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DurfarC
Posted on 12-01-11 02:07 AM, in General Megaman Hacking Thread (rev. 2 of 12-01-11 02:08 AM) Link | Quote | ID: 148624


Shyguy
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Posted by za909
Oh, well that's fine but there's still one thing missing...in the document there are only hex values for 3 octaves of all the notes...now I'm guessing that there are only 3 octaves per song, and there is that byte which sets the pitch for the song at the beginning. Is that right?
As said in the document:

09 Octave +[Octave] Set Octave (0-7, 8 and 9 is lower than 0. A equals 0)

If you don't set any such value at the start of a channel, I think the default value is 01 (0901). 0902 would then be one octave higher, 0903 two octaves higher and so on. So yeah, use 090X anywhere you want in order to change the octaves.

DurfarC
Posted on 08-04-12 03:13 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 151819


Shyguy
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It looks really good, the graphics fit in nicely. Needle Man's level looks especially cool, I can really appreciate levels with small platforms and spike traps everywhere. Keep up the good work!

DurfarC
Posted on 09-23-12 05:10 AM, in The General Project Screenshot/Videos Thread... (rev. 6 of 09-23-12 05:58 AM) Link | Quote | ID: 152436


Shyguy
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This is a small preview of 4 levels from my upcoming Mega Man 4 hack: Mega Man Voyage.



After hacking Mega Man 3 twice in a row, I decided to start on a Mega Man 4 hack, mainly because it's my favourite game in the series after 3, but also because it's so well-documented by matrixz, infidelity and others. This time, I decided to change more than just the levels; I put in some graphics from Mega Man 10 and various NES games, and I also did some small changes to some enemies and other stuff, like the charge shot. All the music you can hear is composed and written by me as well (unlike last time, I'm going to change every single song, and all of them will be original).

This hack is still in its early stages, but hopefully you'll get the idea.

DurfarC
Posted on 09-23-12 02:58 PM, in The General Project Screenshot/Videos Thread... (rev. 3 of 09-23-12 03:04 PM) Link | Quote | ID: 152447


Shyguy
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Posted by Thanatos-Zero
@Durfac
I cannot await further updates . Say, will you also attempt custom stuff for your game like Puresabe, Kujakiller, Matrixz and Infidelity did?
Cool! Well, I'd love to, but unfortunately I have close to zero ASM knowledge, and I don't have the patience to learn so much that I can make my own, custom stuff, at least not for the moment. I'm doing what I can to make the hack as different from the original game as possible though, and with some creativity it was easy to make those conveyor belts out of Toad Man's waterfall data, for example.

I do use FCEUX's code/data logger a lot; I used that to change the jumping patterns of the big guy in the beginning of the video, for example. It took me an hour or two with trial and error just to find the right parameters to change though.

I'm also going to try to put in the Quick Man lasers from Mega Man 2 with the help of a document matrixz made, but there are still a few values in the AI code I didn't understand yet, so we'll see how that goes. Heck, I'd rather pay someone to do it for me, but I guess that's not how it goes. As for the sound, graphics animation and finding the right place in the ROM to put it, that's no problem though.

DurfarC
Posted on 09-23-12 07:53 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 152451


Shyguy
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Oh cool! I thought those patches were lost when Rock5easily and his website mysteriously disappeared, but apparently it's back online now. I already used the fast scrolling patch (and modified it a bit for vertical scrolling), but I'll check out the other ones. Thanks, both of you!

DurfarC
Posted on 04-12-13 02:34 AM, in General Megaman Hacking Thread (rev. 2 of 04-12-13 02:35 AM) Link | Quote | ID: 153680


Shyguy
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As for the Quickman lasers, check this tutorial. As for your other question, I'm afraid I can't help, but hopefully someone else can.

Edit: Omg, I failed to read the whole post. Sorry! :O

DurfarC
Posted on 05-10-13 01:46 AM, in Misc. releases related to Capcom NES sound engine. Link | Quote | ID: 153853


Shyguy
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Awesome! I'm actually hacking Mega Man 4 these days, including its music, and I'm sure there are still a few details I have to learn - and that disassembly of the sound engine is certainly interesting. Thanks again and again!

