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Messages - tomaitheous

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21
ROM Hacking Discussion / Re: Need a sound effect for my title screen
« on: January 28, 2014, 05:50:23 pm »
I just ended up timing some music to it: http://www.youtube.com/watch?v=zfDA8BcXsLw

22
Someone made a repro of my Megaman port to PCE. It was sold in Japan with Yahoo auctions. They claimed it was an unreleased build (thus the CD-R), yet strangely enough - the case and manual appeared to be 'gold' - ready to ship. Some one from east EU bought this for like $1000 or some such. They redid the manual and art, and reproduced it on a real pressed CD. Now, the guy from EU didn't claim it was his - but he did claim it was a finished prototype (or whatever you want to call it) and sold these for $50 a pop.

 Some one purchased a copy, dumped the CD, and sent me a copy. Sure enough, it was an earlier build that I released for CD. Did a lot of work to get Megaman up and running on the PCE. A ~lot~ of hours went into that. Of course, I never intended to sell any of them; I don't own the rights to the material that is Capcom's. But it did suck, knowing someone else was making money off my work. I was offered money (share) or if I wanted it removed. I declined the money; there's no way I could take it even if I wanted to. And secondly, because people in the PCE community were stoked to get a version on a pressed CD - with a nice art and manual, I didn't tell him to stop (not that it would make a difference. He'd still sell them). I did ask in return that he make his manual and CD inserts available for free to download for the community. He never did and I never heard back from him. I thought it was a fair trade. Apparently he didn't. I guess his time and effort is worth money, where as mine is not.

 When a community gets together and wants to make nice looking repro, only offering the cost to have it done (split amongst the community members that pre-order) - then I have no problem with this. But when a person specifically makes repros to make money/profit, then I do have a problem. One could easily make a case/manual/cart - but leave the cart shell empty. Let the people that want the translated game, in a nice fancy case, but a flash card and put it in the new cart themselves. 

23
Personal Projects / Re: Megaman 1 and 2 for PC-Engine upgrade/hack
« on: January 26, 2014, 04:16:41 pm »
Yeah the problem is : I don't have any PCE, so all I can do is watch the video and say this is an amazing hack ^^

 Mednafen should run it fine (I used it to debug and do all my coding with). Bizhawk is a fork of medanfen, with a gui for windows. It should run in that, though I haven't tested it.

 
 I have a few other stuff that I'm going to add to the game. 6 button support for quick weapon changing without having to pause the game. Slide move from the later MM games. And charge shot (not sure how many charge 'stages' to make).

 I'm also looking for a chiptune artist to redo the MM1 PSG sound track in PCE format. Not just copy it, but remix/upgrade it/etc. I'll provide the sound engine and format, just need the musician.

January 26, 2014, 04:25:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
My GOD THIS IS AMAZING BEST ROMHACK EVER

EDIT : I don't know if you fixed the music in Wily's stage since the Youtube video posted by Drakon. If you did ignore this remark, but if you didn't, Teck from vgmusic.com made two amazing arrangements of Wily stage 1 and 2 that would perfectly suit. (he actually did wonderful arrangement of most songs of the entiere Mega Man franchise, but only did the two Wily stages from MM1, which just happens to be what is missing in the hack).

 Got a link? I couldn't find those two on vgmusic.com, from him.

24
Personal Projects / Re: Megaman 1 and 2 for PC-Engine upgrade/hack
« on: January 26, 2014, 01:55:30 am »
New CD build of MM1 out. Has an options screen and a few new tricks. You can download it at my blog. It's cue/iso/wave format, so replace the wave tracker with whatever you want.

25
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: January 26, 2014, 12:38:25 am »

26
ROM Hacking Discussion / Re: Need a sound effect for my title screen
« on: January 21, 2014, 09:11:23 pm »
That's not that far off, just needs to be more metallic sounding/ringing at the end ;)

27
ROM Hacking Discussion / Need a sound effect for my title screen
« on: January 21, 2014, 12:30:40 am »
For when the title bar scrolls/snaps in over the background. Like a 'schwuuaaiiinnggg' type of noise. Something with a nice higher pitch metallic ring at the end. Maybe a few others for selection sounds (moving the cursor). They can be wave files or such, since they'll be ADPCM in for the game. Got any ideas/suggestions?

