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za909
Posted on 10-05-12 06:47 PM, in General Megaman Hacking Thread (rev. 2 of 10-05-12 06:51 PM) Link | Quote | ID: 152594


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You should check these links out to know how to use the CPU, and how to control the different hardware with the CPU if you write your own code (Audio, Video, etc.)

If you look at the reference, you see that $0000 - $00FF is Zero Page, $0100 - $01FF is the CPU stack (which I kind of consider as a temporary storage for processor status and stuff like that) and so on, and the rest is accessed via their respective registers that are specific to the NES and not the 6502 ,or the 2A03 in the NES which is the same as the 6502 except it has built in sound and no decimal mode. The low 5 bits (00011111 = $1F means all 5 active) of $4015 for example control which sound channels are turned on / off.

6502 reference
NES hardware and registers n' shit

za909
Posted on 10-07-12 02:14 PM, in General Megaman Hacking Thread Link | Quote | ID: 152617


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So...let me interrupt this conversation on MM1...can anyone help me with changing or removing the stupid algorithm in the MM3- MM6 sound engine that stops the triangle channel 2 frames before the next note? The current setting makes it impossible to replicate the "Follin style" with quick 2-3 frame long pitch bend drum sounds because they just turn into nothingness or make a 1 frame pop.

za909
Posted on 10-07-12 11:17 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 152625


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Is this based on the US version, or the Famicom version?
Oh...I'd really love to hear new VRC6 musiv in this then!

za909
Posted on 10-15-12 09:54 PM, in Megaman 3 Improvement Fix Patch (rev. 3 of 10-15-12 09:56 PM) Link | Quote | ID: 152658


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I think the saucer thing could be solved by making a color other than black the transparent color and then putting black "Foreground" TSA blocks there. It could mess with the buildings and everything else however if you had a palette like this: 20 2A 1A 0F

Or you could just simply "lower the camera" by putting everything lower which would result in having a bit more starry sky at the top.

za909
Posted on 10-20-12 08:23 AM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152706


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Very interesting and useful topic indeed!
I need to ask though, does it cover the "DPCM bug" of the 2A03 that was fixed for the 2A07 in PAL consoles? Something about stalling the CPU for a couple cycles, and if you happen to be messing with the PPU or the Controller ports at that time, it gets ruined.

za909
Posted on 10-21-12 05:19 PM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152712


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Ok so I went through Skilldrick's tutorial and understood a lot of things that I didn't understand before. However there are still a couple things that are missing for me, and it's better for me to ask here than registering a new account at nesdev and ask as a complete noob and stranger.

While I do get the concept of the stack and all, I'm not really sure about its usage. Is the only purpose of the stack to serve as a "safe house" for processor register values when you jump to a subroutine for example, that actively uses a lot of registers, but when you return from the subroutine, you need everything the way it was before you jumped to the subroutine? Also, can I use the stack space as extra RAM? (I know it would get pushed and pulled around as my program is being executed, but still)

Something else I really don't get, is how to do timed waiting periods. Do you cause the processor to do useless instructions until the amount of time passes you need to wait for? How do you "convert" clock cycles to a frame?

I was really hoping that I would get an easy to understand explanation on the whole "Interrupts concept" I really don't know how these work, is it that you put certain routines to be executed automatically every time X event happens? (Like a Vblank cycle completes)

za909
Posted on 10-23-12 03:11 PM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152732


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Oh, nice to know that $200-$2FF is a general sprite RAM area, it's not just Megaman 3 (I noticed the Tile IDs there and that's how I figured out how to edit the sprite parts of the faces on the stage select)

Is there a sort of "half-assembler" program that simply converts my asm input to hex code? That would be very convenient for hacking if I don't have a complete disassembly of a game.

za909
Posted on 01-17-13 10:20 PM, in General Megaman Hacking Thread Link | Quote | ID: 153300


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In my MM3 project I'm getting close to designing Wily 4 (the boss rush stage) and I'm generally making all the Wily stages longer by skipping the doc robots completely and using their level data. I can't really do that with Wily 4 however since there's a value somewhere telling the sprite number that HAS to be the teleporter that takes you to the boss rush otherwise the teleporters glitch either by taking you into a wall or finishing the level instantly. I need to modify this limit in order to make the stage longer (and possibly include an end boss too)

Is anyone out there willing to share information about this?

za909
Posted on 02-04-13 06:30 PM, in General Megaman Hacking Thread Link | Quote | ID: 153387


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You can edit all the weapon palettes in the latest MegaFLE X version, it's in the same menu where you edit the stage background palettes.
The Magnet Man glitch is because of a badly placed midpoint. You need to set te midpoints again once you're done with placing all the sprites you want to let the game which sprite to start from if you die. If you set it incorrectly, enemies may disappear forever if you die (or come back if you press left.)