DurfarC
Posted on 12-29-13 04:11 AM, in General Megaman Hacking Thread (rev. 2 of 12-29-13 04:20 AM) Link | Quote | ID: 155311


Shyguy
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Posted by 32x1000
I use Rockman 2 editor (by Rockman 5 easily) and I have a problem. When I place enemies from another stage or other part of the level the graphics are all garbled but the enemy still behaves the way it should. Does anybody know how to fix this? Thanks
You have to select which enemy graphics that will load for each scroll map position. Let's say, in Heat Man's stage, the first corridor (the first scroll map position) consists of Tellys and Helicrapters (no idea what these things are called, but I guess that's a fitting name), and therefore that area loads a graphics set containing their corresponding graphics. The next room (the next scroll map position) contains disappearing blocks and a spring head; a new graphics set is therefore loaded. It goes on like that for every scroll map position in every level.

From what I can see, you can't change the enemy graphics set for each scroll map position in rock5easily's editor. You can do it in Visine though, which you can get here. It's DOS based so you might need DOSbox to run it. It's also a tiny bit buggy, so be sure to save and make backups often. You could also use a hex editor of course, but in my opinion that would be more time consuming unless you really know what you're doing.

Finally, it should be noted that some enemy graphics cannot be loaded at the same time, since they never appear in the same set. I think Visine is able to show what each enemy graphics set contains though (I don't have it atm and I didn't hack Mega Man 2 for almost 10 years).

Hopefully this made sense to you - if not, I'm sure some of the more experienced hackers here can give a better explanation.

DurfarC
Posted on 12-30-13 03:58 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 155320


Shyguy
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I played it, looks nice so far. I noticed a small bug; if you fall down the hole where the bulldozer met is, you will go back to the previous screen instead. I guess you are aware of that already though, but it's best to mention it anyway since that always happens when arranging scrolling directions in a certain way I can't remember.

The graphics in Gemini Man's stage are very nice already (though I'm not a huge fan of the color palette, but that's just me I guess), but the graphics on the second screenshot there are gorgeous! Looking forward to see more!

DurfarC
Posted on 01-03-14 03:27 AM, in Megaman editor Link | Quote | ID: 155348


Shyguy
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Posted by megaman
My problem is that when I put an enemy object from (for example) Iceman level to Cutman level it does not appear right. For example if I put Crazy Razy in Level Cutman level it appears as some strange dots combination. Can this problem be overcomed?
Read this post that I recently wrote about a similar problem in Mega Man 2 - I think what I wrote also applies for Mega Man 1.

DurfarC
Posted on 01-04-14 06:01 PM, in Looking for Dedicated Volunteers! Link | Quote | ID: 155352


Shyguy
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Posted by Craftvania
Oh? How does one post those pictures on here? Do I need to do a photobucket or somehow copy them onto here directly from my PC?
You need to upload your pictures to a host like Photobucket, Imageshack or any other you might prefer. Then, when you want to post it here, you can simply do it like this:

[ IMG ]url of the image[ /IMG ] (without the spaces)

You can also use normal HTML tags. When you upload images to the upload host, you usually get a set of different tags you can use.

Alternatively, you can also use the board's own file uploader.

DurfarC
Posted on 01-09-14 10:36 PM, in Megaman editor Link | Quote | ID: 155410


Shyguy
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Nope, Windows Vista, 7 and 8 are unable to open MS Dos programs. However, you can use DosBox in order to run it. It works perfectly fine and shouldn't make a difference. In order to make it run, follow this tutorial. It might look confusing at first, but really, it just takes a minute and then you're good to go.

DurfarC
Posted on 01-10-14 12:08 AM, in Megaman editor Link | Quote | ID: 155413


Shyguy
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I don't remember exactly, as I didn't use the editor for almost 10 years, and I'm not able to check at the moment. I found the help file for you though and uploaded it here. It's in an old windows format so you might have to update Windows help & support in order to view it. Just double click on it and see what happens.

There is also a readme file that came with the editor, which should contain some basic information about hotkeys and such, let me know if that is missing as well.

DurfarC
Posted on 01-12-14 03:25 AM, in General Megaman Hacking Thread Link | Quote | ID: 155427


Shyguy
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Oh cool! I have to check that out. I also noticed he has a jump when you slide in water patch there for the original Rockman 4, that might be useful for some hackers. As far as I recall, in most of the other games you could jump anytime you want when sliding in water, however in Mega Man 4 / Rockman 4 that was not the case. It could be that he made it long ago though, I just never saw it.

