| |||
Views: 88,438,624 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 04-19-24 09:04 PM |
|
Guest: Register | Login |
0 users currently in ROM Hacking | 3 guests | 2 bots |
Main - ROM Hacking - Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! | New thread | New reply |
Dracula X |
| ||
Red Paragoomba Level: 19 Posts: 20/64 EXP: 31109 Next: 4668 Since: 03-11-14 From: Dracula's Castle Last post: 1730 days Last view: 693 days |
Wow! That looks cool! |
Zieldak |
| ||
Crow Level: 42 Posts: 293/387 EXP: 512022 Next: 9340 Since: 12-01-11 From: Hungary Last post: 1304 days Last view: 1196 days |
No, it's not completely dead, yet. But Mega Man is.
|
Model FZx |
| ||
Red Koopa Level: 26 Posts: 115/132 EXP: 90010 Next: 12265 Since: 08-28-14 Last post: 3073 days Last view: 3093 days |
If this project ever dies, I won't let it. Too much good work to give up now.
Nice progress, BTW. ____________________ A well known Bio-Metal |
Zieldak |
| ||
Crow Level: 42 Posts: 294/387 EXP: 512022 Next: 9340 Since: 12-01-11 From: Hungary Last post: 1304 days Last view: 1196 days |
Okay... The 'snake tail animation' for the Giant Snake is maybe one of the strangest things in the game. Shadow Man's and Snake Man's stages have been swapped, the animation was moved to Snake Man's stage, but it still was reading TSA #80-85 from Shadow Man's stage. O.o
I couldn't figure this out until I finished Shadow Man's stage. I assume the code does something like X + (LevelNo*2000) to read the data, but I'm lazy to look into it and it's working now anyway. BTW, Chrome, Firefox and IE doesn't seem to like my signature here. Opera however does. Weird. Maybe I should simplify it. |
MiniCompute |
| ||
Bubble Level: 66 Posts: 828/981 EXP: 2420179 Next: 41672 Since: 04-25-07 Last post: 483 days Last view: 691 days |
Posted by Zieldak What do you mean by that, when I look at your signature and the links you had in it. It worked fine on all 3 browsers, even the old broke down win xp sp2 ie6 on my jobs computers viewed it fine. |
Termingamer2-JD |
| ||
Ropa Banned: repeat sockpuppeting Level: 53 Posts: 245/739 EXP: 1132701 Next: 24418 Since: 08-06-15 From: England Last post: 2669 days Last view: 675 days |
Posted by Mike-TechPosted by Zieldak Vista IE7 also displays it fine, if it works in IE6 and IE7 then I think it's just an issue on Ziedak's side. ____________________ Jamie Dignam |
Zieldak |
| ||
Crow Level: 42 Posts: 295/387 EXP: 512022 Next: 9340 Since: 12-01-11 From: Hungary Last post: 1304 days Last view: 1196 days |
Posted by Termingamer2-JDBut what was the point of having a signature that used 29 different images anyway? Now it's only 4, and it's fine.Posted by Mike-TechPosted by ZieldakWhat do you mean by that, when I look at your signature and the links you had in it. |
Model FZx |
| ||
Red Koopa Level: 26 Posts: 117/132 EXP: 90010 Next: 12265 Since: 08-28-14 Last post: 3073 days Last view: 3093 days |
I have to admit, I kind of miss the old one. Though I never knew you founded Kingdom Hearts Insider, that's cool. ____________________ A well known Bio-Metal |
Zieldak |
| ||
Crow Level: 42 Posts: 296/387 EXP: 512022 Next: 9340 Since: 12-01-11 From: Hungary Last post: 1304 days Last view: 1196 days |
Posted by Model FZx I didn't know either? ... |
Model FZx |
| ||
Red Koopa Level: 26 Posts: 118/132 EXP: 90010 Next: 12265 Since: 08-28-14 Last post: 3073 days Last view: 3093 days |
Oh, you're not? Sorry, I thought you were advertising
your site. My apologies. ____________________ A well known Bio-Metal |
Zieldak |
| ||
Crow Level: 42 Posts: 297/387 EXP: 512022 Next: 9340 Since: 12-01-11 From: Hungary Last post: 1304 days Last view: 1196 days |
THE WAYBACK MACHINE COULDN'T HELP MUCH! |
MiniCompute |
| ||
Bubble Level: 66 Posts: 830/981 EXP: 2420179 Next: 41672 Since: 04-25-07 Last post: 483 days Last view: 691 days |
Hmm this maybe a long shot and you may shoot me in the process but....