za909
Posted on 02-16-13 02:07 PM, in Does anyone know how to use MMC5's PCM channel? Link | Quote | ID: 153438


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The MMC5 pcm channel is pretty undocumented and I thnik one game used it for a sound effect and that's it. There are a couple test nsf files around the net, but not much else, people always just used the internal 7-bit DAC instead.

za909
Posted on 02-18-13 03:04 PM, in General Megaman Hacking Thread Link | Quote | ID: 153450


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Oh, for graphical stuff like this, you should dig up Matrixz's Capcom Sprite editor, and get the update MM3 config file from the uploader.

za909
Posted on 03-06-13 04:59 PM, in General Megaman Hacking Thread Link | Quote | ID: 153509


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How difficult would it be to program a block property for Mega Man 3 that's exactly the same as the water block, but with no animation and sound?

za909
Posted on 04-27-13 09:35 PM, in Megaman X Zero Goes Maverick - Progress and help thread Link | Quote | ID: 153773


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Woah, this looks amazing! Too bad the only thing I could help you with is something you probably already know how to do (which is music hacking), but otherwise I'd love to help this project. Hope you'll finish it one day!

za909
Posted on 04-28-13 02:18 PM, in Megaman X Zero Goes Maverick - Progress and help thread Link | Quote | ID: 153780


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Would you like to have 8-bit ports of the SNES stage themes, or something custom? If ot's the former, I can do that on my own, I just need to know exactly where the music data begins and ends for every channel, since in MM3 there are bits of junk data in between some of them and there could be in MM5 as well, but I could find it all myself, and no, I can't read tabs, I'm sort of a self-taught artist, but as an example, I'll show you what I got out of an unmodified Capcom engine.

I use Famitracker to cover (or write) the song I want to put into the game and then use it as a template, as it's really easy for me to convert it to hex data by hand that way.

Hill Top zone
Jungle Book Boss Theme

za909
Posted on 05-06-13 11:10 PM, in Megaman Eternity: 5 Years Later (rev. 2 of 05-06-13 11:10 PM) Link | Quote | ID: 153825


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Good to see another hack being worked on!
By the way: Personally I think this stage background could do with less stars, especially the white ones.

za909
Posted on 05-09-13 06:57 PM, in Misc. releases related to Capcom NES sound engine. (rev. 3 of 05-09-13 07:05 PM) Link | Quote | ID: 153849


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This sounds great, and actually helped me understand some of the effect commands a bit more, as well as instrument behavior. It also gave me an idea on how to go about possibly writing a DPCM playing routine, based on the last byte of instruments, so that I could use noise instruments without any extra channel data to play samples. (Too bad the 2A03 has a bug when playing dpcm, and bugs PPU and controller port reads, which sadly I wouldn't be able to do anything about)

By the way, any plans on more detailed description of how the speed works? I'm safe from random noise note lenghts if I always use aa speed setting with either $00 or $80 in the low byte right? (And I suppose at that point, using 64th notes in looped triplets would give me the trademark C64-ish arpeggio sound as well)

While I'm at it...am I right about the triplet command always lasting for the next note lenght in the list? 00,24,24,24,00 would last for as long as a 44 would, and 00,44,44,44,00 would last for as long as 64 would...etc.

za909
Posted on 05-11-13 05:03 PM, in Misc. releases related to Capcom NES sound engine. Link | Quote | ID: 153868


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Hmm, thinking about it, maybe I'd be safe from them if I used Noise instruments that only use the Decay part ever, having a Sustain level of 0. Or would 06 00 effect work better with a release rate of my liking better? (Dunno which one is not affected by the length of the note.)

za909
Posted on 05-13-13 10:43 PM, in Megaman X Zero Goes Maverick - Progress and help thread Link | Quote | ID: 153893


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I had to do the same for MM3. I used YY-CHR and MegaFLE X to determine which CHR adresses had which enemy tiles, and I listed them all in a xml file. But I can't help you with MM5, sorry

za909
Posted on 05-25-13 08:12 PM, in Chip'n'Dale level editor: Y/N? Link | Quote | ID: 154000


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Does it have support for C&D2 too? That's the only one I played to death really...

za909
Posted on 12-29-13 02:13 PM, in General Megaman Hacking Thread Link | Quote | ID: 155312


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Hey people long time no see!
After 2 years I'm almost ready to finally finish my Megaman 3 hack after which I'm planning to "retire" from hacking. I have a couple palettes and sprites to fix, and I really don't want to mess something up now.

The thing is I need to change the basic palettes for Megaman. There are a couple documented places for his basic colors (0F 0F 2C 11) but that still doesn't help when it comes to cutscenes. He appears with this palette no matter what I do. I've searched for these values with a hex editor and there are several results for this palette. I just don't know if it's safe to edit them all.
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Main - Posts by za909

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