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kuja killer
Posted on 11-11-16 05:06 PM, in Capcom Music Editor *First Release* (rev. 2 of 11-11-16 05:16 PM) Link | Quote | ID: 164572


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My mistake, i totally forgot that I had moved the table of Song IDs for mm3 improvement backwards by 20 bytes to add all the extra sound effects from other megaman games,

So it does now, i also had to add in a few extra custom lines just for Megaman Odyssey as well, for the same reason above.
Anyway, mm3 and rock3 improvement will work with it now. (re-download from the first post)

kuja killer
Posted on 11-11-16 10:23 PM, in Capcom Music Editor *First Release* (rev. 8 of 11-11-16 10:41 PM) Link | Quote | ID: 164574


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no i did, i deleted the upload id 5938 ...and uploaded id 5939 ..
the filename date is November 11, 8:58 AM.

http://s13.postimg.org/pi6cdexpj/mm3improv.png

Unless if your ROM screwed around with stuff in 7FFA0-8000F ....
The editor specifically checks byte 7FFAA and 8000E to "jump" to the music engine for mm3 improve

Then it reads 2C11E, to "jump" 2CA30 (xxA30) for mm3 improve (2CA50/xxA50 for megaman 3-6) to load how many song ID's there are

It's a bummer i had to check against so many individual bytes to get there. But i did as best as i could to auto-detect the this stuff in all the games .. i did not want to immediately just load in the the direct locations of every game's music engine location ...cause there's always that possibility that someone may have moved it in their own romhack to somewhere else. So i had to pick the best route i could to get to that spot.

kuja killer
Posted on 11-11-16 10:50 PM, in Capcom Music Editor *First Release* (rev. 8 of 11-12-16 05:36 PM) Link | Quote | ID: 164576


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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)

kuja killer
Posted on 11-11-16 11:17 PM, in Capcom Music Editor *First Release* Link | Quote | ID: 164578


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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.

kuja killer
Posted on 11-11-16 11:34 PM, in Capcom Music Editor *First Release* (rev. 7 of 11-12-16 12:09 AM) Link | Quote | ID: 164580


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FamiTracker NSF's have their OWN music engine, so that's exactly what i said earlier then. ...it's not megaman related

If you have the original fami tracker file for your song ... not the NSF
Open your fami tracker file in fami tracker, and begin composing the song from it that way. That's what i did my first time.

http://s18.postimg.org/al1v2hpsp/zxcxc.png

You can use the exact same number of rows between each note, and volume settings and such. V00, V01, and V02 can be controlled with the "tn tp" box, where you set the Duty Cycle thing. V00 = 25%, V01 = 50%, V02 = both 25 and 50

I'd recommend doing all the notes first, before worrying about which instrument numbers to use and such. But set 00 instrument on 1st line, and volume F just to test at least.

set Speed "01 00" on the Square 1 channel only. That's a nice even speed to use usually.
-------------------------

I'd recommend doing this on a clean unmodified megaman 3 NSF to start with. Load a mm3 nsf, click "set address" button on the 1st song ID, do some stuff ... then click "create code"
Then later, click "read channel" which loads your progress you've done so far.

http://s13.postimg.org/8k88ubm7b/zzxcc.png - Here's an example i made in about 30 seconds.

kuja killer
Posted on 11-12-16 12:40 AM, in Capcom Music Editor *First Release* (rev. 9 of 11-12-16 12:03 PM) Link | Quote | ID: 164582


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**problem solved** was a stupid filename extension thing, updated link again

kuja killer
Posted on 11-12-16 01:33 PM, in Capcom Music Editor *First Release* (rev. 4 of 11-12-16 05:40 PM) Link | Quote | ID: 164586


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Yea glad we got that sorted finally. All cause of a stupid .NES vs .nes thing on the filename, ugh. Anyway glad that's fixed and over with now.

And sorry about the instruments part. I didnt do anything for that because i have no clue what there actually called. Like i know in fami tracker though, people name things like "snare" ... kick, tom tom, fade out, lead-in

I dont know what each one would be called or classified as. There's about 40 or so instruments in each game. So you juse use numbers 00 to about 30 hex or so (depends on the game). megaman 3 has the least amount obviously.

All i know is... instrument 00 is like "blank" which means it doesnt use any special settings or anything. Some others will fade in/out volume fast or slow, some will make notes vibrate, some will do weird ooo-eeee-ooo wavy up and down sort of thing, etc.

