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Main - Posts by za909 |
za909 |
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Cheep-cheep Level: 32 Posts: 127/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Oh also, have this table I've made to make porting music from Famitracker (or any other music making software really) easier. Might contain some false info I never bothered to update mostly with the effect commands though.
http://acmlm.kafuka.org/uploader/get.php?id=4283 Note lengths equal the following in tracker programs: 64th = 1 row 32th = 2 rows 16th = 4 rows 8th = 8 rows Quarter = 16 rows Half = 32 rows Whole = 64 rows |
za909 |
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Cheep-cheep Level: 32 Posts: 128/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Very nice graphical edits, especially considering how limited UNROM is compared to MMC3.
EDIT: You should edit the robot masters a bit to make them look a bit more Mega Man X esque, like make their limbs look more shiny and give Iceman a mouthplate like Magnet Man or something. |
za909 |
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Cheep-cheep Level: 32 Posts: 129/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
I think what makes this different from most MM1 hacks is that the tiles actually "end" and don't have the middle part on the left and the right end If you know what I mean.
Damn I'd so help out with music or something but I don't know how the MM1/MM2 sound engine works. |
za909 |
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Cheep-cheep Level: 32 Posts: 130/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Posted by Zieldak I haven't tried that but let me guess: a.) The screen scrolls down and you appear on the screen above the first one. b.) The screen scrolls down and scrolls you into a garbage layer you get stuck in |
za909 |
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Cheep-cheep Level: 32 Posts: 131/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
So this time I'm here to give and ask at the same time.
I have a pretty useless .xls table to make hacking MM3-6 music easier based on a document from Matrixz. http://acmlm.kafuka.org/uploader/get.php?id=4283 And now to make a request...if anyone here knows the location for sprite hitboxes in Mega Man 3...please help me out. Noone wants to get hit by nothing. |
za909 |
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Cheep-cheep Level: 32 Posts: 132/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
This is not a screenshot/video, but a showoff of a music track from my Mega Man 3 hack. http://acmlm.kafuka.org/uploader/get.php?id=4289 |
za909 |
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Cheep-cheep Level: 32 Posts: 133/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Wow this is really cool! Thanks!
But what about the sprite order, is it the same as the tables for the tiles making up the sprites? Like the first of those banks starts at $2A010 (which starts with the animations for doc robot) then $34010 (this has megaman's sprites at the beginning) and $36010? (This one has the flame dropping things from Gemini Man's level at the start) |
za909 |
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Cheep-cheep Level: 32 Posts: 134/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Oh I know how that works and I dug up Matrixz's old editor for that and looked up how to load whatever CHR stuff I want, I mean the order of the hitbox data!
Like which objects' hitbox is $210, $211 , etc. like is the order the same as something else in the game? |
za909 |
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Cheep-cheep Level: 32 Posts: 135/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Oh so it's the same as that. Thank you! And so I suppose bullets and stuff like that come after, which only show up as megaman sprites in the editor. |
za909 |
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Cheep-cheep Level: 32 Posts: 136/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Oh the second glitch is a common mistake with enemy numbers that kuja told me how to fix. Basically there's an enemy number corresponding to the screen fo the two checkpoints. Since you have changed the numbe rof enemies in the stage you need to set the mid and bosspoints again once you're done with the level otherwise you might get stuff like sprites not appearing once you die or sprites that won't appear until you push left on the d-pad. |
za909 |
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Cheep-cheep Level: 32 Posts: 137/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Is this possible?
