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za909
Posted on 08-10-12 08:40 PM, in Mega Man 3 Memento - Project Revived! (rev. 3 of 08-10-12 08:44 PM) Link | Quote | ID: 151928


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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
Posted on 08-11-12 07:46 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 2 of 08-11-12 07:52 PM) Link | Quote | ID: 151998


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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
Posted on 08-12-12 01:33 AM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 2 of 08-12-12 01:37 AM) Link | Quote | ID: 152018


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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
Posted on 08-13-12 11:56 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152050


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Posted by Zieldak
Also, I don't think you have already tried to kill yourself in Elec Man stage's first screen, by jumping down. Crazy things will happen. I already fixed that in the actual ROM.


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
Posted on 08-18-12 02:31 AM, in General Megaman Hacking Thread Link | Quote | ID: 152078


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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
Posted on 08-18-12 05:47 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 08-18-12 05:48 PM) Link | Quote | ID: 152080


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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
Posted on 08-19-12 01:19 AM, in General Megaman Hacking Thread Link | Quote | ID: 152087


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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
Posted on 08-19-12 02:40 AM, in General Megaman Hacking Thread Link | Quote | ID: 152090


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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
Posted on 08-19-12 01:19 PM, in General Megaman Hacking Thread Link | Quote | ID: 152096


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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
Posted on 08-21-12 08:05 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 152129


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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
Posted on 08-25-12 02:43 PM, in General Megaman Hacking Thread Link | Quote | ID: 152167


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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
Posted on 08-25-12 06:08 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152169


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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
Posted on 08-27-12 05:10 AM, in General Megaman Hacking Thread (rev. 3 of 08-27-12 05:13 AM) Link | Quote | ID: 152187


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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
Posted on 08-29-12 12:49 AM, in General Megaman Hacking Thread (rev. 5 of 08-29-12 12:56 AM) Link | Quote | ID: 152199


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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
Posted on 08-29-12 11:17 PM, in General Megaman Hacking Thread (rev. 3 of 08-31-12 01:08 PM) Link | Quote | ID: 152208


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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
Posted on 09-04-12 09:25 PM, in General Megaman Hacking Thread Link | Quote | ID: 152282


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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.

Kick drum: 
_SAMPLE: PHP
CLC
CLV
LDA $0F ;Reset DMC channel
STA $4015
LDA ... ;this will load either 1 or 2 from channel data
LDX #$01 ;identify whether the sample to be played is kick or snare
STX $F3
CMP $F3
BNE _DMCKICK
BEQ _DMCSNARE
PLP ;invalid sample ids do nothing
RTS
_DMCKICK: LDA #$CD ;set DMC registers
STA $4012
LDA #$08
STA $4013
LDA #$0F
STA $4010
LDA #$1F
STA $4015
LDA #$3C ;set DMC volume to cause konami like click in the sample
STA $4011
PLP
RTS





za909
Posted on 09-22-12 12:30 AM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152422


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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
Posted on 09-27-12 09:09 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152499


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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
Posted on 09-27-12 10:39 PM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( Link | Quote | ID: 152502


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Yeah, it might just be too old...The version I have doesn't even display anything between $4000 and PRG-ROM.

za909
Posted on 10-03-12 10:31 PM, in Is my whole LIFE a torture! Link | Quote | ID: 152582


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Well how is he supposed to find one when he has no time for such?
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Main - Posts by za909

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