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Messages - Chpexo

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1
Looks nice but I'm more concerned that RHDN didn't auto-merge your previous 2 posts that are a day apart. What gives?

2
Personal Projects / Re: Koopamite (Gyromite Hack) *UPDATE* 08/17/2015
« on: August 28, 2015, 04:27:52 pm »
Modify addresses 0x3734 and 0x3735 to the value $55 to change the top part of Bowser's palette. I'll leave the other half to you.

3
Thank you for the corrections even if some of them weren't in the best attitude. You learn something new everyday.
Eventually, I won't need Windows 7 to be connected to the Internet, so it won't be a problem.
I see no problem here especially since a lot of utilities here run on windows (you can use emulators though).

4
Welp, I got that info from Extreme-tech:
Quote
An ExtremeTech reader called Benny sent us an email to say that the number 9 is considered unlucky in Japan.

Because emails never lie. ::)

EDIT:
This says something different
Quote
Number 9 in Japanese is pronounced as kyuu or ku, the pronunciation ku means agony or torture, so it is also better not to use this one.

Source: http://www.worldofjapan.net/2011/11/unlucky-numbers-in-japan/
Source 2: http://jisho.org/search/ku

5
Personal Projects / Re: Koopamite (Gyromite Hack) *UPDATE* 08/17/2015
« on: August 27, 2015, 07:20:28 pm »
The current edit to the background looks much better and hopefully you get that palette bug sorted out.

In addition, some NES games have a simple way of dealing with what tiles gets what palette if it's not compressed. Lugia2009 has a guide that's not hosted on the site called "NES Color Programming" about how it's done but the method is usually used for title screens. Other games can use unique ways for deciding what gets what palette; Deadly Towers and Zelda comes to mind.

Download: http://www.mediafire.com/view/y4b8gu29jzjzbvv/NES_Color_Programming.txt

6
Heh, I forgot Microsoft skipped 9. I was going to type Windows 7 and above but changed it because windows 10 doesn't have the privacy concern through updates; my mistake. Apparently Microsoft skipped 9 because it is unlucky in Japan. All of the other information from my previous post is correct.

7
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: August 27, 2015, 05:31:18 pm »
Is there just going to be two patches? I was hoping there would be two patches, one with just the translation and another with the translation plus some bug and consistencies fixes.

8
I found those links, by the way:

http://www.techworm.net/2014/10/microsofts-windows-10-permission-watch-every-move.html
http://arstechnica.com/information-technology/2015/08/even-when-told-not-to-windows-10-just-cant-stop-talking-to-microsoft/
https://edri.org/microsofts-new-small-print-how-your-personal-data-abused/

That should be sufficient in and of itself as to why I won't be using any further Microsoft operating systems so long as they continue down the route that they are going down.
Just so you're aware, these privacy concerns also affect Windows 7, 8, and 9 when you update them. If you care about your privacy, you will have to trade off security updates for your privacy from Windows, which is a terrible idea.

9
Personal Projects / Re: Koopamite (Gyromite Hack) *UPDATE* 08/17/2015
« on: August 26, 2015, 10:38:53 pm »
Eh, I liked the first image more mostly because it seems weird not to have that pattern behind the vines. If you really want a background, make the black background color a very dark blue and see how that turns out.

10
Nice. For the last picture, who is that in the painting? They look familiar.

11
Personal Projects / Re: Super Mario 64 Blast Off! Full sm64 hack
« on: August 26, 2015, 10:06:54 am »
Those are some fine graphics for the Nintendo 64. I'm a little worried that these can't be inserted!

12
Capcom didn't develop the collection; Digital Eclipse Software did. Capcom doesn't care about Mega Man anymore, remember?  :P

13
Gaming Discussion / Re: Castlevania Confused Richter
« on: August 24, 2015, 08:07:51 pm »
It's interesting to see that so many people attempt to misuse scratchpad despite the warning being there. It's clever of our maintainer to set up that little error message. In any case, I'm still curious to see this hack that caminopreacher is referring to.

14
Personal Projects / Re: Zelda 2 for GameBoy - Missing Link - Need Help
« on: August 23, 2015, 06:48:17 pm »
Thanks Chpexo!

The ordering you supplied makes a lot more sense.
I have updated my application accordingly.
You're very welcome. Hopefully your application becomes a music editor in soon time; however, it might be a bit tedious to create an editor of your own. Famitracker has the ability to dump ftm files into text files; perhaps you can take advantage of this.  ;)

I will investigate more music-data - hopefully I can confirm some assumptions and maybe shed some light over the 'channel-headers'.
I would suggest looking at additional "headers" as it might shed some light on what they mean and what they're used for. Notice how the channel headers for the title screen have 00 at the beginning and end. It's very possible that these are just little notes by the programmer to signify the start and end of the header, but this is just speculation.