Now this is just me thinking what I'd like to attempt in the future, and seeing how only Rockman 4 MI was the only hack to do it, it might be a very difficult thing to do (even though it doesn't seem like it) but once I get familiar with 6502 asm, I might try to modify the sound engine to allow DPCM samples (just two very short and basic drums would take less than $1FF bytes). I guess it's possible to move all the pointer and instrument tables in the sound engine to squeeze in the samples to the right place in PRG-ROM. Based on this documentation it would be really easy to set this up, I'd just have to make a fifth similar "channel data checking" routine that handles the data similarly to the other 4 channels. The DMC channel, commonly referred to as the 'PCM' channel, uses two methods of digital audio playback: DMA and RAW. The DMA method is most commonly used. The steps for playback are as follows: 1) Set $4012 (DMC Address Register) to the 64-byte aligned offset within PRG-ROM $C000-FFFF. For instance, if $8E is written here, the sample data will be loaded from ($8E*64)+C000, or $E380. 2) Set $4013 (DMC Length Register) to the length of the sample data. The sample length is defined as (16*x)+1, where x is the value written. 3) Set $4010 (DMC Frequency Register) to whatever 4-bit frequency you desire. 4) Set Bit #4 of $4015 (Channel Control) to 1, enabling the DMC channel. This looks like I could very easily LDA & STA the correct values to these registers. Could it be that easy? |
za909 |
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Cheep-cheep Level: 32 Posts: 138/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
There's a lot more unused stuff in MM3 that they actually left in! There's a shot of megaman from the back which was probably intended for the weapon get screen (they probably wanted a spinning animation like in MM4 but with his whole body and not just his head)and there's a missing screen with a cityscape that is supposed to play when Wily shows up in his soucer. |
za909 |
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Cheep-cheep Level: 32 Posts: 139/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Actually what I asked was stupid from the get-go. Since none of the sound banks are loaded to $C000-$FFFF I could not address the samples with the DMC register, so I'd have to swap everything to load normal stuff to $8000-$BFFF and read from here and I have no idea how to do that now. |
za909 |
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Cheep-cheep Level: 32 Posts: 140/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Well yeah, that's why I'd only put samples in the same bank as the sound engine or duplicate them and have them in both of the other two sound banks. I'd be more than willing to sacrifice song data space for the engine code and just $1B2 bytes of samples. But unfortunately none of them are loaded in the $C000-$FFFF range and I suppose the actual game stuff uses that, that's why I said I'd have to edit every single instruction that reads from PRG-ROM and swap the "workspace" for the game program and the music banks. Or maybe there's a bank in the correct range that's always loaded? |
za909 |
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Cheep-cheep Level: 32 Posts: 141/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Alright, well my idea is to play back a TAS run with the trace logger on to see which parts are unused because there aren't any fields of $00s so if anything, it's unused junk data (I don't have any kind of disassembly for the game) But I'm not sure if that stuff is the same in the Rockman 3 version too.
EDIT: Yes, according to THIS, there's $261 bytes of unused junk at $3F32E - $3F58F ($F31E - $F57F in RAM) and that's even a bit more than I need for my samples, so it's just a matter of diving into asm a bit more, thanks for helping me out! Actually, once my sample finished playing, can I play the next one (whether it's the same or the other one) by simply updating the register values, or do I need to disable the channel and re-enable it? |
za909 |
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Cheep-cheep Level: 32 Posts: 142/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
I'm terribly sorry for turning this topic into a programming board and for constantly asking stupid little things.
I won't have enough time to rewrite everything, I'm just thinking, if this is the right way to start, built into the engine later of course. According to the disassembly, $F2 and $F3 in RAM tells which bank was swapped to $8000-$9FFF and $A000-$BFFF by the MMC3 but it's never read. Kuja killer if you could confirm that, and maybe tell me if there are any more unused zero page offsets, it would help a lot.
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za909 |
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Cheep-cheep Level: 32 Posts: 143/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Yeah, as far as I know the MM2 engine is the same except for a tiny bit of optimization.
The vibrato seems to be much better here though. From MM3 and onward, they used a different engine that was common in a lot of MMC3 Capcom games with a lot more added features and 8-byte instruments. However you need to specify vibrato in the instruments themselves which makes it a real pain in the ass if you need the same instrument with different vibrato rates. This also applies to tremolo btw (same things as vibrato, except for volume and not frequency) If you want to amke your own music, I strongly recommend learning it with Famitracker. Make sure you know the limits of the engine your hack is using so you can make similar instruments in Famitracker to work with. Then simply convert the song with the hex editor by hand, (have Famitracker open on the left, and the hex editor on the right with any document you need to tell which note is what hex value) If you have absolutely no talent at making music, you can always resort to downloading a midi file from vgmusic.com and open it up in FL studio (demo version is enough for that) and simply "steal" the notes. That what I used to do the first few months when I sucked at Famitracker. |
za909 |
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Cheep-cheep Level: 32 Posts: 144/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
I didn't really understand how the weapons worked in MM1 originally, because sometimes the "enemy getting hit" sound played multiple times as the ice slasher or rolling cutter was passing through an enemy, but it didn't count as multiple hits. |
za909 |
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Cheep-cheep Level: 32 Posts: 145/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Yeah, it might just be too old...The version I have doesn't even display anything between $4000 and PRG-ROM. |
za909 |
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Cheep-cheep Level: 32 Posts: 146/196 EXP: 189464 Next: 16978 Since: 04-27-11 Last post: 3072 days Last view: 2783 days |
Well how is he supposed to find one when he has no time for such? |
Main - Posts by za909 |
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