DurfarC
Posted on 01-20-14 06:36 PM, in Capcom Music Engine document + Tutorial (rev. 2 of 01-20-14 06:38 PM) Link | Quote | ID: 155493


Shyguy
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Nice! This guide is certainly going to be useful to a lot of people. As you might know, I'm familiar with this stuff already, but I never bothered with changing the instruments before, so if I'm going to do that at some point I'm definitely going to use this guide. Hopefully there will be some more people changing the music in their Mega Man hacks from now on. Thanks for sharing this with us.

I especially like how you provided an example of MM2s stage select theme with it, both as a file and as a part of the text tutorial itself, this should make it easier for people to learn how it all works. Though, if I shall be really picky, I would say that the notes in the melody and noise channels and most of the bass channel should be 8th notes, not half notes, as "the tempo you hear" is (roughly) 180 beats per minute, not 4 times as much (720 bpm, which sounds insane enough I guess ). It could be that it's written like this in MM2 of course, and that you did the same because of that. And it wouldn't sound different after all. I guess it's just the musical geek in me coming out.

Basically, what I mean is that a quarter note in musical terms is one quarter of a bar (a bar almost always consists of 4 beats (4/4 time signature), unless it's a waltz, then it's 3 beats per bar (3/4)), not quarter of a beat, like you wrote in your guide. 4 rows in the Famitracker remake of the stage select theme would in other words be one quarter note, not a whole note, and the melody would therefore be in 8th notes. But, as I already implied, it doesn't matter that much, as it will sound the same. I'm struggling a bit with explaining it, but hopefully you get what I mean. If you were going to fix it you would have to rewrite the whole guide though, which you shouldn't do, but maybe you should mention "your definition" of a beat in it somewhere.

Something that's also worth mentioning is that it might be easier for some people to use a score sheet/piano roll based music software when making a reference music file, instead of a "tracker" music maker. Personally I was never a fan of the latter, as I find it much harder to both write the song and read from it when determining what the hex data should be. However, if you want to emulate the NES soundchip as much as possible even when composing the track, Famitracker is indeed the way to go.

Of course, writing music in hex will never really be a user friendly task. I guess I am extremely lucky to have perfect/absolute pitch, so that I can write any song I have in my head into the NES file without having an original music file or music score beside me. So in a way, some of my opinions may not count for most others, I guess.

Don't be discouraged by all this junk I just wrote though. It's a very user friendly guide, as I already pointed out, and I'm sure it will get lots of people into music hacking more easily.

DurfarC
Posted on 01-24-14 07:07 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155516


Shyguy
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I think I could know why. Normally, enemies per stage have to be sorted by the screen they appear on, then by their X-position and then by their Y-position, in the way that enemy #00 is the first one you will see when playing through a level, then enemy #01 appears, then enemy #02 etc. In Mega Fle X the sorting of enemies is taken care of automatically. However, the cats in Top Man's stage are exceptions to this rule, here it has to be in this order:

Giant Cat (init)
Giant Cat (eyes)
Giant Cat (body)
Giant Cat (tail)
Giant Cat (body 2)

With enemy storting enabled, they will appear in a different order based on their X-position when you move them around, messing everything up. If you go to Config in the menu, you can disable automatic enemy sorting, arrange the body parts in the proper way, and then turn it on again.

I saw that I had fixed the order of the body parts in my own ROM hacks, and I wouldn't bother with that if it wasn't needed, I guess - that's why I think this could be the reason. Let's hope it works anyway!

I think the same rule applies for the final boss actually, if you're going to move that one as well.

DurfarC
Posted on 01-24-14 11:02 AM, in Mega Man 3 Memento - Project Revived! (rev. 3 of 01-24-14 11:13 AM) Link | Quote | ID: 155518


Shyguy
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Hmmm, weird. Well, at least there are supposed to be tiles/TSA blocks where the cat will appear, and these are set with the last 4 pallette bytes of the level, which are 0F0F0F0F. All black, that is. My guess is that it's the enemy itself that then colors these tiles orange when it appears, and then colors them black again when it's dead. Have you checked that as well? 'Cause if you included all 5 sprites I mentioned and placed them in the correct order, the problem should be something else than the sprites themselves.

