open it up in FL studio (demo version is enough for that) and simply "steal" the notes. That what I used to do the first few months when I sucked at Famitracker.

Zieldak
Posted on 09-25-12 03:20 PM (rev. 2 of 09-25-12 03:27 PM) Link | Quote | ID: 152469


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Update. Most of the songs in the game are altered, but some are still missing.

But this isn't the most important part of the update.
Cut Man's stage has been redesigned again, but it's not complete, yet. This is the true final version of the level:



I made the solid tiles in the level. They look pretty good, aren't they? You may have noticed that, the solid tiles are based off GBC Blast Hornet's blocks and Concrete Man's tileset.

Also, Wily 1 and 4's tileset just got a brand new background, to make the levels more different:



This is it in short. It looks I have to make a trailer or something soon, huh. I haven't made too many videos for/about teh hack, yet.

Zieldak
Posted on 09-26-12 04:36 PM Link | Quote | ID: 152477


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Update time again?
Well, I'm thinking about shortening the 3 screen boss halls, before the Boss Rooms. I don't know how it will turn out, or if will it cause any serious glitches, but those long halls are annoying, aren't they? Because of this, all Robot Master stages are going to be redesigned a bit at the end of the stages.

That's all today.

Googie
Posted on 09-26-12 04:58 PM Link | Quote | ID: 152479


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Those are some wicked cool screens you have, I really dig 'em!

____________________
My Linktree

Zieldak
Posted on 09-27-12 08:12 PM (rev. 4 of 09-28-12 05:23 PM) Link | Quote | ID: 152498


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What's just gotten into me? I post daily updates about the game. Well... Yes...
Update time! (Again.)

With NetSplit's help, those 3 screen long rooms are now compressed into 1, like in 2-10. With this little change, I've even got some unused rooms, so I can customize the levels a little further to have less screen duplicates.

Other things you would like to hear I think:

- 2 songs are still missing from the game.

- I'm planning to change the rarity for the dropped items from the enemies.

- Ice Slasher is now a deadly weapon!

It is able to do damage on the enemies now, and freeze them at the same time! It also uses less energy now. 2 shots consume 1 energy bar now. Handy, huh? Rolling Cutter has the same change.

- The game is finished soon.

That's all this time!

za909
Posted on 09-27-12 09:09 PM Link | Quote | ID: 152499


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I didn't really understand how the weapons worked in MM1 originally, because sometimes the "enemy getting hit" sound played multiple times as the ice slasher or rolling cutter was passing through an enemy, but it didn't count as multiple hits.

Zieldak
Posted on 09-27-12 09:48 PM (rev. 2 of 09-27-12 09:53 PM) Link | Quote | ID: 152501


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I think I know why that sound plays multiple times. I think the engine executes the sound effect every frame when it hits a collision. But I have to take a look at that data again to be sure about this.

Thanatos-Zero
Posted on 09-28-12 06:03 PM (rev. 2 of 09-28-12 06:09 PM) Link | Quote | ID: 152513


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*looking on the updates*

Oh boy! I cannot wait to bomb some Do... ehm I mean some Metools!

By the way, is Hyper Bomb now finally useful, like exploding on contact with the enemy?
Also, will some of the tiles have glowing lights, as we have seen them in Megaman 9?
Mega Man 9 - Wily Fortress Stage 2

____________________
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?!".

Zieldak
Posted on 09-28-12 06:35 PM (rev. 3 of 09-28-12 06:44 PM) Link | Quote | ID: 152514


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I don't think I can add a palette animation like that myself. But the palette animating code could be imported from MM2 I think, but I don't even know where to start. So, no, the light won't be animated. Maybe in later hacks If I'll now what am I doing.
About Hyper Bomb, I planned to make it explode on touch, but the problem is I don't really know how. I'm still a rookie hacker.
Also, check on this post, this is today's update: http://acmlm.no-ip.org/board/thread.php?pid=152413#152413

Only 1 song is missing from the game! After it's imported, I'll try to do something with weapon and boss AIs.

Thanatos-Zero
Posted on 09-29-12 06:32 PM Link | Quote | ID: 152538


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@Zieldak
You could ask NetSplit for guidance in this matter.
He surely knows how it is done.

____________________
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?!".

Zieldak
Posted on 09-29-12 11:18 PM (rev. 3 of 09-30-12 12:06 AM) Link | Quote | ID: 152546


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MMR - Finished Hacking Music!