Ask them to make a signature banner, give them what you have here. They should be able to stitch up better with css. I would ask them myself, however I am banned due to an issue with certain members and one ex-admin named S.N.N. http://www.smwcentral.net/?p=viewthread&t=63144&page=33 |
Model FZx |
| ||
Red Koopa Level: 26 Posts: 119/132 EXP: 90010 Next: 12265 Since: 08-28-14 Last post: 3073 days Last view: 3093 days |
Oddest Double Post case I've ever seen so far on a forum, "deleted." ____________________ A well known Bio-Metal |
Zieldak |
| ||
Crow Level: 42 Posts: 318/387 EXP: 512022 Next: 9340 Since: 12-01-11 From: Hungary Last post: 1304 days Last view: 1196 days |
Well, music hacking is really not my thingy. I cannot even start writing the song without crashing the game.
Maybe I should try importing music from a game with the same engine. Or something. Or I should check other songs... I dunno. Soooo... Shadow Man Pulse 1... for example 00 AACB AC02 AD1C ADA6 0A03 0400 1840 080B 05022E 06FF 070B 00 : Song Start AACB : Pulse 1 => /pointer/ AC02 : Pulse 2 => AD1C : Illuminati (seriously) => ADA6 : Noise => 0A03 : Global stuff... So it's 3 semitones up? 0400 : Useless bitflag 1840 : So Tone color... uhh... 25% 080B : Yeah, intruments. 0502 : Speed! ... wattehf*k is a 2E? Is it C#1? Oh, wait, it's actually related to speed. Tempo? 06FF : I don't think I want to change this because it's fine as it is. 070B : Volume! Aww, my brain hurts so much! So... The bitflag is basically useless... And I can simply translate "fami2nes" by using that table right? Oh God. Okay, now what is a P00? I know V0# is the tone... It will take a while to figure this whole music thing out. And why does a song even start with a note break or whatever is that yellow line in FT...? I'm gonna take a rest. A long rest. I'm literally crying after this, but I have not even started anything. :'D And this was the update for this month. If it can be considered as an update... EDIT: Oh, hey, but importing a song from another game using this game's sound engine is actually easy. But writing the song from scratch... Now that is something I don't know how should I start. And I think I have to rewrite the songs in Famitracker after importing an NSF... Because everything is totally off. |
Trinitronity |
| ||
Porcupo Level: 38 Posts: 175/311 EXP: 350846 Next: 19601 Since: 02-04-13 Last post: 1931 days Last view: 574 days |
Man, moments like these make me wish that a FamiTrackerToMM3 convertor would exist.
That would decrease my problems and your problems as well. |
Zieldak |
| ||
Crow Level: 42 Posts: 332/387 EXP: 512022 Next: 9340 Since: 12-01-11 From: Hungary Last post: 1304 days Last view: 1196 days |
Status update...or something like that. And still no hacked music. I'm still trying to find out why the underwater spikes are acting differently than the other ones. But I haven't found anything. |
za909 |
| ||
Cheep-cheep Level: 32 Posts: 195/196 EXP: 188942 Next: 17500 Since: 04-27-11 Last post: 3046 days Last view: 2757 days |
Posted by Zieldak My offer from long ago is still there, because other than studying for exams I can always spend time doing this stuff... but I'll explain what this data means. 00 is indeed the start of a song or sound effect. With songs, 4 16-bit pointers follow, which point to where the data for each channel begins in the order Pulse 1, Pulse 2, Triangle, Noise The first music hack I did was swapping these pointers so I could make other channels play parts of the song, it sounded pretty terrible And this was the first time I made an entire song properly. 0A 03 indeed means that the entire song is shifted 3 semitones up. Applying the two's complement rule, 0A FF would mean -1 04 00 is used to control bitflags for various playback effects but they are not very useful at all... 18 40 is setting the tone to 25% pulse, just like a Famitracker V01 effect would. 08 0B sets instrument $0B, remember in the Capcom engine, vibrato and tremolo effects are defined in the instrument, there is no effect to do them like the Famitracker 4xx for vibrato and 7xx for tremolo. At the end I explain how they do a vibrato in the middle of a note. 05 02 2E sets the speed. Speed is a command that takes a two-byte operand, unlike the other commands here. I'm not entirely sure what the engine makes of this, but the low-byte (the 2E one) is added to a counter every frame, and when the counter overflows, the engine inserts an extra frame of delay into the song so you can achive in-between speeds, not just the speeds you set in the high-byte. For consistency, try to keep the low byte to things like 00, 40, 80 or C0 because instruments can be affected by this somehow... the extra inserted