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NARFNra
Posted on 02-25-15 04:01 AM, in Help changing Final Fantasy 1 Music (rev. 4 of 02-25-15 04:17 AM) Link | Quote | ID: 159536


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"Description:

An in depth information filled guide to the Final Fantasy Music music format."

http://www.romhacking.net/documents/151/

Saw this while searching RHDN's music documents the other day. I haven't really taken much of a look at the game but if you already know how to mess with Famitracker I imagine porting music shouldn't be too difficult if you look at preexisting songs.

There's also apparently a disassembly of the music driver. I've never messed with disassemblies and .asm files so I'm not exactly sure how you'd use it, but I figure it might be useful somehow.

http://www.romhacking.net/documents/575/

In the future, you might wanna try looking up your game on RHDN's documents list before askin' for help, although it's always ok to get clarification!

Good luck!

EDIT:

Oh, er, you'll need to use a Hex Editor obviously. If you don't know how to use one, there's some alright info on it on RHDN as well.

http://www.romhacking.net/start/

NARFNra
Posted on 04-17-15 01:59 AM, in I need help with music and sound for Megaman Origins Link | Quote | ID: 159916


Koopa
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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.

NARFNra
Posted on 04-20-15 06:12 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 159959


Koopa
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I'm still willing to help with music!

NARFNra
Posted on 04-29-15 03:32 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 160020


Koopa
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Hi guys, thought I'd just drop in here; I'd put it in the Mega Man thread, but I don't really feel it's big enough to go in there until I get more done.

Mega Man 4 hack I'm sort of tinkering around with. I'm no good with ASM so I don't plan to do anything tricky, but at the very least I want to replace graphics, music, level design, etc. I've already replaced a single song and have hope to really iron this out when I get more time this summer.

For now, here's a shot of Wily 2:



Sprites come from Mega Man V GB and an old game called Legendary Wings for the NES. I might replace them with slightly edited versions later, but I think they'll do for now. The pink stuff actually has a slight palette animation ingame, but w/e :p

The one song I've imported so far.... It's from Gradius 3!

NARFNra
Posted on 04-29-15 03:34 AM, in Some Neat Mega Man-style Tunes Link | Quote | ID: 160021


Koopa
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Hi guys, I just thought I'd share this guy's music since he doesn't seem too well known outside of Japanese circles. I originally found this guy through a rock5easily video.

Hydden makes really cool mega man like music using MML. I'd suggest paying his still a listen!

NARFNra
Posted on 04-30-15 05:58 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 160029


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Posted by Mike-Tech
If thats the case can you take mega arm and apply it to your hack as a replacement to the mega buster ?
His arm doesn't need to grab any items but something different than big ol plasma shots.


I'm afraid not. I don't really find the Mega Arm all that interesting nor do I really know what would be necessary to make it look decent (changing MM's sprite to appear without an arm temporarily, making the hand return, etc) so I don't think I'll go into that. For now, my only plans are level design, graphics, music, and some enemy AI changes.

NARFNra
Posted on 05-02-15 06:17 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 160040


Koopa
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It's awesome you could expand the stages! That seems to be a lot of people's problem with MM3, so I bet that'll please a lot of people. I wish there was a way to make them less samey-looking but there's only so much you can do without serious rom work.

Here are some songs I think might be pretty cool.
Abadox - Blue Forest ~ Note that it would not be possible to keep the drum samples.
Batman - Laboratory Ruins ~ This song might be a little tricky to get a good imitation of, again partially because of sample usage.
Choujin Sentai Jetman - I've always found this one's ost a bit generically good, but it might have some stuff you'll like.
Kick Master - Aboard the Ship of Strife
Life Force - Life Force's ost is pretty simple and should be relatively easy to port over.

Anyway, If you want more examples, I can PM you! The thing to know is that in general, importing NES and Game Boy music is pretty easy, since they use similar restrictions and can easily have their soundtracks imported into Famitracker. You can do something kinda similar with SNES and some GBA and DS games, as well as Sega Genesis games, but it's a bit more work..

NARFNra
Posted on 05-08-15 04:24 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 160067


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Maybe you guys could make that part of the song loop? It might not sound amazing but It'd probably be better than just silence.

NARFNra
Posted on 05-13-15 05:02 PM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160082


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Wow, I looked through the changelog and you guys have added a ton! This is really amazing, it kinda makes me want to work on Memento again!

Thank you so much for your hard work!

