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Zieldak
Posted on 09-14-12 04:02 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 3 of 09-20-12 11:51 AM) Link | Quote | ID: 152385


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Well, as you see the project is halfly on ice. I don't have much time to work on the project. I wasn't even able to use my computer this week! Anyways, all levels seem to be truely completed, but Music Mod and Boss AI changes are still missing. No changes on them at all. I won't give out any more demos, so don't wait for any. I'll release the final version when it's finished.
Sorry to keep you waiting, but if I'm busy, then I'm busy, like Googie. Luckily, I'll have some time this weekend so I will be able to make some changes on the music. That's all this time.

Zieldak
Posted on 09-14-12 11:12 PM, in Mega Man 3 Memento - Project Revived! (rev. 3 of 09-26-12 09:33 PM) Link | Quote | ID: 152389


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It's been almost 2 weeks when you last posted something about your hack... Any news?

EDIT: Well... Almost 4 weeks after the last post already and no new information. It seems the project is either dead or NARFNra doesn't want to share the progress on the hack...

Zieldak
Posted on 09-20-12 10:46 AM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 18 of 09-30-12 12:06 AM) Link | Quote | ID: 152413


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Update: MMR - Started Hacking Music



Just to prove I've started hacking the music in Mega Man Reloaded. As you hear, the Boss Fight music is not working correctly. I haven't able to repoint all loops yet. But the main channel is working!
Now I think I have learned how to hack a music in MM1 and MM2 too.

The game will have these songs, if I'll be able to import them all from MM2.

$1. Boss Selected (MM2BossSelected)
$2. Boss Fight & Fortress Bosses (MM2Fight)
$3. Stage Clear (MM2StageClear) -$- Maybe Game Over, or it won't have music.
$4. Game Clear (MM2GameClear)
$5. Quick Man Theme -$- Elec Man
$6. Wood Man Theme -$- Guts Man
$7. Crash Man Theme -$- Bomb Man
$8. Heat Man Theme -$- Fire Man
$9. Metal Man Theme -$- Cut Man
$10. Stage Select (MM2StageSelect)
$11. Air Man Theme -$- Ice Man
12. High On Rooftops (MM2Title) -$- ending, but infinite loop This music was glitchy for some reasons and was too long, so it was replaced with the following song:
$12. Four Seasons (MM2Ending1) -$- Slowed down by 1,375% to end when Mega Man jumps in ending.
$13. Wily Stage #1 (MM1W#1-2)
$14. Wily Stage #4 (MM1W#3-4)
$15. Game Over (MM2GameOver) -$- No Noise Channel
$16. Wily Stage #2 and #3 (MM2W#3-4) -$- No Triangle Channel and modified Noise Channel.

Music Edit Overall: 100% (Based on the size of a tracks)

14 songs are imported of 14 songs. 1 original songs are repointed of 1. One is at it's original place.

Zieldak
Posted on 09-20-12 06:27 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 5 of 09-21-12 09:26 AM) Link | Quote | ID: 152416


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When I started playing with the music I felt that way too. I was going to give music hacking up. But after thinking and comparing two musics from different ROM's I found a solution for this problem.

To get to the music without a problem if you have it's pointer just add 8010(MM1) or 28010(MM2) hex to the pointer with a calculator. Jump to that offset which jou just got, and you will be thrown to the song's first byte which is 0F. If you want to find out where a loop leads, search it in the original ROM where the music is, and jump to where the loop pointer leads. Then search for the same part of the imported music and remove 8010(MM1) or 28010(MM2) hex from the pointer, and write it after that 04 XX $XX XX. I do it this way. But if you memorize the 8010(MM1) or 28010(MM2) plus for the offsets you can do it without a calculator.

Or just replace 11A20 with 09A10 in your head if you are in MM1. It's the fastest way to repoint the loops. So if the loop leads you to 9B11 in MM2, you add 28010 to the value which throws you to the loops starting point, you search for it in MM1 ROM too, and you repoint that loop to that offset in MM1.

Composing your own music isn't too hard.
Which byte does what?

0F is the music's priority and it's first byte/starting byte.
Than the pointers to the channels: 2 bytes is a pointer, but I think you know this.
$Chn0 $Chn1 $Chn2 $Chn3 $Vibr
Add the song's speed: 00 XX
Add the volume of the song: 03 XX
Add the base note offset in hex. It's counted like this: 12*2+1=25 which is 19 in hex. If the value is higher or lower the song will use different octaves: 05 XX
Add the Duty Cycle (I actually don't know how this affects the music): 02 XX (80s in most of the songs)
Add the Volume Curve. I think this makes the notes to be less loud at the end. 07 XX XX
Vibrato Control. What kind of vibrating the music uses. 01 XX
If they are set (not all of them are needed, if you want to keep the default settings on them) you can start writing the music.
Oh, and there is a byte which makes the music to be louder: 2X - 21 adds 1 hex to the volume. 22 adds 2 and so on. Up to 2F I think?
20-40-60-80-A0 and so on are pauses in the music, 20 is really short and 80 is much longer.
Other bytes are most likely notes in the music.
When you start a new channel you do the whole thing again.

