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Messages - optomon

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ROM Hacking Discussion / Re: Hack Teenage Mutant Ninja Turtles 3 ?
« on: December 22, 2014, 09:11:33 am »
We'll I haven't peaked at the rom, but if shredder is the same size as the turtles graphically, it might not be totally unfeasible, at least in theory. I mean the game is designed for two turtle players, isn't it?

ROM Hacking Discussion / Re: Adding custom music to nes rom?
« on: October 10, 2014, 01:50:00 am »
It's very tedious, and you'll need to be able to learn how to reverse engineer the sound engine. You can do this with a memory viewer that is built into an emulator. Open the games NSF file and in the emulator and see if you can find pointers in the memory viewer while a song is playing, chances are, it represents the location of some of the music data for that song in rom. Then compare what you find in the NSF file to what you find in the rom file in a hex editor. After that, you'll have to determine how different elements are represented in hex ( pitch, volume, repeat functions, timbre, etc.). Then edit the data. It is a lot of work, especially the first time around.

But even before doing that you'll need to know the principles of hexidecimal and pointers, and hopefully have some kind of music background. Not sure about the expansion sound though, sounds like a whole different ballpark.

ROM Hacking Discussion / Re: Stores that sell your rom hacks- canada
« on: July 01, 2014, 09:11:30 am »
Absolutely do not do this. If anything, you are involving us. Stop.

Both castlevania and Simons quest have their sound in the first bank of the rom. Read sliver x's castlevania music document, that should help with the format a little. Transcribing the notes one byte at a time is going to be tedious, just be prepared for that.

ROM Hacking Discussion / Re: Asm hacking
« on: February 07, 2014, 12:18:37 am »
I use just a hex editor. Probably not the most proficient method by any means, just how I learned to do it. And also because I'm a masochist that has really bad ADD who likes to obsessively play around with hex numbers and is too lazy to get accustomed to using an assembler.

Gaming Discussion / Re: Games and Society
« on: December 27, 2013, 12:40:58 pm »
Gaming is very acceptable in society from what I can tell. Working in a tech building, most people under 40 are gamers and for many it is their primary source of entertainment media. If I worked somewhere else that probably wouldn't be the case so much. When I go to a social function with not such gamer types, and the subject of gaming comes up, someone will reflect on a positive experience of gaming, like how they used to play donkey kong back in the day. Gaming is the norm, and even if you are hardcore, there are plenty of people somewhere out there that get it.

General Discussion / Re: Youtube is getting condensed
« on: October 19, 2013, 05:09:54 pm »
I agree with YouTube becoming a pain in the ass. Mainly the ask for your name for tenth time thing.

General Discussion / Re: PS4 in Brazil = R$4,000?!
« on: October 18, 2013, 06:29:00 pm »
Heh. After all the tax, the PS4 is still $800 or so more expensive buying an Xbox One in Brazil, which is actually $100 more expensive in the US according to the article.

This comment does a good job shedding light on the absurdity of the situation:

Ticket from São Paulo to Miami and Miami back to São Paulo (to spend a weekend) = USD 955,00
PS4 = USD 399,00
Hotel (2 days) = USD 300,00
Total = USD 1654,00 = R$ 3589,18
This means: take a weekend, go to Miami, buy the PS4, enjoy your travel and save around USD 190,00.

General Discussion / Re: PS4 in Brazil = R$4,000?!
« on: October 18, 2013, 03:41:58 pm »
Also part of free market is the outrage from potential customers, and the alienation of potentially a huge customer base if you are a massive company. I guess the question to ask here is why does it have to be so expensive? I'll take a look at the article a little later when I have some time...

Gaming Discussion / Re: God Mode
« on: September 20, 2013, 09:34:27 pm »
When I saw the title of this, I instantly thought of the hack in counter strike where you run around  in the level at million miles an hour killing everybody (and subsequently disappoint everyone else playing).

For me, cheats are for and exploring the game for fun after it has been mastered, so yeah, for curious purposes mainly. It sounds more fun to use cheats to make a handicap mode used to increase difficulty, such as less lives or enemies taking more hits.

On a mildly related side note, there are certain rare occasions I have used the internet to help figure out how to get out of an extremely desperate situation, such as the case of the last levels in Solomon's Key requiring the player bonk his head on a random tile in the room to be able to destroy a block that allows him to proceed to the next level (else they get sent back 10 tedious levels).