NARFNra
Posted on 06-29-15 03:10 PM, in Rockman 2 Everlast is back, baby! (DEMO INCLUDED) Link | Quote | ID: 160361


Koopa
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I'm liking the hack so far! Your graphics have much improved since the last version you showed, and the gameplay is looking pretty good (I especially liked Quick Man's stage so far!). Sprite edits are also nice, especially the sniper joes: I think they might have just a bit too much HP though. Otherwise the level design seems nice so far.

You'll probably want to use a separate hex editor for more intensive hex editing. Unfortunately I am not too familiar with the debugger either, so I can't help much there. You can find some interesting values to edit on Data Crystal, though..

http://datacrystal.romhacking.net/wiki/Mega_Man_II:ROM_map#Heat_Man.27s_routine_for_attack

NARFNra
Posted on 07-02-15 04:08 AM, in Rockman 2 Everlast is back, baby! (DEMO INCLUDED) Link | Quote | ID: 160365


Koopa
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Went ahead and played again, here's some better feedback:

- Due to the sprite not fulling up the tile's collision box fully, the jump right after the checkpoint in Air Man's stage is a little annoying. Also, you might want to move that checkpoint down instead of having us drop down every time.
- It'd be really nice to have more color variety in Air Man and Bubble Man's stages. In Air Man there's only one palette the entire time and maybe some new platform type would be nice, at least to make the boss room look better. Bubble's Man starts out pretty alright but turns all blue and it gets really dull after a while; maybe some greens or purples or even making the background darker could help add variety to the lower part.
- The big metools are interesting in a way but they are really dull because they don't do anything. Also, the first set don't seem to fade out properly.
- Hot Dogs you don't have to dodge aren't too interesting; I suggest either making their fights more like the original or lowering their health since there's no point to them taking a lot of hits.

NARFNra
Posted on 07-08-16 09:17 PM, in Mega Man 2 Music/SFX Hacking Info - Updated (rev. 2 of 07-08-16 09:17 PM) Link | Quote | ID: 163459


Koopa
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Hey all! I know we've technically had this info around for a long time, but I could never make heads or tails of it partially thanks to what I assume is a google translate translation. I went ahead and asked the guy responsible for Rockman CX to help me out with understanding Mega Man 2's sound engine and he was kind enough to type up a file in English for me. It still has some translation issues, but I think it gets the point across much clearer. I was going to use the info myself, but being as I haven't done anything hacking related in quite a while, I figured I'd just post it in the hopes it helps someone else out.

The Sound Engine for Rockman 2
2016 Himajin Jichiku

This document refers to the following URL:
http://www.geocities.co.jp/Playtown-Bingo/2392/rock2m/

[Music Definition]
$30A50 ... Addresses of the beginning of the music and SFXs(2 bytes per a music).
ex.)
$30A50: D6 8A ... Track 00 begins at $8AD6($30AD6).
$30A52: 1D 8E ... Track 01 begins at $8E1D($38E1D).

0F says that the music begins, following addresses means the address of each track.
0F (SQ1) (SQ2) (TRI) (NOI) (MOD)

(MOD) shows where Modulation Difinition Table begins.

[Notes]
A note is made from (Y0 + XX).
Y0 means the length of the note. It must be 40, 60, 80, A0, C0, or E0.
ex.) 60 is twice as long as 40. 80 is twice as long as 60, and is 4 times as long as 40.
XX means the chromatic scale of the note.
It must be 01 through 1F. 00 makes the note rest.
The actually scale is XX plus a base key(set by operation code 05).

In NOI, XX shoud be 01 through 0F. It means the tone of the note.

