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Main - Posts by Matrixz |
Matrixz |
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Ninji Level: 35 Posts: 181/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
I may be mentioning something you guys know well already, but anyway.
I noticed that Disch's MMC5 document mentions this: "Split screen mode is only allowed in Ex0 or Ex1. When in Ex2 and Ex3, it is always disabled". So you would need $5104 to be set to 0 or 1 apparently. If its set to the wrong mode it could be an explanation of why it acts differently. |
Matrixz |
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Ninji Level: 35 Posts: 182/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
I like a lot of soundtracks, but many of them i enjoy listen to outside the games.. when thinking of soundtracks that was well arranged, these GameBoy titles come to mind..
Wario Land 2 (GB/GBC). I feel each stage fits perfectly with the background music. Its arranged so that as you proceed, you get a new song once in a while. Even when you beat the game once and reach one of the endings, there are still more endings and plenty of surprises music-wise. Zelda - Link's Awakening (GB/GBC). It was epic.. especially the final parts. |
Matrixz |
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Ninji Level: 35 Posts: 183/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Some months ago i experimented with the Mega Man X sound enginge, and it lead to writing a program to convert music between SNES games that used the same engine, and even from NES to SNES. The results has been lying on my HD without much exposure, so i am making the effort to release it all together.
Technical info background: Mega Man X' BGM format is based on a NES format used in much of NES games made by Capcom, like Mega Man 3 and later. The SNES format has more commands and some values are different, but not a lot. Based on this, i created conversions from NES to Mega Man X, with the help of a program that i coded. Also. The Mega Man X format is shared by other SNES games, some of them are Mega Man 7, X2 and X3.. i successfully made conversions between those games also. None of the files i made is recomposed, notes and their length are the same. Most of the extra work (besides converting the data) involves to patch each instrument/sample to a instrument/sample in the destination game. For the NES to SNES conversions, the noise channel is enhanced so that each Noise frequency is converted to a specific drum sample and frequency. Also, one or more of the four NES channels are duplicated into delay effects and so on. I will explain more if there are actually questions.. NES Conversions to Mega Man 7: Brightman [link to mock video with MM4 gameplay] Stoneman Proto Man Castle Stage Magnet Man (half-done) Mega Man 10 - Robot Master Battle to Mega Man X sound engine Note: ^^^ This one is credits to xxBaiixx for re-composing to Mega Man 4, and MartsINY (aka ColdIced) for providing the bgm data. Mega Man 7 to Mega Man X (half soundtrack converted) Opening 2 (used in Mega Man X music hack) Intro Stage Junkman (used in Mega Man X music hack) Turboman Slashman Cloudman Shademan Springman warning: turn down volume. its not perfect. Shop Battle with Museum Boss Battle with Bass Wily Stage 3 Battle with Wily Staff Various conversions to Mega Man X, made into an entire music hack. The stage that had the music replaced, is in parenthesis. Street Fighter 2010 Stage Theme 1 (Intro Stage) Blizzardman (Chill Penguin) Toadman (Launch Octopus) Snakeman (Sting Chameleon) Magma Centipede (Spark Mandrill) Gravity Beetle (Storm Eagle) Knightman (Boomer Kuwanger) Mighty Final Fight Stage 3 (Armored Armadillo) Mr.X Stage (Sigma Stage 1) Dr.Cossack Stages 3-4 (Sigma Stage 2) Mega Man 3 - Dr. Wily Stages 5-6 (Sigma Stage 3) Mega Man 3 Title (Title) Mighty Final Fight - Stage Select (Stage Select) Rockman & Forte (Megaman & Bass) Boss battle (Boss) Mega Man 4 Boss battle (Reploid Battle) Flame Mammoth was replaced with Junkman and Sigma Stage 4 with Opening 2 from MM7, which is above.. Download the IPS for the Mega Man X hack! - Patch to a headerless ROM (the one used was "Mega Man X (U) (V1.1) [!].smc") [Here is a video for a taste..] Extra conversions to Mega Man X: Final Fight 2 Round 1 Neon Tiger Street Fighter 2010 Theme 2 Ground Man (Rockman & Forte) I might post the source code to the tools i coded to do all these conversions. Unfortunately it is completely useless to use the programs without hard-coding things in C++ (there is no interface, not even DOS). I have no clue if people can use it for anything, either way i might do that once i clean up the code a little. |
Matrixz |
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Ninji Level: 35 Posts: 184/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Great work. I'll wait for the Easy mode patch and try this hack again |
Matrixz |
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Ninji Level: 35 Posts: 185/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Posted by amarcum81 Nah, one hack is enough. lol. Posted by Synthetekh I was planning to not do any more. We'll see. Posted by insectduel It wasn't converted, it was re-composed into a Mega Man 4 rom, but im not the one who did it. I just happened to be given it to do the conversion to MMX. Im not familar with the sound stuff for the Wii games, but i expect that it works entirely differently. |
Matrixz |
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Ninji Level: 35 Posts: 186/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
When you exit the weapon menu, it loads graphics sets that are different Id's than those loaded when the level begins. It loads the level's graphics back into the upper half of the tile table. In MegaFLE X, those are found, in the Graphics Load Editor, as "Primary Graphics Load" $20 towards $2F. I hope it helps. |
Matrixz |
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Ninji Level: 35 Posts: 187/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
http://matrixz127.comoj.com/share/capcom_bgm_nes2snes.zip
This is the program i wrote in order to do the conversions from NES to SNES. C++ knowledge and compiler is required to use it. |
Matrixz |
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Ninji Level: 35 Posts: 188/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Do you know if the MMX rom you used is header-less? It should be, otherwise it will write 0x200 bytes too early. To test that, you could try change the "writeToFile" call in the "handleOutput" function, and add 200 to the output address (which is the 2nd argument).. like this:
The line you commented out in common.cpp is never used, (most functions in common.cpp aren't). |
Matrixz |
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Ninji Level: 35 Posts: 189/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Yeah, you would have to manually extract songs using a hex editor. It is easier to do though if you use a NSF file of the game.
