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Matrixz
Posted on 07-18-11 11:35 AM, in Whats the best MMC5 ROM to understand vertical split scroll? Link | Quote | ID: 145270


Ninji
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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
Posted on 07-22-11 03:15 PM, in Your favourite video game soundtracks Link | Quote | ID: 145386


Ninji
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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
Posted on 07-25-11 10:45 PM, in music conversions to Mega Man X and MM7 (SPC downloads) Link | Quote | ID: 145499


Ninji
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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
Posted on 07-29-11 01:59 AM, in Mega Man the Hedgehog Trap (Mega Man 3 hack) Link | Quote | ID: 145560


Ninji
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Great work. I'll wait for the Easy mode patch and try this hack again

Matrixz
Posted on 07-29-11 10:00 PM, in music conversions to Mega Man X and MM7 (SPC downloads) Link | Quote | ID: 145565


Ninji
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Posted by amarcum81
Matrixz, will you be releasing a Mega Man 7 music hack like you did with MM X? I'd be interested in having that, and maybe others would as well.

Nah, one hack is enough. lol.

Posted by Synthetekh
I have a few suggestions. Megaman 3 Wily Castle stage 3 / 4 and Spark Man's stage in Megaman X. Also I see that you have a MM10 song, so maybe MM9 Tornado Man's stage as well.

I was planning to not do any more. We'll see.

Posted by insectduel
Question! You mentioned that Mega Man 10 must be converted to MM4 also known as MMC3 sound engine before converted to SNES Mega Man X format. Are the Wii sound channels ara lot more different than the NES or it's the entirly different sound engine between the two.

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
Posted on 08-01-11 09:49 AM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 145611


Ninji
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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
Posted on 08-03-11 01:44 PM, in music conversions to Mega Man X and MM7 (SPC downloads) Link | Quote | ID: 145647


Ninji
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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
Posted on 08-05-11 10:21 AM, in music conversions to Mega Man X and MM7 (SPC downloads) Link | Quote | ID: 145700


Ninji
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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:

writeToFile([rom filename], 0x59A0D, bufWithLoadInfoSize, bufWithLoadInfo);


The line you commented out in common.cpp is never used, (most functions in common.cpp aren't).

Matrixz
Posted on 08-06-11 08:52 PM, in music conversions to Mega Man X and MM7 (SPC downloads) Link | Quote | ID: 145719


Ninji
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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
Posted on 08-07-11 09:03 PM, in music conversions to Mega Man X and MM7 (SPC downloads) Link | Quote | ID: 145743


Ninji
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You actually created some conversions with it, that is really nice

Matrixz
Posted on 08-08-11 02:04 PM, in music conversions to Mega Man X and MM7 (SPC downloads) Link | Quote | ID: 145764


Ninji
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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
Posted on 08-25-11 01:13 PM, in Favorite beverages Link | Quote | ID: 146487


Ninji
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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
Posted on 08-26-11 06:38 AM, in Favorite beverages Link | Quote | ID: 146504


Ninji
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Posted by KP9000
Was it called Cactus Cooler?

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
Posted on 09-02-11 03:18 PM, in ROM Hacking Inspiration... Link | Quote | ID: 146585


Ninji
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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
Posted on 09-09-11 06:33 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 146756


Ninji
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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
Posted on 10-29-11 11:21 PM, in What games are you playing right now? Link | Quote | ID: 148305


Ninji
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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
Posted on 11-28-11 01:29 PM, in "Groen" - Bionic Commando editor (V4 release) Link | Quote | ID: 148598


Ninji
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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
Posted on 12-14-11 10:14 PM, in Defeult color of megaman 5 '_' Link | Quote | ID: 148759


Ninji
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Posted by za909
Is there a newer version out there somewhere?

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
Posted on 12-21-11 04:08 PM, in Defeult color of megaman 5 '_' Link | Quote | ID: 148852


Ninji
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@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
Posted on 01-06-12 04:22 AM, in What games are you playing right now? Link | Quote | ID: 149184


Ninji
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Final Fantasy X-2. PS2 titles are really cheap now.
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