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Main - Posts by za909

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za909
Posted on 11-19-11 07:45 PM, in Favorite Call Of Duty Game... (rev. 2 of 11-19-11 07:45 PM) Link | Quote | ID: 148535


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Yes, that's why I apologized to Googie for ruining his thread by starting a discussion about why people who hate Cod or any GMTS do so.

za909
Posted on 11-25-11 02:57 PM, in Mega Man 3 - The Battle of Gamma (incl. new levels & music) (rev. 2 of 11-25-11 03:07 PM) Link | Quote | ID: 148568


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That's exactly the problem...that I've been using famitracker for 4 months now, and I can't make anything out of the document on writing new music for the game...sustain, decay, ATTACK RATE?! These are things you see when you write music for the Konami VRC7 or the YM2612...The 2A03 is nowhere near that advanced...and these things are nothing like how they are in Famitracker.

I don't think I'll be able to learn this anytime soon so I'll just have to look for someone who can help me out... And honestly, I don't know anyone else other than you and kuja killer...also, if you want to reply, you should make a Music hacking in MM3 thread or something. I just wanted to reply here because...I don't know
Oh just as an example of what I've done so far (for 2a03 only at least):


za909
Posted on 11-27-11 09:54 AM, in General Megaman Hacking Thread (rev. 4 of 11-27-11 09:58 AM) Link | Quote | ID: 148577


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So... I hope DurfaC sees this...
I'm trying to hack the music in Mega Man 3 and it's still NOTHING like how famitracker music is built up. For starters, how could I transpose my instruments properly?
Example: (in hex)
/ = happens at key release
| = loops infinitely

Volume envelope: 0 F E D C B A 9 / 9 6 3 2 1 0
Arpeggio envelope: -
Pitch: -
Duty Cycle: 2 1

Mega Man stlye tom with triangle:

Volume envelope: 0 F
Arpeggio envelope: -
Pitch: |10
Duty Cycle: -

za909
Posted on 11-29-11 05:42 AM, in General Megaman Hacking Thread Link | Quote | ID: 148604


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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?

za909
Posted on 12-01-11 03:45 PM, in General Megaman Hacking Thread Link | Quote | ID: 148627


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Ok, so I get how that works. Now the rest of the things that I need to know before I go for it are these:

17 - If I use this to end the data for the channel, does it loop back to the beginning of the data, or does that stop the channel completely? (like Cxx in famitracker)

How do they do the toms with the triangle? Is that an instrument, or do they have an effect for it?

If I use a Loop command in a channel to repeat a part of the song twice, does that only affect the channel I put it in, or all 4 channels?

By the way, thanks for everything and I'll be sure to put your name in the credits list once I get there!

za909
Posted on 12-02-11 06:59 AM, in New (crappy) Youtube layout Link | Quote | ID: 148629


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To put it short: IT SUCKS!

Seriously, why are they doing this? They only care about partners and Monhee.
Please tell me you hate this new look too!

za909
Posted on 12-03-11 12:23 AM, in General Megaman Hacking Thread Link | Quote | ID: 148643


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You know what, screw that, I only need to know how to loop a part of the song properly, and song speed is set (I mean do the high and low bytes mean the speed in bpm or what)

za909
Posted on 12-08-11 09:06 AM, in General Megaman Hacking Thread Link | Quote | ID: 148703


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Sorry for spamming this topic, but I really need to know how to set the tempo for the songs correctly

za909
Posted on 12-08-11 09:30 PM, in General Megaman Hacking Thread Link | Quote | ID: 148706


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Uhm... I was talking about Mega Man 3

za909
Posted on 12-08-11 09:55 PM, in General Megaman Hacking Thread (rev. 2 of 12-08-11 09:59 PM) Link | Quote | ID: 148708


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Oh, I know where everything is that want to modify, I just don't know how to "translate" all the settings of famitracker music into the format the ROM uses.

In famitracker there are two different speed settings, there's Speed 0-1F (the lower the value is, the faster the song plays) and tempo 0-FF (it alters the BPM rate of the song, but it's not recommended to use because the NES can't do so small bpm changes properly and it shortens some notes and lenghtens others)

In the rom the Speed command is $05 and there are two operand bytes for it, High and Low. I have no idea whether the two are the same two functions I've mentioned above, or something completely different...