Update: Check this post and read everything under the video. http://acmlm.no-ip.org/board/thread.php?pid=152413#152413

Music Edit Overall: 100%

The "High on Rooftop" song was glitchy in MM1 for some reasons and it was too long. So it was replaced with the "Four Seasons" ending theme, which is much shorter, and fits in perfectly. It's also slowed down by 1.375% to end when it should. I also imported "Game Over" from MM2 without the Noise Channel and "Wily 3-4" from MM2 without the Triangle Channel and a Modified Noise Channel.

Now all musics are in the game I wanted to be in!

That's all for now, no more updates for some days.

Zieldak
Posted on 10-06-12 01:08 PM Link | Quote | ID: 152597


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A small update:
Wily 2 is under a redesing right now. The boss rematches are moved to Wily 4 from 2, that means, you will have to beat all 6 bosses on Wily 4 now in a row. Also, Wily 3 has just got his mid checkpoint working. Wily 3 is a long and annoying stage in this game if you keep dying. With the mid checkpoint, it will be less long and less annoying.

Thanatos-Zero
Posted on 10-06-12 05:44 PM Link | Quote | ID: 152600


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Can I do some Beta-Testing for you?
I would like to help you with your hack.

____________________
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?!".

Insectduel
Posted on 10-06-12 11:31 PM Link | Quote | ID: 152606


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My custom boss rush code I performed got so creative! However, it does not guarantee that is 100% bug free as it may occur problems whenever it may hit a crash. I'd say it is 96% good comparing to CAPCOM's original code! It was tested over and over again including the original boss rooms that's not related to $3B. Never tested outside of wily stages as it may need to change the starting active stage.

My game have Wily 2 which is Ice Man only and Wily 4 everyone else including copy robot. Why because of the slippery tile stage in Wily 2 I've plan to design. You may notice that Ice Man does not fight in slippery floors in the original game.

I wanted to do that custom $3B enemy code since Rockman & Forte or Mega Man X and I did!

Zieldak
Posted on 10-07-12 01:15 PM Link | Quote | ID: 152616


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@Thanatos-Zero - Well, yes, I wanted to ask some people for beta testing anyway. Once Wily 2 and 4 has got their final shapes, I will upload the "Testers' Beta" to the Uploader, but it will be locked with a long password. I'll tell you the password. But I will need at least 2 more beta testers, and I think I know someone who will be one of them. He uses savestates very often while playing through games. He's a "savestater player". I know za909 knows who is he. A speedrunner should be the third tester I think. And everybody who wants to beta-test will get a chance to be a beta-tester. But only from Board 2. But I think 3 testers are enough for a short game like this.

@Insectduel - I wanted to make this too when I started hacking this game. And Ice Man will be a midboss on Wily 2. Sounds cool. MM1 hasn't got any midbosses and neither MM2 so it's a great idea especially for an ice themed level.

I have to make a trailer for the game soon, huh. Also, with some changes, I've just made enough unused tiles to give all 4 Wily stages totally different graphics! I just have to draw one for W2. I think I've made a great work with the stages even if the Wily levels had pretty limited TSA and tile space.

The game is really close to be completed, but those AIs... I think none of the boss's or weapons' AIs will be changed, but Hyper Bomb should be enchanted I think.

Zieldak
Posted on 10-10-12 06:02 PM (rev. 2 of 10-10-12 06:06 PM) Link | Quote | ID: 152638


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Hmm... Well... The game's Beta Version is complete, ready for beta-testing.
Thanatos-Zero will be one of the BTs, If he really wants to help.
I've sent a message for SpaceNinja88, also known as Visor and DigitalNinja21. He will be the second BT.
PM me if you want to be a beta-tester too! But I think I will only need 1 more.
I've played through the beta 3 times now, and I didn't find any bugs or other problems in the game.

In the future, I will send the links for the beta roms for the beta testers. I will upload the rom to MediaFire, so if you can't download anything from there, tell me, and I will upload it somewhere else for you.

That's all in short.

Thanatos-Zero
Posted on 10-10-12 11:40 PM Link | Quote | ID: 152640


Nipper Plant
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My offer still stands. I want to test it.^^

____________________
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?!".
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Main - ROM Hacking - Mega Man Reloaded (Progr. Thread) - planned V1.4 New thread | New reply

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