If you know this stuff, music hacking isn't hard at all. this is the same coding in MM2 as I know.


I hope this is understandable, my English isn't the best, huh.

Zieldak
Posted on 09-23-12 11:21 AM, in General Zelda 3 Hacking Thread Link | Quote | ID: 152442


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Oh, great idea. I think this thread should be pinned, like General Megaman Hacking Thread.

Zieldak
Posted on 09-25-12 03:20 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 2 of 09-25-12 03:27 PM) Link | Quote | ID: 152469


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Update. Most of the songs in the game are altered, but some are still missing.

But this isn't the most important part of the update.
Cut Man's stage has been redesigned again, but it's not complete, yet. This is the true final version of the level:



I made the solid tiles in the level. They look pretty good, aren't they? You may have noticed that, the solid tiles are based off GBC Blast Hornet's blocks and Concrete Man's tileset.

Also, Wily 1 and 4's tileset just got a brand new background, to make the levels more different:



This is it in short. It looks I have to make a trailer or something soon, huh. I haven't made too many videos for/about teh hack, yet.

Zieldak
Posted on 09-26-12 12:42 PM, in MegaMan hack venture/Progress Thread (rev. 2 of 09-26-12 12:53 PM) Link | Quote | ID: 152476


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Hmm... I don't see the "21.png" image (the second)...
Head to the Backups folder and you will find previous ROMs in the zip files. Their names are the date when the games were saved and backuped. For now, try to test out some backup ROMs.
If you disabled backuping, I can't say anything until I see the video or the screenshot.

EDIT: Oh, and... Editing room ID #20 and above is not a great idea. I tend to do that yesterday, and... Umm... My TSA setting on Cut Man's stage was totally screwed up, and the game froze on some screens.
In short, NEVER edit ID #20 and any rooms above that! Hopefully, I made a backup before I edited that room, so no progress was lost.

I prefer to do this, if you do something you didn't do before. Backups can save you from big troubles.

Zieldak
Posted on 09-26-12 04:36 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 Link | Quote | ID: 152477


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Update time again?
Well, I'm thinking about shortening the 3 screen boss halls, before the Boss Rooms. I don't know how it will turn out, or if will it cause any serious glitches, but those long halls are annoying, aren't they? Because of this, all Robot Master stages are going to be redesigned a bit at the end of the stages.

That's all today.

Zieldak
Posted on 09-26-12 05:52 PM, in MegaMan hack venture/Progress Thread Link | Quote | ID: 152480


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Posted by Googie
When I made it to Elecman's room this is what I see in the game...



And this is what I see in the editor...



I'm like, okay this might be a TSA prollem but even though I added special like in the original game it still comes out like the pic on top. Is it because I moved the level around with the scrolling?
So, that happens when you encounter Elec Man the first time, right? You deleted the Special Object 02s (Guts Block) from there, and after that you added them back, and it still occurs. That's what do you mean? And when does the game freeze? After the first scroll or it freezes at the second scroll when you go back to Elec Man?
The video would be a great help this time, this haven't happened for me before.

Zieldak
Posted on 09-26-12 09:26 PM, in General Megaman Hacking Thread (rev. 2 of 09-26-12 10:10 PM) Link | Quote | ID: 152483


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I'm asking for a little help, huh.

I think some of you read in the MMR Progress Thread, I want to make the boss halls shorter before the boss rooms, like in MM2-10 and in other games. I have a small problem with it. I shortened the scroll data by 2 rooms for every levels and replaced the doors to be on the next screen after the first door. (except Elec Man's and Bomb Man's doors.) When I die at a boss, and go back to the end checkpoint, for some reasons, the scrolling will be like the original, it will go forward for 3 screens then it scrolls to an empty boss room, but it should be only 1 room with an openable door and after it, the boss room.

Any advice, information or help on fixing it?

Zieldak
Posted on 09-26-12 10:58 PM, in MegaMan hack venture/Progress Thread Link | Quote | ID: 152487


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Well, those two Guts Blocks... They block the only way to the boss... What if a players hasn't got the Super Arm?
Anyway, have you fixed the freeze and white block problems?