And yes im pretty sure there is a quickman setting, if i recall it was mentioned in matrixz' music guide

kuja killer
Posted on 11-14-16 06:04 AM, in Capcom Music Editor *First Release* (rev. 2 of 11-14-16 06:42 AM) Link | Quote | ID: 164592


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Im not sure what you mean ..copy-paste what exactly ? and i dont believe so, i dont really want to update it anymore.
----------------

oh i see, that sounds nice, but i dont really know how to mess with all the columns stuff how there removed and added, i never touched any of the code related to those sections at all. And i'd rather not try screwing with it honestly anyway.

kuja killer
Posted on 11-20-16 11:42 AM, in General Megaman Hacking Thread (rev. 2 of 11-20-16 11:43 AM) Link | Quote | ID: 164608


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Music - yes. about 1200 bytes estimate, if the whole entire engine is moved to another location in the ROM, which is not hard at all. -- that would be totally possible with mm3 improvement, since it was upgraded for double the graphics and programming space. But "not" possible on original mm3.

I once tried to add the slippery ice stuff to mm3 shortly after i did it for megaman odyssey...but for some strange reasons i failed to ever get it to work on a unmodified mm3 rom. Until i gave up and forget it.

I do not have any current or future interest at this time to try again.

kuja killer
Posted on 12-04-16 06:19 AM, in General Megaman Hacking Thread (rev. 9 of 12-04-16 07:20 AM) Link | Quote | ID: 164630


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This was a nice hack to play. I dont think there's ever been any real X1 level hacks ever before. Your the first one that exists ( i think ), so that's very refreshing.

I defintely liked the other SNES megaman games music choices, even though they sound a little odd though. As if the "instruments" or something are wrong. I dont know what it is exactly. That's OK though, i was still happy to hear the megaman 7 and rock+forte songs

I could not manage to find 3 of the 8 heart tanks, im not sure if they're deleted from the levels or not cause i went through them several times after i finished the game, but no luck.

I also liked some of the new backgrounds in the levels, like the one with the sunet, that was really nice to look at.

Difficulty was just fine, not hard, and not easy. Overall it was quite a nice hack so i give praise to you, Sophia I hope there will be other SNES X hacks in the near future.

どうもありがとうございます


kuja killer
Posted on 12-19-16 01:59 PM, in Capcom Music Editor *First Release* Link | Quote | ID: 164671


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refer to the post above, i already explained that situation about instruments. you can select anything you want, usually between 00 to 28 hex. (instruments above i think 28 are usually for Sound Effects, while before that, are for songs)

Hold Shift, while pressing 0 to 9 to edit the 10's digit, and "without" shift for the 1's digit on on most of the boxes other than note.

kuja killer
Posted on 12-30-16 10:54 PM, in General Megaman Hacking Thread Link | Quote | ID: 164700


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Yup. I always love those little new years hacks. I'll look forward to it, also he updated the "mega search man" search engine of his, which documented every single megaman hack released in the 2016 year. There was quite a decent amount.

Rockman CX was obviously the biggest of them all in my opinion. Rockman 6 Next Loop by BaronHaynes, that was pretty good, but sometimes very evil/unfair in some places.

Jriva's megaman 3 prometeo which i really enjoyed alot.
Sophia's Megaman X generation, etc.
-------------------------------
heres the first part of puresabe's site update from today, which he talked about all the stuff he did in 2016

quote:
The place which leaves it also became little this year.... by which this year will also look back to one year in this website...

* 2016 New Year greeting hack is released.

* Released Rockman 6 execution speed optimization and extension patch.

* The patch which damage-izes spikes of Rockman 1-7 is released.

* All kinds' element of Rockman remodelling releases the software which examines which degree is changing compared with an original work.

* Version 1.01 several making Rockman 4 remodelling "Rockman4 MI" debugged is released.

* The fish software to which Rockman 4 changes MIDI compulsorily for sources is released.

* The patch which makes sure that all accessories, and Rockman& Forte chooses and uses can be used at the same time is released.

Character change patch is renewed.

kuja killer
Posted on 01-19-17 12:21 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 5 of 01-19-17 01:01 PM) Link | Quote | ID: 164776


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found it in less than 5 minutes. well... 1 of the 2 apparently.

guitarpalooz:
try doing it at the file select screen

I dont consider this one.. a secret honestly. but it's understandable there's no screen space for it though.

