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Main - Posts by NARFNra |
NARFNra |
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Koopa Level: 25 Posts: 101/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
"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 |
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Koopa Level: 25 Posts: 102/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
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 |
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Koopa Level: 25 Posts: 103/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
I'm still willing to help with music! |
NARFNra |
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Koopa Level: 25 Posts: 104/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
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 |
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Koopa Level: 25 Posts: 105/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
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 |
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Koopa Level: 25 Posts: 106/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
Posted by Mike-Tech 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 |
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Koopa Level: 25 Posts: 107/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
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 |
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Koopa Level: 25 Posts: 108/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
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 |
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Koopa Level: 25 Posts: 109/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
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 |
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Koopa Level: 25 Posts: 110/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
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 |
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Koopa Level: 25 Posts: 111/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
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 |
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Koopa Level: 25 Posts: 112/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
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.
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NARFNra |
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Koopa Level: 25 Posts: 113/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
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 |
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Koopa Level: 25 Posts: 114/114 EXP: 87722 Next: 1898 Since: 02-13-10 From: Texas Last post: 1815 days Last view: 1815 days |
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 |
Main - Posts by NARFNra |
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