Zieldak
Posted on 09-27-12 07:24 PM, in General Megaman Hacking Thread Link | Quote | ID: 152497


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Thanks NetSplit, I forgot about those notes.
And... I can't beleive this. Everything what I should have done is changing 4 freaking bytes in the data to make it work! It isn't even hard, is it? It seems I still have to learn a lot, huh.
Everything is fully functioning as it should, thanks again!

Zieldak
Posted on 09-27-12 08:12 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 4 of 09-28-12 05:23 PM) Link | Quote | ID: 152498


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What's just gotten into me? I post daily updates about the game. Well... Yes...
Update time! (Again.)

With NetSplit's help, those 3 screen long rooms are now compressed into 1, like in 2-10. With this little change, I've even got some unused rooms, so I can customize the levels a little further to have less screen duplicates.

Other things you would like to hear I think:

- 2 songs are still missing from the game.

- I'm planning to change the rarity for the dropped items from the enemies.

- Ice Slasher is now a deadly weapon!

It is able to do damage on the enemies now, and freeze them at the same time! It also uses less energy now. 2 shots consume 1 energy bar now. Handy, huh? Rolling Cutter has the same change.

- The game is finished soon.

That's all this time!

Zieldak
Posted on 09-27-12 09:48 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 2 of 09-27-12 09:53 PM) Link | Quote | ID: 152501


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I think I know why that sound plays multiple times. I think the engine executes the sound effect every frame when it hits a collision. But I have to take a look at that data again to be sure about this.

Zieldak
Posted on 09-28-12 01:46 PM, in Dark Man Revenge(MM5Hack in progress) Link | Quote | ID: 152510


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Next time use the url code if you post a link. (url) and then (/url) but replace the ( and ) symbols with [ and ].
You must improve the sprites if you are going to do this in your actual hack. They are horrible! By the way, what is the point of this "trailer"? It only shows a game with a horribly replaced Proto Man sprite. Next time if you make a trailer, use your actual hack!

Zieldak
Posted on 09-28-12 06:35 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 3 of 09-28-12 06:44 PM) Link | Quote | ID: 152514


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I don't think I can add a palette animation like that myself. But the palette animating code could be imported from MM2 I think, but I don't even know where to start. So, no, the light won't be animated. Maybe in later hacks If I'll now what am I doing.
About Hyper Bomb, I planned to make it explode on touch, but the problem is I don't really know how. I'm still a rookie hacker.
Also, check on this post, this is today's update: http://acmlm.no-ip.org/board/thread.php?pid=152413#152413

Only 1 song is missing from the game! After it's imported, I'll try to do something with weapon and boss AIs.

Zieldak
Posted on 09-29-12 01:19 PM, in Mega Man 3 Memento - Project Revived! Link | Quote | ID: 152525


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I'm bringing news from NARF. I contacted him through YouTube yesterday.

He's been lately busy with school and he doesn't have much time to work on Memento. That's why there isn't any new information about the hack. Hopefully, the project is not dead, it's just on ice.
NARF doesn't know when he will be able to continue the project, but it won't be cancelled.

Zieldak
Posted on 09-29-12 07:52 PM, in General Megaman Hacking Thread Link | Quote | ID: 152545


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That happened for me too once when I started hacking. I deleted the lift from the stage and that caused it. But replacing it didn't fix the problem.
I don't know how to fix it. Maybe NetSplit can say something about it.

Zieldak
Posted on 09-29-12 11:18 PM, in Mega Man Reloaded (Progr. Thread) - planned V1.4 (rev. 3 of 09-30-12 12:06 AM) Link | Quote | ID: 152546


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MMR - Finished Hacking Music!

Update: Check this post and read everything under the video. http://acmlm.no-ip.org/board/thread.php?pid=152413#152413

Music Edit Overall: 100%

The "High on Rooftop" song was glitchy in MM1 for some reasons and it was too long. So it was replaced with the "Four Seasons" ending theme, which is much shorter, and fits in perfectly. It's also slowed down by 1.375% to end when it should. I also imported "Game Over" from MM2 without the Noise Channel and "Wily 3-4" from MM2 without the Triangle Channel and a Modified Noise Channel.

Now all musics are in the game I wanted to be in!

That's all for now, no more updates for some days.

Zieldak
Posted on 10-01-12 04:03 PM, in General Megaman Hacking Thread Link | Quote | ID: 152563


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I'm still a "noob" at hacking, huh...
Can someone tell me how can I repoint the #$3B bosses by 2 screens? When I try to move them by 2 screens they always give out the wrong rematch boss or even a bugged Wily. I want to place Elec Man and Ice Man behind them (to be in Bomb Man's and Fire Man's rooms) to be in the boss rush and remove them from Wily 2. I made a new Wily2, but the Boss Rematches aren't really fit in there.
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