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Main - Posts by NARFNra |
NARFNra |
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Koopa Level: 25 Posts: 61/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Posted by Chaobomr It's ok! |
NARFNra |
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Koopa Level: 25 Posts: 62/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Posted by Drakon It'd be rather difficult to automate; there is a Japanese program that can try to import midis and spit out hex you need to insert, but it's unreliable and the midi has to follow certain parameters and all that business. Plus you have the fact that you've got stuff like duty cycles and percussion becoming the noise channel and the triangle wave being unable to change volume and little quirks like that that make it way more of a pain in the ass to figure out. It'd be nice, but I can't really see it happening. |
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Koopa Level: 25 Posts: 63/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Wow, impressive work. I'm curious, I don't need technical details on a "i could do it myself" level, but what do you really do to add SRAM? Tell the game to save at predetermined points to a location in the SRAM memory, and look it up on startup? |
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Koopa Level: 25 Posts: 64/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Posted by Drakon There isn't a little "Thread options" line under the title? Anyway, good job. You guys pump these out pretty fast :o |
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Koopa Level: 25 Posts: 65/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Lookin' pretty good already! What are you coding it in? |
NARFNra |
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Koopa Level: 25 Posts: 66/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Posted by RetroRain They're pretty useful for Mega Man games if you're messing around with sound data so you can estimate how much you can do before you start trying to convert songs, and what instruments aren't already used if you plan to leave them. It's up to you though, but I think some info is better than no info. |
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Koopa Level: 25 Posts: 67/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Posted by ChaobomrPosted by DrakonWouldn't that land you in some legal hot water? Not if he just doesn't release it, or releases it for a favor or something idk. It only really becomes a legal issue when selling is involved. |
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Koopa Level: 25 Posts: 68/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Just a reminder that this project isn't dead. Watch this space, cause I'm gonna be uploading an actual preview video soon.
In the mean time, have this... First stage theme I've ever imported. I'm really proud of this. I wonder if anyone knows the original? |
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Koopa Level: 25 Posts: 69/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 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. |
NARFNra |
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Koopa Level: 25 Posts: 70/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 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. |
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Koopa Level: 25 Posts: 71/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 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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Koopa Level: 25 Posts: 72/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 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. |
NARFNra |
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Koopa Level: 25 Posts: 73/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Posted by XTTX We can't say anything about Hybrid Hex until we know anything about Function20's current status. From what I've heard, he disappeared a while back. It may be that we'll never see it again, but there's always the chance F20 has been busy with work or school or something else. We can only speculate. |
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Koopa Level: 25 Posts: 74/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Man, that's a lot you've done there. Very impressive. Is hacking for the FDS hard? |
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Koopa Level: 25 Posts: 75/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 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. |
NARFNra |
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Koopa Level: 25 Posts: 76/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Ooh, cool! Glad to see people making these for more games, haha. Good luck with it! |
NARFNra |
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Koopa Level: 25 Posts: 77/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 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: 78/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
Good luck! I can't offer much help, but I wish you luck! |
NARFNra |
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Koopa Level: 25 Posts: 79/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 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: 80/114 EXP: 88088 Next: 1532 Since: 02-13-10 From: Texas Last post: 1858 days Last view: 1858 days |
I tried it out! It's not bad, although some of the songs are a little short. But it's Rockman 1, so you can excuse a little of stuff like that.
Advice for anyone playing: Fire Man's weapon takes out the Pickaxe dudes in one hit! Really useful in Wily 2. I haven't beaten it though, Wily Stage 4 is hard. I recognize a good number of the songs, but I don't know the Wily Stages except for Stage 3 and I don't know Bomb Man and Ice Man. Hmmm. |
Main - Posts by NARFNra |
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