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Main - Posts by Matrixz |
Matrixz |
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Ninji Level: 35 Posts: 202/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
New version coming soon. Most of the unit IDs are actually drawn using game's sprite data. Also, it will support the Japanese version of Bionic Commando (it will come with a 2nd EXE for that ROM). The Jap. version (Top Secret - Hitler's Revival) is rather different, by the way. |
Matrixz |
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Ninji Level: 35 Posts: 203/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Hello Board2. Groen (Bionic Commando editor) is ready for a new release. The most significant addition is a working Unit editor. Take a peek..
Unit editor screenshot 1 Unit editor screenshot 2 Unit editor screenshot 3 Updated Palette view Data management view Music tuner. You can now also change what music is loaded for each Room as shown above. Download: http://matrixz127.comoj.com/share/Groen_V3.zip There are two binaries, one for Bionic Commando and another one for Top Secret (Japanese version). Source code is included, like last time. |
Matrixz |
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Ninji Level: 35 Posts: 204/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Bionic Commando (2009)
Duke Nukem Forever Breath of Fire IV Final Fantasy VIII (played it once 11 years ago, but only played 1/4 of the game) Mystic Ark (SNES, translated) Plans are prone to change completely. |
Matrixz |
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Ninji Level: 35 Posts: 205/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
If you are missing run-time files, this should install the latest ones for Visual C++ 6.0:
http://download.microsoft.com/download/vc60pro/Update/1/W9XNT4/EN-US/VC6RedistSetup_enu.exe Im surprised there's been yet another attempt at a BC editor. I know of two others,"Bionic Commando editor" by TheAlmightyGuru and another one that was named "GraouBC". The latter had some map editing, but it has disapeared from the net. |
Matrixz |
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Ninji Level: 35 Posts: 206/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
I've found a bug that might be what caused the error, it breaks if the ROM you try to open is in a different path than the editor. I have fixed it and updated the zip. You could also just use the old files and copy the ROM to the same location as the EXE.
Link, again: http://matrixz127.comoj.com/share/Groen_V3.zip The cause was that when you browse, it changes path to where it usually looks for the .pal file. It fails to load the palette file and breaks. |
Matrixz |
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Ninji Level: 35 Posts: 207/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Enjoy the editor Googie. |
Matrixz |
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Ninji Level: 35 Posts: 208/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Posted by za909 If you have enough space in the last $4000-byte bank of the PRG-ROM, you could place them there and play them back. That bank is always placed in memory $C000-$FFFF. DPCM samples must actually be in a bank which is not swapped until its finished playing.. because the NES CPU goes back to do other things, but at certain intervals, reads more data from the sample as its being played. About the registers, you only need to write the correct data to registers $4010-$4013 and $4015. The NES will play back the sample on its own. Its that simple. |
Matrixz |
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Ninji Level: 35 Posts: 209/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Yes, the last bank of the ROM is always loaded into $C000-$FFFF. For the Mega Man 3 rom, it's the one at $3C010 to $4000F. What i meant in my previous post is.. if you can locate any free space there, you can use it for DPCM samples. I don't know about MM3, but i know Megaman 4 has lots of continous, unused space in the same kind of location of the ROM. |
Matrixz |
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Ninji Level: 35 Posts: 210/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
When you start playing a new sample, you need to enable its bit by writing to $4015. Actually, if you want to cancel a playing sample and start a new one, you first disable the bit in $4015, then update registers $4010-$4013, and then enable the bit again through $4015.
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Matrixz |
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Ninji Level: 35 Posts: 211/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
This is some of what i have been working on in my Bionic Commando editor. (click images to see..)
If i finish this, hackers will be able to change the game map entirely. Im also improving the Data Management mode in the editor, so maybe it will be fully functional for the next version. |
Matrixz |
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Ninji Level: 35 Posts: 212/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
That looks like a challenging task. This reminds me Link's Awakening was my top played GameBoy game. I had the monochrome version of it though.