28
They might be tile based systems, but you can setup the tiles in such an arrangement - that you make a pseudo bitmap. Depending on how many unique tiles/cells the systems can show, is how large your bitmap/pixelmap can be.

 The usual method (because most older systems don't have full access to vram during active display), is have a buffer of the bitmap in local ram. Once you draw what you need to that buffer, you then upload it to vram. If the bitmap size/window is large, it might need to be updated across a few frames. If this is the case, then you usually want to have two spots in vram to 'double buffer' the image. I.e. So you don't get tearing or partial screen update artifacts.

 That aside, you still need to deal with the logic of the bitmap itself. Most older systems are planar format (with the exception of the Genesis, which are linear pixels), which can make it a pain to do certain things (types of drawing/plotting/compositing). The 16bit era systems have 4bit pixel graphics, so the tendency is to leave the whole bitmap in 4bit pixel format (else you get attribute clashing). SNES has two 8bit pixel modes available, but really limits the size of the bitmap window due to using double the vram space (and the option to do double buffering). Then there's the issue of bitmap in local ram has to be in 'tile' format. That slows things down. Some Genesis games optimize the bitmap in local ram as 'columns' of 8 pixels wide. That works well rendering stuff on a vertical level (like a raycaster engine).

 That's the basic idea of it.

29
I can use the 'megaman' part. That works out:


 I managed to find a clean source of what I was working with, so I'll just go with that:


 So I'm good. Now to work on the animated intro...

30
ROM Hacking Discussion / Need a menu and title/boot screen for Megaman
« on: January 14, 2014, 04:30:31 pm »
For this: http://www.youtube.com/watch?v=2LmPO_3dBFQ

 I need to make a menu for when the game first boots. It allows setting the channel's (for PSG sound FX) stereo separation and as well as global PSG volume level. And difficulty mode setting.

 Anyone interested? The title/boot screen is shown before the game begins and doesn't replace the original title screen.

 I can put something generic there, but I figured why not add something custom/nice for a change. Looking to do this fairly soon.

 I'll give a few details: Title/boot screen image is 256x224. Tiles are 8x8. Each tile is 15 colors.  The color format is RGB, 9bit. To do it in something like Photoshop, use RGB steps of 36 (0,36,72,etc). For example R of RGB has 8 steps: 0, 36,72,108, 144, 180, 216, 252. Same for G and B. There are 16 subpalettes. Each subpalette holds 15 colors. A tile can be assigned to any of those 16 subpalettes; but only 1 subpalette per tile (doesn't matter where that tile is, in the pic). For photoshop, I usually just have a transparent overlay that's in a 8x8 grid - so that I can keep track of which tile uses which subpalette. Sound complicated? It's not. I can give a PSD example file of how it works.

 So, that's that. If you're interested, post some mock-ups here.

Edit: I was actually gonna use this:

But the I need a 'megaman' title, not a rockman one. And I need that 'megaman' title bar on a separate layer, so I can scroll it in. And since there's no detail underneath it, I can't (I'm not a good enough pixel artist to replace the BG detail).

31
ROM Hacking Discussion / Re: PC Engine/Turbo Grafx assistance needed
« on: January 14, 2014, 03:56:35 pm »
There's a document I made, a number of years back, here: http://www.romhacking.net/documents/357/

 Describes the tile compression and tilemap format. But yeah, get familiar with mednafen's debugger. Bizhawk also has a trace logger.

 The compression is pretty simple. What are you trying to do with the game?

 Tilemolester will view pce tiles and sprites. But for sprites, you need to set TM to 2D mode and the width to 16 pixels - since PCE sprite cells are 16x16. PCE sprites and tile cells are also in two different planar format. It's a pain. I just use TMOD2, with the PCE decode pack, and run it in DOSBOX emulator. It's fast/simple and has a few nice features. The only downside to tmod2, is that the PCE pack doesn't support 2bpp and 3bpp sprite viewing for PCE. Not too big of a deal, though. One of these days, I'll need to write a new tmod2 clone app for windows. And add a few missing features.