I see what the other one is, this one is defintely a real secret, but "only" if i can get the FCEUX code-data logger to actually begin logging the code from it. i dont know where in the game i have to be for it to start.

edit: found it, if im allowed to say just a hint.

try it out when you open a treasure box (im not sure if it works on every treasure box) ...but just uhh, try one of them anywhere i guess.

kuja killer
Posted on 02-17-17 02:32 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 164866


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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.

kuja killer
Posted on 02-17-17 03:23 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 164868


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oh whoops right

3BE89:
F01DB9A20018690199A200A91C209AF8C60FF00B206EFDA5952903D0F7F0DAA900855860

Are you making your own romhack ? i would be very happy to see more people using mm3 improve with their own hacks. there's only been a couple so far in the past 2 years.

kuja killer
Posted on 02-24-17 01:16 PM, in General Megaman Hacking Thread (rev. 8 of 02-24-17 01:42 PM) Link | Quote | ID: 164910


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Megaman 3 C000-FFFF dissasmbly/assemble download:

https://www.mediafire.com/?thcw5zg4du2sivk

Since you keep having to bring it up constantly...i decided to work on this for a few days.
Please note this is not a full dissassembly at all of Megaman 3 / Megaman 3 Improvement" but just only the "fixed bank" at the end of the ROM for the C000-FFFF nes memory.

I did not document every possible little thing, just only felt like doing the stuff that was most important.
This is my first time ever working with assemblers stuff, so I probably havent done things correctly, so im just only a pure newbie to that stuff.

it's probably even confusing with so many files. Well mainly because i did this seperately for both megaman 3, and megaman 3 improvement.

I highly suggest people use Megaman 3 improvement only... "not" original megaman 3. I did both "just in case" though

This will assemble with "asm6" which i included. It says "asm6f_32" because that one includes a feature to output these label files designed for FCEUX's debugger. you just need to add a "-n" command to the batch scripts i think. i left it out in case people didnt want it by default.

the disasm6 program/batch scripts is used to dissassemble the C000-FFFF region using a FCEUX code/data log file which i spent hours playing through the game to log every possible bit of code/data. I dont have any real experience with these assemblers, but i hope this will help out some people though for megaman 3 hacks.

Im sure there's people here who are far more experienced with assemblers and such who know how to work with it, so feel free to edit it in any ways you want.

i used this as reference for some of the RAM address labels.
http://rock5easily.sakura.ne.jp/3/MemoryMap.html


kuja killer
Posted on 03-01-17 01:32 PM, in General Megaman Hacking Thread Link | Quote | ID: 164932


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Yea sure thing, i actually do hope someone here, or just someone out there may be able to take this as a start, and expand on it, or complete it, from where i left off.

Cause i realize i did not do it correctly, i mean, it will assemble with the ASM6 assembeler just fine so far, but it doesnt include any of the rest of the ROM.

what i did on the "main" file or whatever, was take your megaman 3 / improvement rom, and "include" it as-is until 3C000 hex ... "then" made a ASM file for the 3C010-3FFFF hex ....then include the rest of the rom again to "End of file" which is the graphics.

so maybe someone will correct my mistakes if they dissasemble the rest of the ROM

kuja killer
Posted on 03-12-17 10:45 AM, in General Megaman Hacking Thread Link | Quote | ID: 165151


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very awesome, sophia keep up the great work.
that 1st screenshot, that's the background from a level on GBA Megaman Zero 2 or 3 i believe, huh ? i recognized that at first glance, really looks very awesome on SNES.

kuja killer
Posted on 03-15-17 07:44 PM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 165186


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glad you enjoyed the experience, always nice to see comments about mm3 improve once in awhile again.

yea somtimes people dont like the instant energy refill thing, and many times i've posted on here, or romhacking.net on how to revert the change back to normal, for people that didnt want it. - i personally do not like it myself, but i did it just cause.... well some people like it.

do not know about the glitches you mention, it's probably just a thing with that powerpak thing ... nothing wrong i did ...cause apparently some emulators have trouble with the weapon menu specifically on the gemini man levels for some strange reason, dont know how, dont know why, but that's just the way it is i guess.

------------------
lag reduction is super fun. that's probably the number 1 most important thing for the whole entire project compared to anything else. yes. it's about optimizing routines, un-rolling large loops, using less code in some places compared to what they were originally. etc.

kuja killer
Posted on 03-16-17 02:32 AM, in RHDN is gone! Link | Quote | ID: 165188


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oh my god, why why why!
was nightcrawler the one that shut it down ?? why ???
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Main - Posts by kuja killer

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