15
Personal Projects / Re: Zelda 2 for GameBoy - Missing Link - Need Help
« on: August 23, 2015, 01:46:48 pm »
From further investigation, info on channel 2 should rather be:

Header
Code: [Select]
00 DC 06 40 00

I've come to the conclusion that that the last byte of the header does absolutely nothing for the title screen music or that I have no idea what it does! As for the other bytes, all I can tell you is that tampering with them terminates all sounds or does nothing at all.

Data
Code: [Select]
40 07 38
40 07 0E
3E 07 0E
...
78 D9 (loop instruction?)

So, the correct order of the bytes for each note is

First byte: the letter of the note as well as the octave.
Second byte:  the instrument of the note.
Third byte: timing for the next note.

I double checked, and it seems both of us were incorrect of the order  :P

16
Personal Projects / Re: Zelda 2 for GameBoy - Missing Link - Need Help
« on: August 23, 2015, 11:55:32 am »
Chpexo: Does first byte - in for example 07 38 40 - denote the instrument?
Yes. Basically the instruments in this music engine denote how long the instrument is sustained. The lower the byte value, the shorter the note plays. But in your example, I believe you are showing parts of data for two notes, not one. Correct me if I'm wrong though.

I threw together a .NET application to play the channel data through the internal speakers (of the computer).

Here are some screen-shots of the 'masterpiece':

I have uploaded the beta-version to file-trip: http://filetrip.net/dl?VXsHF3gW7b
(Have patience and wait for the Download file button to appear - Do NOT click anything else!)

You have to manually copy-n-paste the channel-data (provided in text-files) if you want to try it out yourself.

The application assumes a fixed length for the notes (based on the notes in channel 1).
It can handle 3 octaves at the moment - but due to the nature of the internal speakers - it can only play one channel at a time :-(
Look like this program has potential. Once that program comes out of "beta" I'd be interested in making some covers for this hack. How about it? In addition, I couldn't get audio outputted despite pasting the bytes into the program as I don't have an internal speaker for my computer to my knowledge.

EDIT: I'll check out the channel headers.

August 23, 2015, 01:07:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also - I really need help with figuring out the 'Channel-headers' - what do the mean?:

Channel 2 header - offset: 3 E5C9
Code: [Select]
00 DC 06 40 00 40
Channel 1 header - offset: 3 E665
Code: [Select]
00 DC 00 40 00 2D
FYI, the last bytes you provided are for the music note letters and are not the header. I'm not sure about the second to last byte though, modifying it does not heed any results. By modifying the other bytes they seem to just completely halt the music from playing so they seem to be a vital part of the music.

17
Personal Projects / Re: Zelda 2 for GameBoy - Missing Link - Need Help
« on: August 23, 2015, 10:56:07 am »
I tested Square Channel 1 notes at 0x3E5CD and found these results:

To play one music note all you need are three bytes

First byte: timing for the next note

Second byte: the letter of the note as well as the octave.

Third byte: the instrument of the note.

Having FF will end the song

18
General Discussion / Re: AEPOZXLU GKISTVYN
« on: August 22, 2015, 09:29:51 pm »
Word Magic to the rescue!

The biggest word list I have is the ABLE word list, with 209785 entries. In less than a second, Word Magic found 4992 words, 6 or 8 letters long, that contain only the letters from "AEPOZXLUGKISTVYN". The resulting list is too long and pointless for the forums, so I made a text file with it...

Download it here...

Can you find funny or dirty words in there?
SEXINESS, NIPPLE, VAGINATE, VULVAS, and SEXUALLY are some words kids might find funny.

19
Personal Projects / Re: Zelda 2 for GameBoy - Missing Link - Need Help
« on: August 22, 2015, 07:20:36 pm »
I will do a play-through of the game to confirm my suspicion that those two channels are the only ones used.
You're half correct. Apparently the game uses the Noise channel but never the Wave channel for music. It's possible the game only uses the Wave channel for sound effects only like Michiharu Hasuya does for most of his NES OSTs, but I'll leave that for you to check. From hearing the soundtrack, the engine is very limited. It either has a volume changing effect or none at all.

20
Am I correct in my assumption of a 'melody' channel and a 'backbeat' channel?
Sort of.

The Game Boy has 4 sound channels. Square 1, Square 2, Wave, and noise. The Square 1 and 2 channels are usually used as the melody but not always. These channels get their name from the wavelength's appearance that the channel produces.

The Wave channel is usually used as a bass for GB music but can also be used to output sound samples. Clever GB musicians have used the Wave channel to produce some pretty sounds like in Ghosts n Goblins that mimics a Commodore 64 lead.

Lastly the Noise channel is almost always used for drums. It gets its name for sounding like white noise I suppose.

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