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Please chime in on a proposed restructuring of the ROM hacking sections.
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Trinitronity
Posted on 11-11-16 10:31 PM, in Capcom Music Editor *First Release* Link | Quote | ID: 164575


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Well, I'm sorry, but the program doesn't work. Even when I deleted the old version and then downloaded the new one.

Trinitronity
Posted on 11-11-16 11:12 PM, in Capcom Music Editor *First Release* Link | Quote | ID: 164577


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Posted by kuja killer
well that means you changed something that no longer matches what was on mm3 improve originally that's all i can say. i expliictly spent 2 hours on it this morning and it works just fine for me.

The following bytes MUST be true. if a SINGLE one of these fails, then that's why...

00004: 20
7FFAA: 16
8000E: 43 - this the most important, this sets which editing mode is selected, megaman 3, 4, 5, 6, improve.

2C11E: 20
2CA30: 3F
---------------------------

I should probably note by the way, it's not a good idea to edit any of the existing songs in the megaman games, because they arent composed in such ways that the editor will comprhend sometimes.
There's like a million different ways these games use certain commands, and i got real tired of trying to support every little possible detail imaginable..

It's far better to start from scratch. (like overwriting the Title Screen song from a new sheet for example)

Well, I just wanted to replace the songs in my MM3 hack with NSF files I have, and that's it... :-\
But anyway, here are the bytes:
00004: 20
7FFAA: 16
8000E: 43
2C11E: 20
2CA30: 3F
All bytes match, so...why do I still get that problem?

Trinitronity
Posted on 11-11-16 11:25 PM, in Capcom Music Editor *First Release* Link | Quote | ID: 164579


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Posted by kuja killer
Oh, what are you doing exactly ? And the NSF's should also be megaman 3, 4, 5, or 6 NSF's.

If your using some random NSF from a different game/music engine, then there not going to work.
Remember this is only intended for the mm3-6 games. I didnt bother with anything else, cause i dont expect there to be romhacks of mighty final fight, little mermaid, and whatever other games that used this type of music engine.

There's a note one one of those helpboxes somewhere that explains songs that were "not created with this program" may not work. I did not write that, that was already there from the original author, but that statement is mostly true, sadly.

Actually, I'm trying to put in NSF from FamiTracker into MM3.
Also, I'm trying to open the game itself instead of the NSF tracks, so that's not relevant to my problem right now anyway... :-\

Trinitronity
Posted on 11-12-16 12:34 AM, in Capcom Music Editor *First Release* Link | Quote | ID: 164581


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Ah, okay. Will remember that.
However, how do I fix that problem with not being able to open my MM3 Improvement hack? That's what's more important for me right now.

Trinitronity
Posted on 11-12-16 03:10 AM, in Capcom Music Editor *First Release* (rev. 2 of 11-12-16 01:08 PM) Link | Quote | ID: 164583


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I was never able to edit the songs before, so it shouldn't have happened.

Also, when I load the ROM, it does not detect any single song at all.

Seriously, I don't know why this is happening...


Okay, now that I have Capcom Music Editor working (I think), anyone has a list as to which number is which instrument in MegaMan 3?

And I really hope MegaMan 3 actually has that electric noise instrument that MegaMan 2 used for QuickMan's theme. It just sounds so appropriate for electro-themed stages.

Trinitronity
Posted on 11-12-16 06:29 PM, in Capcom Music Editor *First Release* Link | Quote | ID: 164588


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Well, in that case, there's only one thing I can do:
<====TO BE CONTINUED====
*cue Roundabout by Yes*

Trinitronity
Posted on 11-20-16 10:18 AM, in General Megaman Hacking Thread Link | Quote | ID: 164607


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Posted by JRIVA
1) Is there room to add music?
2) Is there the possibility of equipping the TSA as to which megaman to skate? To design ice scenes

With 2, I really hope you actually mean TSA for slippery ground, because that's exactly what I need as well.
...that, and adding new music, but I think I would only need to add one or two...

Trinitronity
Posted on 12-07-16 10:58 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 164646


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Posted by RetroRain


Progress of my SMB2 Cherries-to-Coins hack. Here is what is done so far:

- Fixed the frame animation problem that existed in the original
- The turtle shell now bounces back when it collides with a wall
- The health meter is now hearts instead of diamonds
- Palette changes for the players. They now have a black outline
- Cherries are now coins. I am still working on the palette issue
- Twenty coins will give you an extra life

I still need to add a coin counter to the pause screen, and replace the stop watch with a star. There might be a couple of other things I can't think of off-hand, but that is the majority of them.

B-b-but I liked the colored outlines and stopwatch...

Trinitronity
Posted on 12-18-16 10:16 PM, in Capcom Music Editor *First Release* Link | Quote | ID: 164670


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I think what's more important right now is that the Music Editor needs more instruments from the original MMC3 MegaMan games available, because only 2 instruments? Really?

Trinitronity
Posted on 12-19-16 08:20 PM, in Capcom Music Editor *First Release* Link | Quote | ID: 164672


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Oh, whoops.