[Operation Codes]
Music is made of notes and operation codes.
00 to 3F are operation codes.
00 XX ... Sets a tempo. The more XX increases, the slowly the track plays.
01 XX ... Sets a pitch envelope. XX means the amount of change per frame.
A plus value(00 to 7F) makes the note lower, a minus value(FF to 80) makes higher.
02 XX ... Sets a tone of the track.
In SQ1 and SQ2, XX shoud be 00, 40, 80, or C0.
In NOI, XX shoud be 00 or 80.
In TRI, this doesn't work. so you don't have to write it.
03 XX ... Sets a volume. I call this max volume.
In SQ1, SQ2, and NOI, set 31 through 3F to work fine.
This writes bit5-0 of XX on the bit5-0 of APU register $4000, $4004, $400C.
In TRI, set 00-7F to play for a while(larger value means to play longer).
Setting 80-FF, the note will never stop playing.
This writes whole XX on APU register $4008.
04 NN XX YY ... Loop operation. This means to jump $YYXX NN times. If NN is 00, this always jumps.
05 XX ... Sets a base chromatic scale. (XX increases 1 per a halftone.)
The actual scale that XX means is written below URL.
http://www.geocities.co.jp/Playtown-Bingo/2392/rock2m/r2musicfreq.htm
06 ... A following note becomes dotted.
07 XX Y0 ... Sets a volume envelope.
Bit7 of XX is the direction of the change.
0 is increase, from 0 to max volume.
1 is decrease, from max volume to 0.
Y0 is the amount of the change per bit6-0 of XX frame(s).
08 XX ... Selects a Modulation Definition. It must be 00 through 3F.
09 ... End of the track.
2X ... 20-27 means tie. Following X+1 notes are tied.
ex.) "22 42 41 40" will play a note three times as long as normal 42.
technique) "21 68 08 01 68" will change Modulation Difinition from the middle of the note.
30 ... A following note will play a little shorter. This is useful for tuplet notes.

[Modulation Definition Table]
This defines WW XX YY ZZ.
WW XX ... This is pitch bend, useful for vibratos.
Pitch is changed bit7-5 of XX per bit6-0 of WW frame(s).
If pitch is changed bit4-0 of XX time(s), the direction of change will be inverted.
YY ZZ ... This is volume modulation.
The volume will be changed from 0 to max volume, ZZ per bit6-0 of YY frame(s).
bit7 of YY is the first direction of the volume mod.
0 is increase, then decrease.
1 is decrease, then increase.

To disable all Modulation, write 00 00 80 00.

ex.) $8E15: 00 00 80 00 02 62 80 00
Two Modulations are defined.
#0: 00 00 80 00 ... Both pitch and volume modulations are disabled.
#1: 02 62 80 00 ... Pitch modulation is enabled.
Freq. = 2, Amount = 3, Repeat = 2
Usage of this Modulations:
08 00 41 ... Play 41 with Modulation #0, normal 41.
08 01 41 ... Play 41 with Modulation #1, pitch modulated 41.

[SFXs Definition]
X0 0Y says that the SFX begins.
X0 is the strength of the SFX. The larger X is, the less the SFX is likely to be overwritten.
0Y is what track the SFX uses(+01: SQ1, +02: SQ2, +04: TRI, +08: NOI).

[The Structure of SFX]
SFX have a sequentially data made of operation codes and register value.

Register value, XX YY, is (8000 + (0 through 7FF)).
If XX is 8F, it will do nothing, useful for change operations.

Available operation codes are below:
00 XX ... Waits XX frame(s) for play next data. XX shoud be over 02.
01 XX ... Sets a pitch envelope. This is same as music's.
02 XX ... Sets a tone. This is same as music's.
03 XX ... Sets a volume. This is same as music's.
04 NN XX YY ... Loop operation. This is same as music's.
05 WW XX YY ZZ ... Following data is applied a Modulation.
06 ... End of the SFX.

ex.) $BB22($33B22):
50 0A 02 00 03 3F 83 8A 00 06 03 3F 80 0A 80 35 00 09 02 80 01 FF 80 05
50 0A ... SFX begins. Strength = 5, Tracks = 08+02 = SQ2, NOI
02 00 03 3F 83 8A ... SQ2 data. Register value works as a separator.
00 06 03 3F 80 0A ... NOI data. The last track should include 00 XX.

80 35 ... The next SQ2 data.
00 09 02 80 01 FF 80 05 ... The next NOI data.

The order of track data is SQ1->SQ2->TRI->NOI.







NARFNra
Posted on 01-04-17 10:07 AM, in Capcom Music Editor *First Release* Link | Quote | ID: 164714


Koopa
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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.

NARFNra
Posted on 05-16-19 04:05 PM, in Help figuring out a routine in a Rockman 2 hack Link | Quote | ID: 167004


Koopa
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Hey, just dropping in to say that for what it's worth, Yum found a random rom patch on 2ch that seems to be Misty's original gravity flip code for Rockman 2. Perhaps that'll help you in the investigation, although I guess it might just be the same info you already have - including so that it's easier for you to narrow down what you're looking at, I guess?

http://acmlm.kafuka.org/uploader/get.php?id=5363
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