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Main - ROM Hacking - I need help with music and sound for Megaman Origins New thread | New reply


RetroRain
Posted on 04-16-15 06:14 PM (rev. 4 of 04-16-15 06:20 PM) Link | Quote | ID: 159910


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I had to shorten the thread title, since there is a limit of how many characters you can have.

Anyway, my current hack, which has been in development for 3 weeks, is halfway done. In fact, the other half is going to be super easy and should only take a couple of days at best to finish.

There is just one problem. I'm not music literate. This includes terminology, how it works, etc. Now, I have the data for the song that is going to be for the titlescreen (it's already in the ROM), but I don't know how to go about executing it.

Basically, the song is the Megaman 2 Credits Theme. However, I want to leave out that space-echoed bit at the end of the song, where it says Thank you for Playing or something like that.

This is what the document nestech.txt has to say about Sound:

    +---------+----------------------------------------------------------+

| $4000 | pAPU Pulse #1 Control Register (W) |
| $4001 | pAPU Pulse #1 Ramp Control Register (W) |
| $4002 | pAPU Pulse #1 Fine Tune (FT) Register (W) |
| $4003 | pAPU Pulse #1 Coarse Tune (CT) Register (W) |
| $4004 | pAPU Pulse #2 Control Register (W) |
| $4005 | pAPU Pulse #2 Ramp Control Register (W) |
| $4006 | pAPU Pulse #2 Fine Tune Register (W) |
| $4007 | pAPU Pulse #2 Coarse Tune Register (W) |
| $4008 | pAPU Triangle Control Register #1 (W) |
| $4009 | pAPU Triangle Control Register #2 (?) |
| $400A | pAPU Triangle Frequency Register #1 (W) |
| $400B | pAPU Triangle Frequency Register #2 (W) |
| $400C | pAPU Noise Control Register #1 (W) |
| $400D | Unused (???) |
| $400E | pAPU Noise Frequency Register #1 (W) |
| $400F | pAPU Noise Frequency Register #2 (W) |
| $4010 | pAPU Delta Modulation Control Register (W) |
| $4011 | pAPU Delta Modulation D/A Register (W) |
| $4012 | pAPU Delta Modulation Address Register (W) |
| $4013 | pAPU Delta Modulation Data Length Register (W) |
+---------+----------------------------------------------------------+
+---------+----------------------------------------------------------+
| $4015 | pAPU Sound/Vertical Clock Signal Register (R) |
| | |
| | D6: Vertical Clock Signal IRQ Availability |
| | 0 = One (1) frame occuring, hence IRQ cannot |
| | occur |
| | 1 = One (1) frame is being interrupted via IRQ |
| | D4: Delta Modulation |
| | D3: Noise |
| | D2: Triangle |
| | D1: Pulse #2 |
| | D0: Pulse #1 |
| | 0 = Not in use |
| | 1 = In use |
| +----------------------------------------------------------+
| | pAPU Channel Control (W) |
| | |
| | D4: Delta Modulation |
| | D3: Noise |
| | D2: Triangle |
| | D1: Pulse #2 |
| | D0: Pulse #1 |
| | 0 = Channel disabled |
| | 1 = Channel enabled |
+---------+----------------------------------------------------------+
Coming from someone who has no idea on how to execute music, let alone understand the terminalogy (what the hell is a pulse anyway?), I have no idea how to program this.

Incase you are curious, this is for my hack Megaman Origins. It is coming along great!! But it needs this music, and one sound effect. The music is for the bootup screen, so it needs to be programmed from scratch.

Now, watching this music log during the Megaman 2 Credits scene, I noticed that the bytes are not logged in sequential order. A certain amount of bytes are logged, and then as the song goes, other bytes are logged, etc.

All I need is this Megaman 2 credits song in my game, and one sound effect, and I'm on my way to finishing this project.

Megaman 2 doesn't use the Capcom Sound Engine that is present in MM3-6, so this makes things less complicated I would assume.

Can anyone give me some advice, insight on how to go about doing this? Thanks.

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infidelity
Posted on 04-16-15 10:42 PM Link | Quote | ID: 159913


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My document has bee saved in the acmlm forums. http://acmlm.kafuka.org/board/forum.php?id=131

Also, look for Matrixz's latest updated 6C80 document, he incorporated my mm2 interpretation notes, to co-exist with his mm3-6 notes.

NARFNra
Posted on 04-17-15 01:59 AM Link | Quote | ID: 159916


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I know a bit about Mega Man music hacking, I've imported a track or two.... I'm not totally sure I understand how complex this is going to be though, so I'll pm you about it.

RetroRain
Posted on 04-17-15 06:44 AM (rev. 4 of 04-17-15 06:53 AM) Link | Quote | ID: 159918


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I took a look at the MM2 sound engine. It sounds like it would be better to simply load the MM2 sound bank in, and then read the song, and have it played using that sound bank. The only problem is that I don't know how to actually go about doing that. I don't want that echoed-space effect at the end of the credits song. I have the data for the song already in the ROM (it exists anyway since it is already in MM2, so putting it in there again was probably un-necessary). But I don't know what JSR I should jump to to play the song data.

I didn't really want to spoil this (it was supposed to be a surprise for everyone), but this is what I'm going for, in regards to the music and sound effect:



When you select which game you want, Megaman aims at the screen and shoots his blast, it fades to white for the blast, and then to black, and then it loads the appropriate game. By the way, all of this is already in the ROM. I just have to program the key presses, and write the frames and palette fades (the data for these is already in the ROM).

So, I need the MM2 credits song without that space-echoed ending, and that MM6 blast sound when Megaman aims at the screen and fires.

I can finish this hack, but without the music and song, it's not going to be the same. Maybe I could release the hack without the sound, and someone could help me get the sound in there?

I'm just saying this incase I can't figure out this music/sound thing from the notes. It seems very involved, and over my head. As I said, music and sound are not my specialities.

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Main - ROM Hacking - I need help with music and sound for Megaman Origins New thread | New reply

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