Its great to see the original Zelda getting ASM upgrades for easier hacking, i know about its limitations from making a basic hack long ago. I wish you good luck with the project. |
Matrixz |
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Ninji Level: 35 Posts: 213/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
The value is based on what the contents of A is when the program is at D7B9.. from there it's pushed to the stack with PHA and pulled back with PLA. Then all the ASL and ROLs you see actually multiplicates the original value with decimal 32 (causing the new value in A to be $C0 or $80). So.. to see what goes wrong you need to go before D7B9 and see what gets loaded into A. The value, at that point should be $04 or $06. |
Matrixz |
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Ninji Level: 35 Posts: 214/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Posted by Crist_93 Here is a small ASM hack for that. If you change the following ROM locations to these values, that will do it: 782E0: A9 782E1: 08 7939F: A9 793A0: 08 793EB: A9 793EC: 08 In the MegaFLE X editor also, i implemented a patch for applying this hack, which can be found in the Patches window. ( Other > Patches in the menu). You don't see the patch selections though, until you open the Dropdown list at the top of the window. |
Matrixz |
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Ninji Level: 35 Posts: 215/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Posted by Crist_93 Sorry, i mixed up the Glide and Slippery properties. The patch i descibed allows you to use the Slippery block property in all stages. I have a solution, but it has the side-effect that it will disable the wind effects at the start of Toadman. But it will also allow you to use the "0C: Special" property as it works in Toadman on all levels, it will work like falling water. 792E5: D0 792E6: 3D The "glide left", "glide right" and "special" properties and the Wind effect are all handled in the same routine, thats why the wind effect will have to go.. you actually can't use some of those effects at the same time. Another thing, the glide effects can't be used in Cossack Stage 1 since that stage uses the Snow property (0C: Special) at the start. Though, at 792E2 is the Stage Id that the Snow property can be used in, so you could change that. (and the Glide properties will work on every other level Id than that value). |
Matrixz |
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Ninji Level: 35 Posts: 216/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
bump! V4 is done. Go to page 1, everything is there! |
Matrixz |
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Ninji Level: 35 Posts: 217/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
I made a demonstration hack of Bionic Commando using my level editor. Only the level in the video is changed.
Also, I used the TAS Editor in FCEUX 2.2.0 to create the gameplay video. |
Matrixz |
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Ninji Level: 35 Posts: 218/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Lately I've worked on some stuff (old and new) revolving around the sound engine used in later NES Capcom games, which is used in the Mega Man roms starting from MM3.
First, I've updated "Capcom ''6C80'' Sound Engine/Music Format Documentation".. which is mainly a music hacking guide. I've had an update in the works for long. I had a WIP version on my personal host, this is a completion of that. Compared to the document from 2006 that was uploaded on Romhacking.net until now, there is a ton of changes, it's just not the same document. Download: http://www.romhacking.net/documents/274/ I made a commented disassembly of the sound engine, based on Mega Man 4. This can be re-assembled with the assembler ASM6. Download: http://www.romhacking.net/documents/634/ Based on the above disassembly, I rewrote the engine so that it can utilize the two extra square channels provided by the MMC5 mapper, if the ROM is changed to use that. This can be done for both BGM and SFX. It uses some more memory than before, the extra mem has been located at $6000. (start of PRG-RAM). The .bin file can be pasted over the old sound engine code in a ROM, old BGM datas and sound effects (hacked or not) still works without them having to be changed. When new BGM's and sound effects are hacked in, they can use up to six channels. If you think this idea sound interesting, you are welcome to try use it for your hack. (Assuming you are hacking Mega Man 3 - 6, or other compatible games..) You will need to change some constants in the .ASM file and re-assemble it though, so that MMC5 bank values are correct (which is different from game to game), and maybe change the memory layout. In the ASM file, I've described how to format sound datas to use extra channels. Download: http://matrixz127.comoj.com/share/capcom1990_mmc5_rev2.zip By the way.. its nice to see the hacking community "hack on" tirelessly on this board. |
Matrixz |
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Ninji Level: 35 Posts: 219/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
za909: Actually.. you are only truly safe about random-ish note lengths with using a speed of 0100. At least I think so..
It depends much on the note lengths used and if you use triplets or dotted notes. If you don't use either of those, you can use 0180 and it will not give random notes. (however 0280 would not work the same way). To get the shortest possible duration of a note (1 frame), you would need to set the speed to 0200 and then use 64th notes in a triplet. This is the table for how long each note lasts, for each kind of note length, taken from the disassembly. If the current speed is 0100, these are equal to how many Vblank frames each note lasts..
Also yes, you got it, 00,24,24,24,00 will be just as long as a normal 44. |
Matrixz |
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Ninji Level: 35 Posts: 220/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
Doing the effect with Decay should work.. since if the instrument's Attack byte is $1F it will start the note at max volume and decrease with the Decay rate starting from the next frame.. regardless of the note's duration or the 06 command.
Doing 06 00 and using Release should work fine too, but.. in the case you do a connect section (command 01), it will not fade with the Release rate until it's on the last note in the combination of notes. |
Matrixz |
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Ninji Level: 35 Posts: 221/225 EXP: 266614 Next: 13322 Since: 04-07-07 From: Norway Last post: 3117 days Last view: 1795 days |
2004, that's right. I can't figure out when exactly I started it. Lately I'm trying to piece together my history, or chronology..
I got the inspiration to learn this stuff thanks to that MM3 music editor by Sephiroth3, while in "Dragon Eye Studios" hehe. |
Main - Posts by Matrixz |
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