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Main - ROM Hacking - Capcom Music Editor *First Release* New thread | New reply

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Trinitronity
Posted on 11-11-16 10:31 PM Link | Quote | ID: 164575


Snifit
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Well, I'm sorry, but the program doesn't work. Even when I deleted the old version and then downloaded the new one.

kuja killer
Posted on 11-11-16 10:50 PM (rev. 8 of 11-12-16 05:36 PM) Link | Quote | ID: 164576


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well that means you changed something that no longer matches what was on mm3 improve originally that's all i can say. i expliictly spent 2 hours on it this morning and it works just fine for me.

The following bytes MUST be true. if a SINGLE one of these fails, then that's why...

00004: 20
7FFAA: 16
8000E: 43 - this the most important, this sets which editing mode is selected, megaman 3, 4, 5, 6, improve.

2C11E: 20
2CA30: 3F

---------------------------

I should probably note by the way, it's not a good idea to edit any of the existing songs in the megaman games, because they arent composed in such ways that the editor will comprhend sometimes.
There's like a million different ways these games use certain commands, and i got real tired of trying to support every little possible detail imaginable..

It's far better to start from scratch. (like overwriting the Title Screen song from a new sheet for example)

Trinitronity
Posted on 11-11-16 11:12 PM Link | Quote | ID: 164577


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Posted by kuja killer
well that means you changed something that no longer matches what was on mm3 improve originally that's all i can say. i expliictly spent 2 hours on it this morning and it works just fine for me.

The following bytes MUST be true. if a SINGLE one of these fails, then that's why...

00004: 20
7FFAA: 16
8000E: 43 - this the most important, this sets which editing mode is selected, megaman 3, 4, 5, 6, improve.

2C11E: 20
2CA30: 3F
---------------------------

I should probably note by the way, it's not a good idea to edit any of the existing songs in the megaman games, because they arent composed in such ways that the editor will comprhend sometimes.
There's like a million different ways these games use certain commands, and i got real tired of trying to support every little possible detail imaginable..

It's far better to start from scratch. (like overwriting the Title Screen song from a new sheet for example)

Well, I just wanted to replace the songs in my MM3 hack with NSF files I have, and that's it... :-\
But anyway, here are the bytes:
00004: 20
7FFAA: 16
8000E: 43
2C11E: 20
2CA30: 3F
All bytes match, so...why do I still get that problem?

kuja killer
Posted on 11-11-16 11:17 PM Link | Quote | ID: 164578


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Oh, what are you doing exactly ? And the NSF's should also be megaman 3, 4, 5, or 6 NSF's.

If your using some random NSF from a different game/music engine, then there not going to work.
Remember this is only intended for the mm3-6 games. I didnt bother with anything else, cause i dont expect there to be romhacks of mighty final fight, little mermaid, and whatever other games that used this type of music engine.

There's a note one one of those helpboxes somewhere that explains songs that were "not created with this program" may not work. I did not write that, that was already there from the original author, but that statement is mostly true, sadly.

Trinitronity
Posted on 11-11-16 11:25 PM Link | Quote | ID: 164579


Snifit
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Posted by kuja killer
Oh, what are you doing exactly ? And the NSF's should also be megaman 3, 4, 5, or 6 NSF's.

If your using some random NSF from a different game/music engine, then there not going to work.
Remember this is only intended for the mm3-6 games. I didnt bother with anything else, cause i dont expect there to be romhacks of mighty final fight, little mermaid, and whatever other games that used this type of music engine.

There's a note one one of those helpboxes somewhere that explains songs that were "not created with this program" may not work. I did not write that, that was already there from the original author, but that statement is mostly true, sadly.

Actually, I'm trying to put in NSF from FamiTracker into MM3.
Also, I'm trying to open the game itself instead of the NSF tracks, so that's not relevant to my problem right now anyway... :-\

kuja killer
Posted on 11-11-16 11:34 PM (rev. 7 of 11-12-16 12:09 AM) Link | Quote | ID: 164580


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FamiTracker NSF's have their OWN music engine, so that's exactly what i said earlier then. ...it's not megaman related

If you have the original fami tracker file for your song ... not the NSF
Open your fami tracker file in fami tracker, and begin composing the song from it that way. That's what i did my first time.

http://s18.postimg.org/al1v2hpsp/zxcxc.png

You can use the exact same number of rows between each note, and volume settings and such. V00, V01, and V02 can be controlled with the "tn tp" box, where you set the Duty Cycle thing. V00 = 25%, V01 = 50%, V02 = both 25 and 50

I'd recommend doing all the notes first, before worrying about which instrument numbers to use and such. But set 00 instrument on 1st line, and volume F just to test at least.

set Speed "01 00" on the Square 1 channel only. That's a nice even speed to use usually.
-------------------------

I'd recommend doing this on a clean unmodified megaman 3 NSF to start with. Load a mm3 nsf, click "set address" button on the 1st song ID, do some stuff ... then click "create code"
Then later, click "read channel" which loads your progress you've done so far.

http://s13.postimg.org/8k88ubm7b/zzxcc.png - Here's an example i made in about 30 seconds.