Oh by the way, did I mention that I transformed into a brony and this is going the be a MLP:FiM themed MM3 hack? (Just in case there are bronies who would help with some very minor asm tweaks like sprite palette pointers that aren't mandatory but would come handy)

za909
Posted on 12-11-11 11:38 AM, in General Megaman Hacking Thread (rev. 2 of 12-11-11 11:41 AM) Link | Quote | ID: 148729


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Oh well, I figured out how the speed and loop commands work, and actually implemented the main melody of Wheel Gator from MMX2 but I have no idea why duty cycle commands are completely ignored...what am I doing wrong?

za909
Posted on 12-12-11 04:07 PM, in Defeult color of megaman 5 '_' Link | Quote | ID: 148738


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Trust me on this one, you won't get anywhere without knowing English here...sorry.

za909
Posted on 12-14-11 02:04 PM, in Defeult color of megaman 5 '_' Link | Quote | ID: 148757


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Posted by Insectduel
http://www.sprites-inc.co.uk/files/Classic/Protoman/PMMM9/
Proto Man's Sprite Sheet for Mega Man 9

If you're editing at least Mega Man 3 through 5, then Matrixz's CSA editor really does the job.

I may consider doing this for Mega Man IV though whenever I'm not busy with other project.


Wow this program would be a godsend...if it loaded CHR sets correctly.
Is there a newer version out there somewhere?

za909
Posted on 12-17-11 08:38 PM, in Defeult color of megaman 5 '_' Link | Quote | ID: 148799


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Posted by mickevincent
Posted by Matrixz
Posted by za909
Is there a newer version out there somewhere?

Thats the last version. In theory, you could set up what graphics are loaded for each sprite, by editing the text files in the "support" folder. But i guess its tedious and uninteresting for anyone to do.


Hehe no dude, I would if I just knew how to.


Actually me too!

za909
Posted on 12-18-11 10:09 PM, in General Megaman Hacking Thread Link | Quote | ID: 148822


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Hmm kuja, what are those UNKNOWN parts in the song data your document keeps mentioning? Is that just pointless junk I can freely replace with my music data or is that actually used for something?

za909
Posted on 12-20-11 05:59 AM, in General Megaman Hacking Thread Link | Quote | ID: 148837


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Oh well, it's fine I guess I'll just have to experiment with it.
But there's one thing you could probably help me out in.
How could I completely disable MM's sliding ability? (I guess setting some sort of sliding time / distance byte to 0 would do)

za909
Posted on 12-20-11 01:33 PM, in General Megaman Hacking Thread Link | Quote | ID: 148842


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Thanks for that!
but there's one more thing that doesn't really work for me. So you know that rush selecting glitch fix you did. Now I actuallly want to make it so you can't select any rush items at all (or just RC is fine and make it so you can't press down on it)

za909
Posted on 12-20-11 09:00 PM, in General Megaman Hacking Thread Link | Quote | ID: 148847


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Thanks a lot!
The text is fine, I use a text editor for the text that uses table 1, and for 2 I made a .tbl file and use hexposure (fceu's hex editor doesn't seem to work for some reason)

za909
Posted on 12-24-11 06:25 PM, in General Megaman Hacking Thread Link | Quote | ID: 148876


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Looks like I need a tiny bit of help again. I need the game to load the new palette at the weapon get screen for the BG palette and not the sprite palette. Is that easy to do?

za909
Posted on 12-25-11 12:16 PM, in General Megaman Hacking Thread Link | Quote | ID: 148879


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WOW looks like I was really stupid as the game applies those palettes to the BG layer by default...
Also I seem not to be able to skip the doc robot revisiting process the way I'd like. I can make the game go to Wily 1 by selecting Mega Man's mugshot by putting 0C to 31CFF but I can't make the game go to the dr.light cutscene before it...actually the map screen is what I really care about (putting 16 there which is supposed to be the dr.light cutscene makes the game crash after the boss intro jingle)
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Main - Posts by za909

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