For the NES games that use the engine, for example Mega Man 3, the songs begin almost always around the same offset in a NSF file. In the MM3 NSF i got, the song pointer table starts at hex offset AC3 and the songs begin not long after that. Each song data starts with a 00, and after that comes four 16-bit pointers, which might in hex look something like 8C 12 8E 56 90 78 92 AB.. that is a random example. There is another method to finding BGM data though, which is what i usually do, i might as well mention it. The FCEUX emulator can be used to debug a NSF file (at least with newer versions). With FCEUX' built-in debug features you can find the data of a specific BGM very easily. You would use the Code Data Logger found in the Debug menu. Once you tune the NSF player to the BGM you want to find, you hit Start in that Code Data Logger window, and it will log what is read from the NSF. Wait until the song has looped. Then, you go in the Hex Editor (found under the Debug menu), change it to view Rom File, and whatever has been logged as data read will be shown as blue. If you then scroll and find a huge segment of data in blue, that might be the whole BGM. |
Matrixz |
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Ninji Level: 35 Posts: 190/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
You actually created some conversions with it, that is really nice |
Matrixz |
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Ninji Level: 35 Posts: 191/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
For different songs, it loads different sound samples into the SPC700 memory so that some instrument Id's actually become different. I noticed that with Mega Man X. In that rom, the information that changes samples was some totally other place than the BGM pointer table and BGM data. |
Matrixz |
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Ninji Level: 35 Posts: 192/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Iced coffee on carton from the store. Chocolate milk is also good. There was once a pineapple soda that i really liked but they don't seem to make it anymore. |
Matrixz |
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Ninji Level: 35 Posts: 193/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Posted by KP9000 It was canned soda called Fantasy (not Fanta) Pineapple. But i am scandinavian so .. it was probably something produced only here. I was absolutely unable to find anything about the brand on Google strangely. Will try Fanta Pineapple if i ever come by it. |
Matrixz |
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Ninji Level: 35 Posts: 194/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
I always got inspired from playing games. Even playing Zelda has given me ideas for things that could be done in Mega Man. But also, playing other hacks. |
Matrixz |
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Ninji Level: 35 Posts: 195/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Progress..
You can resize the room's width and height. The editor automatically takes care of moving data and fixing pointers. The door editor modifies entrance points in a room. It can also change where exits doors leads to, but not their location. (entrance doors and exit doors are two different units of data, even though there is often both an entrance and exit at the same spot.) If the game isn't recognized it is Bionic Commando. |
Matrixz |
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Ninji Level: 35 Posts: 196/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Sim City 3000. I owned it years ago but simply didn't know how to play. Now that i do and earn money without cheating, its fun. A funny thing is you have to build a dozen schools to meet the education needs of the population.
And i just played through Donkey Kong Country 3 on Wii. It took a few days to get to the end, perhaps i will try to find everything and get 100%. |
Matrixz |
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Ninji Level: 35 Posts: 197/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Bump.. Time for a new release.
Groen V2 download: http://matrixz127.comoj.com/share/Groen_V2.zip You can now fully edit a Room's physical layout. You can also move entrance doors, and change where exit doors lead to, but not where the exit doors are placed. You can edit the level's palette and change how background tiles are loaded (but not edit them). Have fun. |
Matrixz |
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Ninji Level: 35 Posts: 198/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Posted by za909 Thats the last version. In theory, you could set up what graphics are loaded for each sprite, by editing the text files in the "support" folder. But i guess its tedious and uninteresting for anyone to do. |
Matrixz |
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Ninji Level: 35 Posts: 199/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
@za909 & mickevincent: I wrote a guide for how to do it. It took surprisingly little time to write all that.
http://acmlm.no-ip.org/uploader/get.php?id=4103 PM comments if you have any, so the thread won't be de-railed more.. |
Matrixz |
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Ninji Level: 35 Posts: 200/225 EXP: 266620 Next: 13316 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Final Fantasy X-2. PS2 titles are really cheap now. |
Main - Posts by Matrixz |
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