Gaming Discussion / Re: Gaming with your significant other
« on: September 20, 2013, 12:24:28 am »
Lmao at the above post. That sums up my wife's gaming experience as well, I never even liked game boys, cell phone gaming seems rather pukeriffic for me at times. She does not have enough motor control in her right hand to use a controller however, so I am glad that she at least has a means for gaming so she can relate to me on some level. I always check up on what she is doing, her high score, etc. She is... Let's just say, understanding enough to understand my retro gaming habits, particularly the rom hacking. I am able to understand her gaming habit so I suppose its a fair trade-off.

If I remember correctly, famitracker uses page $200 in ram and some zero page registers as well , not too common for most NES game's soundtracks. Unless you build your game around that from the ground up, or the game happens to have its registers on page $200 for the soundtrack, You would have to reconfigure the ram address values in the famitracker .nsf file to different addresses in ram, most likely to another page where the old soundtrack used to be (many NES games use pages $100, $600, or $700 for their soundtrack). Then you would have to change a couple of pointers in the rom that actually play the music to match the new nsf, and probably a couple of other things. Sorry if this is not the best explination.

General Discussion / Re: Favourite Video Game Music?
« on: July 25, 2013, 01:06:38 am »
That first stage music in Bionic Commando is particularly epic. Someone could probably do an in depth qualitative analysis of how it is arguably the best song in an NES game. Or all of the music in the game for that matter could be broken down accordingly.

Megaman 2
Bionic Commando
Castlevania 2
Megaman 5
Silver Surfer
Castlevania 3

Super Ghouls n Ghosts
Megaman X
Castlevania 4
Actraiser 2
Super Off Road

One other game great music... Symphony of the Night

Site Talk / Re: Can't find my sent Items in Inbox
« on: July 20, 2013, 01:42:39 pm »
It is done.

Site Talk / Re: Can't find my sent Items in Inbox
« on: July 20, 2013, 11:57:49 am »
Where is this option? Is it a new implementation? I could have sworn I was able to see previous sent messages... in any case there is only one thing I can say in this situation:

Site Talk / Can't find my sent Items in Inbox
« on: July 19, 2013, 06:38:12 pm »
I try to query my sent PM's from my Inbox and no results are yielded. I don't think I magically deleted them somhow, though I'm not ruling that out. Has this happened to anyone else? Or maybe I'm just doing something wrong.

During development of that we were bother pretty hard core about doing stuff on paper for some reason. I wish I still had all of my character and enemy designs. Speaking of losing design document stuff, I also no longer have like any of the stuff I did for it, so it would be up to someone to re-create a lot of that stuff.

I still have most of your artwork for this game, if that helps. And much of the paperwork done on this game is lying around somewhere. But I am pretty sure picking this up one back up ever again. I still hand write a lot of stuff, mainly smaller ideas, conceptual sketches, maps, and code snippets, but I have getting better about using notepad for larger scale operations. There was a lot of really shitty spaghetti code and design flaws in this game, though, especially early in the project when I was fairly new at 6502 and good coding practices in general.

I'll see if I can make it sound slightly less daunting for someone who would actually dare to pick up the project.

- If there's one first thing I'd change it would probably be to scrap the vertical parts of the game, and just do horizontal rooms. (The vertical rooms were designed originally only to scale in one direction in CV3, so a lot of things would disappear or crash; this caused major issues).
- I had issues with the map hogging up a lot of RAM addresses, but someone pointed out that I could have just used some upper section of RAM that is used in MMC5 games.
- There was a big fear that I would run out of ROM. I would cut out pretty everything that will not get used in the game that is know will not be used.
- A good disassembly of CV3 would be very useful for reference. (Is there one out there?)
- Make the levels editable easily in the editor. I requested the source code from the author for reVamp, but never got around to retooling it to fit the radical new level design.

I like the snarfblam approach. Get graph paper. A book of graph paper is particularly good. You get a big thumbs up for that image. I hand write most of my stuff when I don't have time at a computer.

I'm surprised no one has held me at gun point and forced me to do it yet. I should get crackin' on it by now.

How do you edit the palettes on the title screen? More particularly, what is the format?

(and why is this the one thing I can't figure out...)

ROM Hacking Discussion / Re: nes music hack
« on: May 13, 2013, 11:21:34 pm »
A good start would be to open the NSF files in a hex editor. Find the section(s) of code in the rom that matches the code in the NSF in a hex editor, and there's your music/sound for the game.

But from there, yeah, basically what these guys said. Get an emulator with a built in debugger and watch the code in a memory viewer while playing an NSF. Check for pointer values in that appear in the memory viewer, that could usually is a good way to find locations of specific music data in the game.

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