Although some documentation would be nice anyway. I mean, 40 does not sound like much, and if I knew how to check what instrument is what, I would have done that myself, but alas, I don't know how to check that, and I probably wouldn't be very accurate anyway... :-\

Trinitronity
Posted on 12-24-16 01:24 PM, in Mega Man 1 - Basic weapon ASM hacks, music hacking Link | Quote | ID: 164679


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I'm sad that there exist a disassembly for MegaMan 1, but to this day still no disassembly for any other MegaMan games.

Don't you guys realize how many more ambitious hacks we would get if games like MM2, MM3 and MM4 would get disassemblies? Our hacking scene would finally be on par with the Sonic hacking scene.
We would finally get more hacks with changed music, new objects and the like. Changing music in a MegaMan game would FINALLY become a MegaMan hacking standard!

Seriously, just imagine all the posibilities. I'm still surprised why everyone would rather painly hex edit the ASM changes, if ASM changes can be done so much easier through disassemblies. Especially split disassemblies. Just imagine:
*every object has it's own sprite file, which later on gets assembled when you build the ROM
*porting enemies from other MegaMan games...on the fly!
*every music and sound has its own file, so music hacking can be as easy as in Sonic 1, which is literally just "convert a MIDI into the game's music format through a simple executable"
*just imagine what complex objects could be implemented when you ASM hack through a disassembly instead of painful hex editing.

Seriously, it just pains me that MegaMan hacking is so far behind, it's not even funny.
And the worst: If I was to make the best disassembly ever of the MegaMan game that gets hacked most popularily, it still wont get used, because not even the hackers themselves want to move forward, and that's just sad.

Trinitronity
Posted on 12-31-16 12:08 PM, in General Megaman Hacking Thread Link | Quote | ID: 164702


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Burn Rooster? Isn't that the MegaMan X8 robot master that has the ability to turn super saiyan?

Trinitronity
Posted on 01-15-17 10:21 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 164745


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Shouldn't be, since Regen is the emulator that recreates the actual hardware the closest.

So if Regen gives out no issues, then you probably wont get issues on real hardware either.

Trinitronity
Posted on 01-19-17 11:54 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 164778


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Actually, if Roll becomes playable, I think the best course of action would be to make her attack with her broom.

And when MegaMan gets the sliding, Roll gets a walljump.
...is it just me, or am I just describing Zero's gameplay from the PSX MegaMan X games?!

Trinitronity
Posted on 01-22-17 12:39 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 164782


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Posted by dreamerman
You could leave the DLCs (MM9 and 10) as part of the main game.

For example:
MM9
8 Boss, Willy Stage 1, Willy Stage 2, Willy Stage 3, Fakeman Stage, Willy Stage 4.


Better idea: 8 robot masters, then Fakeman, then all the Wily Stages.
Also, it's Dr. Wily and not Dr. Willy.

Trinitronity
Posted on 01-28-17 12:45 PM, in Taking requests for editing tools Link | Quote | ID: 164804


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Posted by Arva
So, yeah, breaking the taboo about requests. I actually want requests and ideas for applications such as editors and tools of various kinds. I'd prefer to make level editors for NES/SNES games, but all ideas will be considered.

Why would I do this? I want to learn how to program and need projects that will make me busy for tis purpose. It needs to be meaningful and stimulating to me so I will choose project based on this. The app will probably be written in C#.


Let the crunching begin!


Would be nice to have an MM1/MM2 editor in the style of MegaFLE X. Just to streamline MM1/MM2 hacking at least a little.
Oh, and please make sure said editor is compatible with the MegaMan 1 disassembly and maybe a hypothetical MegaMan 2 disassembly...if someone will FINALLY make one so we can finally go with le times.

Trinitronity
Posted on 01-28-17 11:42 PM, in Struggling with Gameboy Colorizer 2.4 Link | Quote | ID: 164806


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Hey guys, it's me again.
So I have found a tool named Gameboy Colorizer 2.4, and I was excited: Man, I can finally make my own GBC versions of GB games.
Welp, no dice, because I just can't seem to find a game that is compatible with the Gameboy Colorizer 2.4, and that sucks.
So yeah, I would be glad if someone could tell me just which games are compatible with the Gameboy Colorizer, because all I got was that most games are not compatible, and that's not descriptive enough, methinks.

Trinitronity
Posted on 01-29-17 09:45 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 164809


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But before we do that, we would still need to add Hummer Team's Super Mario World.
I mean, if someone is going to tell me how to convert a NES game from one mapper to another, then I could give this a shot. After all, I do have the extremely rare final version of Hummer Team's Super Mario World.

Trinitronity
Posted on 02-16-17 11:43 PM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 164864


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You know that feel when you never knew you would want a hack to happen until someone mentions it as an idea? Well, that's one case.

I too want to see a MegaMan 2 Improvement. In fact, I was actually thinking about doing a MegaMan 2 Improvement myself, although my idea was to simply hack MegaMan 4 into an improved MegaMan 2 instead of improving the actual MegaMan 2.

Trinitronity
Posted on 02-17-17 09:35 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 164869


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Posted by kuja killer
I appreciate the offer and all, but i know purely nothing at all about megaman 1, 2, and 6 in terms of romhacking specifically

I can only work with megaman 3, 4 and 5 due to their identical engines (while the others are totally different) So i wouldnt be interested in mm2 anyway.

Actually, MegaMan 6 uses the same engine as MegaMan 3, 4 and 5.
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