frames can make noise drums not end when they are supposed to. 06 FF makes it so that every note hangs at the sustain level of the instrument until either a new not, or a note cut happens. If it's lower, then it automatically releases the note after some time. 07 0B sets the max volume of the channel. This is the level the instrument achieves before doing the decay phase and then hangs at the sustain level. If you do something like this you can make an echo, but it costs a lot of space: 07 0B Note 07 04 Note 07 0B Note 07 04 Note... You can refer to my excel table for the note values (Only use Sheet1, the other two were for my DPCM-hacked Capcom engine). You just need to learn how long the command operands are so you can see where one thing starts and ends. This is why I'm using assembly nowadays because you can name things instead of staring at a bunch of numbers. Also, please don't follow what I say in my tutorial about note length. the 16TH NOTE is the equivalent of one row in Famitracker. 32nd is a "half row" and 64th is a "quarter row" even though there is no such thing in Famitracker. But at the start of the song, the octave needs to be set as well. So if they do a 09 03 this will mean that a "C-0" note now comes out as a C-3, but if they do a 09 04 later, then "C-0" will mean C-4 from that point. Vibrato in the middle of the note is made using the 01 command, "connect". You need to break up your note length into two, so half of it is with the normal instrument, the second half is with a vibrating instrument. Let's try to make a 4th note (4 rows in FT) vibrate at the middle! (remember we need to break it up into two 8th notes) Also assume that instrument ID 02 has vibrato: I'll put the things that are related, in the same sort of brackets: The syntax is like so: {01} [8thnote] (08) (02) {01} [8thnote] Ok so the first 01 initiates the "connect" then comes the first half of our 4th note, then we change instrument to something with vibrato. then the closure of the connect (another 01) must be placed before the last note in the "connect" sequence. Then place the second half of the 4th note. Tadaa! You have a 4th note which starts vibrating at its halfway point! Just don't forget to change the instrument back after this because otherwise the next note will start with the vibrato. In Famitracker this would've looked something like this: C-3 00 - --- --- -- - --- --- -- - 463 --- -- - --- |
Zieldak |
| ||
Crow Level: 42 Posts: 337/387 EXP: 512022 Next: 9340 Since: 12-01-11 From: Hungary Last post: 1304 days Last view: 1196 days |
Sorry for not replying for so long, and thank you for your help.
This is the last "update" this year. I have not worked on the game since the last video (well, the stage is finished however, an insanely hard and long water level, everyone's favourite type...) and I have no plans for the game either right now, I have more important stuff to deal with IRL like school, competetions that I really don't want to participate in (I hate that teacher!), and finally the school leaving exams or whatever you call them. Getting up early af, not sleeping enough... it's killing me. Nevermind that! The hack is on ice... well, both hacks... for now. That's all I wanted to stay. Oh, before I forget. I highly recommend checking this out. Some of you may already know some stuff about this project... Especially those who are part of it. Merry Christmas and Happy New Year everyone! |
Zieldak |
| ||
Crow Level: 42 Posts: 341/387 EXP: 512022 Next: 9340 Since: 12-01-11 From: Hungary Last post: 1304 days Last view: 1196 days |
I'm not dead yet! ... I think. I have some spare time now, about 4-5 hours a week, so yeah, some small progress-like thingy here and there.
==> - Snake Man's stage is much more alive now. - Maybe the background palette should be different, I dunno. - I should do something with the Gorillas. I have also played some Azure Striker Gunvolt recently and I really like it! Well, no wonder since it's basically a Megaman Zero game. It's kinda hard to blast through some stages without getting hit though (or I'm just that bad), but it's still very fun to play, huh. If you don't know what Azure Striker Gunvolt is, be sure to check it out! |
kuja killer |
| ||
Level: 55 Posts: 503/628 EXP: 1243220 Next: 70969 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 275 days Last view: 17 hours |
looks good, defintely more lively - the new forest on the right.
i gave you a compliment by the way in the "general megaman hacking" thread above. |
Main - ROM Hacking - Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! | New thread | New reply |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 127, rows: 167/167, time: 0.020 seconds. |