Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,532,217
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-04-24 01:25 PM
Guest: Register | Login

Main - Posts by NARFNra

Pages: 1 2 3 4 5 6

NARFNra
Posted on 02-21-14 04:39 AM, in God of War Nes released!!! Link | Quote | ID: 155743


Koopa
Level: 25

Posts: 61/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Posted by Chaobomr
Sorry, didn't see the "Rygar." I feel slow now.


It's ok!

NARFNra
Posted on 02-22-14 12:55 AM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 155748


Koopa
Level: 25

Posts: 62/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Posted by Drakon
Yikes the music is manually edited by hex?! I hope someday someone makes a program that inserts something like a midi into the rom for you.


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.

NARFNra
Posted on 02-23-14 06:10 AM, in Fire 'n Ice, with sram saving Link | Quote | ID: 155753


Koopa
Level: 25

Posts: 63/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 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?

NARFNra
Posted on 02-26-14 02:45 AM, in NES games with sram saving and other changes Link | Quote | ID: 155784


Koopa
Level: 25

Posts: 64/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Posted by Drakon
Sorry for all the threads this forum won't let me edit titles to add more games into the existing threads. Anyway, mario 2 with fully working sram saving is done:


There isn't a little "Thread options" line under the title?

Anyway, good job. You guys pump these out pretty fast :o

NARFNra
Posted on 02-26-14 08:39 PM, in Castlevania/Metroid inspired cyberpunk game Link | Quote | ID: 155796


Koopa
Level: 25

Posts: 65/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Lookin' pretty good already! What are you coding it in?

NARFNra
Posted on 02-26-14 08:43 PM, in Is it practical to do a Full Code/Data Log before hacking? (rev. 2 of 02-26-14 08:45 PM) Link | Quote | ID: 155797


Koopa
Level: 25

Posts: 66/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Posted by RetroRain
Is it practical to do a full code/data log of the ROM before you go and hack it? I did this with Megaman 1, but not at the beginning. I did it at some point early on though, because I was worried about accidently overwriting original game data. And with a conversion as big as the one I was doing, I didn't want to take any chances of a screw up. And ultimately I'm glad I did do the full log of the original game, because I did wind up putting code close to the original game code, simply because it was in a bank that was already loaded.

So I was just wondering what you guys do before hacking the game you want to hack? Do you play the original game completely through to log everything, that way you know where all the free space is? Or should I just not worry about it so much. Is it highly likely that a small block of 00s and/or FFs denotes free space?


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.

NARFNra
Posted on 02-27-14 03:50 AM, in NES games with sram saving and other changes (rev. 2 of 02-27-14 03:50 AM) Link | Quote | ID: 155814


Koopa
Level: 25

Posts: 67/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Posted by Chaobomr
Posted by Drakon

That's why I'm posting here. I tried posting my work on other forums and people trolled me to death for not making it how they want and also for not releasing it for free.
Wouldn'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.


NARFNra
Posted on 02-27-14 10:45 AM, in Mega Man 3 Memento - Project Revived! (rev. 2 of 02-27-14 10:46 AM) Link | Quote | ID: 155821


Koopa
Level: 25

Posts: 68/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 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?

NARFNra
Posted on 02-27-14 12:38 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155823


Koopa
Level: 25

Posts: 69/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Posted by Zynk
The first tune would be from SRW's SRX/Banpresto theme?

Btw, how did you get Megaman on the titlescreen?


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
Posted on 02-27-14 07:18 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155826


Koopa
Level: 25

Posts: 70/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 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.

NARFNra
Posted on 02-27-14 10:40 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155833


Koopa
Level: 25

Posts: 71/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Posted by OthersiderME
This is really good! I hope you keep going with it.


Thanks!

And now, the preview vid, showing off what I currently have for Needle Man's stage! Excuse the mediocre playing, please :p




This is a video of my hack that I've been working on off and on since late 2012. I've decided to go through and redesign most of the game, since I don't really like a lot of my old rooms. I have also applied the Mega Man 3 Improvement patch ( http://www.romhacking.net/hacks/992/ ) and plan to make it part of the official hack. This is a preview video of Needle Man's stage as it currently stands. It shows off three songs:

Stage Start - Game Over (Slalom) http://www.youtube.com/watch?v=I0MbIpHZNyk
Terrible song. I like to think I improved it by changing the note beginning a bit.
Needle Man Stage - China Town (The Revenge of Shinobi) http://www.youtube.com/watch?v=ba3Lz8LRU-M
This is the real showstopper for this one. It took quite a while to get it sounding as decent as this. Obviously the original is way catchier and such, but I'm still proud of what I managed to do.