Edit: I print screen'ed the data that I think have to be set in a specific way:



To be sure that the correct cat graphics are there in the background, just edit these colors temporary, so that you can see it, like this:


DurfarC
Posted on 01-26-14 07:15 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155537


Shyguy
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Posted by NARFNra
A quick question: Does anyone know how large the Wily stage data is? One big issue with MM3 is short Wily stages, and I was wondering if expanding them would be easy or if they run right up into other data.
You can expand them, apparently. I wil quote what some others said about it when I asked long ago:

Posted by TrinitroMan
About the Wily levels, I don't know, what the garbled data is, BUT Gauntlet from the Mechanical Maniacs has got a theory:

After the levels are over, there's still room left. In it are garbled bits of data and what appear to be bits of test layouts for bits of various stages with little or no changes. Just kibbles and bits and bits and bits. This is true for most all of the Megaman games, except for most of Megaman 1.

Posted by kuja killer
You can actually use those extra screens and make the stages longer. yea they were just all garbled nonsense numbers, there's tons like this throughout the whole rom, it's all unused free space whenever you see a bunch of random numbers everywhere that's NOT code or data at all.

You can have up to 1F total screens for a level. that's the limit (1F screen presets and and screens) Dont type a number higher than that in the box.

Wily stage 5 (the fake Dr. Wily boss) seems to be an exception though - I noticed that this exact level still only has 2 screens in every MM3 hack I played. I guess there could be similar problems with Wily stage 4 because of the teleporters, although it could be that the data for those can be found somewhere.

But Wily 1-3 should be no problem, and Wily 6 can be extended too - it has been extended in many hacks.

DurfarC
Posted on 01-26-14 10:02 PM, in Mega Man 3 Memento - Project Revived! (rev. 2 of 01-26-14 10:02 PM) Link | Quote | ID: 155540


Shyguy
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Posted by NARFNra
I think I've figured it out.

I've done some fiddling and it looks like Wily Stages 2, 3, and 5 don't just share graphical data; they're actually sharing screen presets as well. Wily 2 is presets 0-A, Wily 3 is presets B-17, and Wily 5 is presets 18 and 19.

Which means that if you want to expand any of them you have to take possible expansion away from the others... Hm. I wonder how hard it'd be to repoint those away into some empty space in the rom? Is there any empty space in that block? How would I check?


Either way, if 1F is the max number of presets, you can expand those three levels a total of 6 screens. Not very much, but if you're willing to make do with a short Wily 2, you could have a long Wily 3, or vice versa.. hmmm.
Oh that's right, I totally forgot about that. Pointing to some empty space and use that sounds like a good idea - unfortunately I don't know which data is used or not throughout the ROM, so hopefully someone with more knowledge can answer that.

If nothing can be done or it's way too hard to fix, then at least you have the 6 extra screen presets you mentioned. You could also reuse some screen presets if, say, you want to make a Rush Jet section like the one in Needle Man's Doc Robot stage (some screens with many enemies and no solid ground at all), a spike drop (scrolling downwards multiple screens, using a preset, then another preset, then repeat the two same presets) or something like that.

DurfarC
Posted on 01-31-14 07:00 PM, in Mega Man 4 Voyage (Update: Out NOW) (rev. 8 of 12-14-18 07:00 AM) Link | Quote | ID: 155574


Shyguy
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Edit: Mega Man 4 Voyage is now released! Check out the release thread here!

Original post:

Edit: Updated on 07-07-17, look at page 3!

Mega Man 4 Voyage is a hack of MM4 I started working on 1,5 years ago. This time, I decided to change more than just the stages and the music, and went for a major rework. Below are some screens and a video showing my newest progress.

I finally managed to get myself together and learn some basic 6502 ASM, so that I could create some new enemies, mostly from other MM games. I also made some changes to the existing ones. The programming bit is still quite hard for me though, so the enemies I recreated so far are not the most advanced types. As for the Quick Man lasers, Matrixz was kind enough to send me a disassembly of the lasers he made for MMForever, although I expanded it myself to include vertical lasers as well. A few other patches by other people were also used, such as Rock5easily's Effect Enemy EX patch.

The music in this hack is all composed by me. Apart from the castle stages, all the music for this hack is done. As for graphics, I must admit that I'm not very good at these - so I imported them from other NES and MM games. Some of them will still be worked on (and I just realized that I used way too much yellow in these stages, haha), although don't expect eye candy to the max.

I hope you'll enjoy what you see - suggestions and feedback, both good and bad, are very welcome!

Special thanks go to Matrixz, rock5easily, infidelity, Insectduel, Kuja Killer and PureSabe for various documentations, patches and ROM information.



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