Trinitronity
Posted on 11-12-16 12:34 AM Link | Quote | ID: 164581


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Ah, okay. Will remember that.
However, how do I fix that problem with not being able to open my MM3 Improvement hack? That's what's more important for me right now.

kuja killer
Posted on 11-12-16 12:40 AM (rev. 9 of 11-12-16 12:03 PM) Link | Quote | ID: 164582


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**problem solved** was a stupid filename extension thing, updated link again

Trinitronity
Posted on 11-12-16 03:10 AM (rev. 2 of 11-12-16 01:08 PM) Link | Quote | ID: 164583


Snifit
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I was never able to edit the songs before, so it shouldn't have happened.

Also, when I load the ROM, it does not detect any single song at all.

Seriously, I don't know why this is happening...


Okay, now that I have Capcom Music Editor working (I think), anyone has a list as to which number is which instrument in MegaMan 3?

And I really hope MegaMan 3 actually has that electric noise instrument that MegaMan 2 used for QuickMan's theme. It just sounds so appropriate for electro-themed stages.

kuja killer
Posted on 11-12-16 01:33 PM (rev. 4 of 11-12-16 05:40 PM) Link | Quote | ID: 164586


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Yea glad we got that sorted finally. All cause of a stupid .NES vs .nes thing on the filename, ugh. Anyway glad that's fixed and over with now.

And sorry about the instruments part. I didnt do anything for that because i have no clue what there actually called. Like i know in fami tracker though, people name things like "snare" ... kick, tom tom, fade out, lead-in

I dont know what each one would be called or classified as. There's about 40 or so instruments in each game. So you juse use numbers 00 to about 30 hex or so (depends on the game). megaman 3 has the least amount obviously.

All i know is... instrument 00 is like "blank" which means it doesnt use any special settings or anything. Some others will fade in/out volume fast or slow, some will make notes vibrate, some will do weird ooo-eeee-ooo wavy up and down sort of thing, etc.

And yes im pretty sure there is a quickman setting, if i recall it was mentioned in matrixz' music guide

Trinitronity
Posted on 11-12-16 06:29 PM Link | Quote | ID: 164588


Snifit
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Well, in that case, there's only one thing I can do:
<====TO BE CONTINUED====
*cue Roundabout by Yes*

Dracula X
Posted on 11-14-16 05:18 AM Link | Quote | ID: 164591


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Is it possible to add copy and paste to this music editor? I'm doing good so far!

kuja killer
Posted on 11-14-16 06:04 AM (rev. 2 of 11-14-16 06:42 AM) Link | Quote | ID: 164592


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Im not sure what you mean ..copy-paste what exactly ? and i dont believe so, i dont really want to update it anymore.
----------------

oh i see, that sounds nice, but i dont really know how to mess with all the columns stuff how there removed and added, i never touched any of the code related to those sections at all. And i'd rather not try screwing with it honestly anyway.

Dracula X
Posted on 11-14-16 06:34 AM Link | Quote | ID: 164593


Red Paragoomba
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In Famitracker, you can highlight the selected area by holding the left button on the mouse and copy the notes and paste it in a different area by right click on the mouse and then the left button on the mouse or select it from the menu.

JRIVA
Posted on 12-16-16 09:02 PM Link | Quote | ID: 164667


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I have played with the program

The program looks great

I think what is missing is a table of compatibility between the template of the famitraker, and that of this program.

I'm a bit slow, and I realize that I'm missing or remain columns in white according to what I'm trying to do.

Anyway, I think an explanatory video would come very well. We want to see how you do Kuja!

Thank you for making everything easier!

Trinitronity
Posted on 12-18-16 10:16 PM Link | Quote | ID: 164670


Snifit
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I think what's more important right now is that the Music Editor needs more instruments from the original MMC3 MegaMan games available, because only 2 instruments? Really?

kuja killer
Posted on 12-19-16 01:59 PM Link | Quote | ID: 164671


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refer to the post above, i already explained that situation about instruments. you can select anything you want, usually between 00 to 28 hex. (instruments above i think 28 are usually for Sound Effects, while before that, are for songs)

Hold Shift, while pressing 0 to 9 to edit the 10's digit, and "without" shift for the 1's digit on on most of the boxes other than note.

Trinitronity
Posted on 12-19-16 08:20 PM Link | Quote | ID: 164672


Snifit
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Oh, whoops.

Although some documentation would be nice anyway. I mean, 40 does not sound like much, and if I knew how to check what instrument is what, I would have done that myself, but alas, I don't know how to check that, and I probably wouldn't be very accurate anyway... :-\

NARFNra
Posted on 01-04-17 10:07 AM Link | Quote | ID: 164714


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Thank you so much for your hard work! This is a really neat program!

Considering many people seem to be having trouble understanding it, it may be worth it for people to look up other documentation on how the capcom music engine works.

http://www.romhacking.net/documents/274/

All the instruments in the game do is store a set of numbers that define Attack, Sustain, Decay, Release, Vibrato, and Tremolo rules. The best advice I can give you is to look for a similar sound in another song in the game you're looking at and then look that part of the song up to see what instrument is used there.

If you want to look up the actual data for each instrument, I'd advice using a hex editor and following the advice given there to locate the instrument table. The data is relatively easy to read once you know what it is.

JRIVA
Posted on 03-25-17 04:09 AM Link | Quote | ID: 165272


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Hello!

I've been using the editor. The truth is very useful!

Excellent work!
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Main - ROM Hacking - Capcom Music Editor *First Release* New thread | New reply

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