Get Weapon - Bonus Stage (Shinobi) http://www.youtube.com/watch?v=q4bub-eP9ow
This song does not seem to be uploaded as of yet, and my only copy is midi, so I guess my choices are to record it myself or use this video instead. I didn't use the complete song anyway, although I might go back and do that now that I've finished a more complex one...

No boss theme as of yet. As much as I like the original, I definitely plan on replacing it.

As for the stage design, bar a few graphical errors I think this is about what I'm gonna want for the final version. If I somehow master ASM in the next like, 5 months or something, then I might change up the enemies a little. Needle Man is obviously easy, but I'm not really sure I want this hack to be all that hard.

Oh, I almost forgot: I might have to replace the graphics, since they all come from Battle Kid by Sivak Drac. Great game, but it came out quite recently (well, by NES standards), so I dunno if I feel as decent about just wantonly using them as I would about a normal NES game... they can stay for now, I guess.

http://sivak.nintendoage.com/BK.html

And that's about it. I'm pretty excited to have gotten this far, honestly. I don't think Memento will be a particularly amazing hack, but I'm glad to finally leave behind the "Can't change the music" tier!

NARFNra
Posted on 02-28-14 04:24 AM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 155844


Koopa
Level: 25

Posts: 72/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Posted by Drakon
New stage song really adds amazing depth to your hack, totally makes it a new awesome experience. Hoping you'll change the boss fight music too. That equip music uhm....well....looking forward to a better version


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
Posted on 02-28-14 05:22 AM, in General Megaman Hacking Thread Link | Quote | ID: 155854


Koopa
Level: 25

Posts: 73/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Posted by XTTX
I'm assuming by this point that hybrid hex is not going to come out. I have been checking that site daily, lol. From what i seen in the old vids, looks pretty polished. :/


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.

NARFNra
Posted on 02-28-14 05:47 AM, in SMB1 & SMB2J (2-in-1) Link | Quote | ID: 155860


Koopa
Level: 25

Posts: 74/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Man, that's a lot you've done there. Very impressive. Is hacking for the FDS hard?

NARFNra
Posted on 02-28-14 08:43 PM, in Mega Man 3 Memento - Project Revived! (rev. 3 of 02-28-14 08:48 PM) Link | Quote | ID: 155875


Koopa
Level: 25

Posts: 75/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Posted by Trinitronity
Hey NARFNra,
I would like to know, how you code in custom music in MegaMan 3...
Thanks in advance!


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:


{06 10 07 0a 08 xx 09 00}
|jump4a|81 86 85 83 66 66 83 85 81 {15 00 jum p4b}81 81 85 86 66 66 83 85 81 {11 03 jum p4a}
|jump4b|83 80 83 80 83 61 61 85 80
|jump4c|81 86 85 83 66 66 83 85 81 81 81 85 86 66 66 83 {14 00 jum p4d} 85 81 {10 07 jum p4c}
|jump4d|65 65 65 65
|jump4e|81 86 85 83 66 66 83 85 81 81 81 85 86 66 66 83 85 81 {11 07 jum p4e} {16 beg inn}


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
Posted on 03-01-14 02:37 AM, in Mega Man 2: The Mystery of Dr. Wily - Version 1.1 Released Link | Quote | ID: 155887


Koopa
Level: 25

Posts: 76/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Ooh, cool! Glad to see people making these for more games, haha. Good luck with it!

NARFNra
Posted on 03-01-14 10:37 PM, in Mega Man 3 Memento - Project Revived! (rev. 2 of 03-01-14 10:38 PM) Link | Quote | ID: 155912


Koopa
Level: 25

Posts: 77/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 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
Posted on 03-03-14 07:32 PM, in Mega Man: Into Darkness Link | Quote | ID: 155940


Koopa
Level: 25

Posts: 78/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 days
Good luck! I can't offer much help, but I wish you luck!

NARFNra
Posted on 03-03-14 07:50 PM, in Mega Man 3 Memento - Project Revived! (rev. 2 of 03-03-14 08:05 PM) Link | Quote | ID: 155941


Koopa
Level: 25

Posts: 79/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 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
Posted on 03-09-14 11:36 AM, in General Megaman Hacking Thread (rev. 2 of 03-10-14 12:57 AM) Link | Quote | ID: 156045


Koopa
Level: 25

Posts: 80/114
EXP: 87719
Next: 1901

Since: 02-13-10
From: Texas

Last post: 1814 days
Last view: 1814 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.
Pages: 1 2 3 4 5 6


Main - Posts by NARFNra

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.235 seconds. (329KB of memory used)
MySQL - queries: 136, rows: 168/168, time: 0.224 seconds.