 If there was enough demand for it, I could give Bonk the 'nes mapper' treatment. I.e. Decompress the graphics and expand the rom, so hacking/editing would be easier.

 Edit: Also, the PCE 'tile' format is the same as the SNES. It's composite of 2bpp tiles.  It's the sprite format that's different/unique.

32
ROM Hacking Discussion / Re: Mega Man: Upgrade Patch RELEASED
« on: January 12, 2014, 10:06:29 am »
Well, if I have some support for the above stuff I will bust my ass to get it made because it's one of my dream projects.
If you want I'll pm you about what I want to do, tomaitheous.

 Definitely :)

33
ROM Hacking Discussion / Re: Mega Man: Upgrade Patch RELEASED
« on: January 11, 2014, 07:38:10 pm »
I may need help from a more experienced ASM programmer for the more complicated stuff and I'll definitely need help from someone proficient with the MM1 sound code for changes and additions to the music.

That said I also can't wait to see what others can do with this.

 I can probably help out with the music engine. I've done my share of taking them apart, putting them in other projects, etc. And having worked on NES APU emulation, I understand the hardware side pretty decently.

 If you do a MM1 hack of powered down (with this mmc3 upgrade), I'd love to do a nes2pce conversion of that hack.

34
Ahh, ok. Shouldn't be too hard to add, but the devil's in the details  :laugh:

35
Did you ever get the slide mechanics working on MM1? I was going to try this out, if no one had accomplished it.

36
ROM Hacking Discussion / Re: Mega Man: Upgrade Patch RELEASED
« on: January 08, 2014, 10:29:43 pm »
It would be awesome if someone could take a part of the extra space to make something like this:

Not sure if possible, though.
Where did that screen shot come from? I can use it in my tg16 version of MM1, if the author doesn't mind.

37
Wow. I see. Yeah, quite the dilemma. Thanks for answering my questions. :)

38
dont worry guys, nevermind. I aint going to dare even think about touching the level format. I knew it would entirly break all megaman/sprites because gravity/wall/hit detection/ground all read the level data. it's way to complex to screw around with anyway.

it's one of the few things i've never touched in all the years i've spent with megaman 3.
And lenophis and others were correct about the concept making level data be 4x bigger. And i cant ever just do something insane like that.

I got other methods im able to do in order to use more than 256 "32x32" structure blocks. (the limit in megaman 3 - 6 was 256, not 64 like megaman 1.

just kinda suck-ish that there could be trillions of "32x32" block patterns. but the 16's table that it's built on, doesnt really have any such problem

For my own curiosity, because I haven't decided which Megaman game to do next for nes2pce (3-6), is the level (collision, sprites, objects, etc) on the upper level structute (32x32) or on the lower level (16x16) after the game engine fetches the data from the decoding table? Sounds like it's inside the 32x32 decode table itself (from the description of "hitboxes, gravity effects and a lot more").

 Just curious about "And i cant ever just do something insane like that." <- As in, you're opposed to expanding PRG space?

 Though even if you solved all these problems, what editor would you use to handle this new format? Old fashion hex editor? Or just a new one?

39
MM1 had something like a 64 32x32 table setup. It MM3 limited to 64 entries as well? Assuming the map data itself is byte wide entries, are all 8bits used? If not, then you could expand the table with a little bit of code (possible putting the expanded table . If so, then you could have reserve 1 entry as an 'extended' form, that looks for an alt map data corresponding to the current map location; and then access a full byte with an alt table elsewhere in rom (possible expanded rom area). I.e. You only increase the map size by two (with split locations), but you break nothing of the original game map code.

 Is the editor you're using gonna support anything other than what the game already supports? I.e. Make changes to the games format, how is the editor gonna handle that?

Quote
As you certainly will have no interrest into Megaman Odyssey as well. Anyway..
Huh? Did I say something to offend?

40
The map data would be 4 times as large, as you need four times the needed data two represent 32x32 area, with 16x16 tiles. You'll have to do some rom expansion and probably relocation of the new map data (won't all fit in the original area). That said, it is doable - with the right amount of time thrown at it (asm re/work).

 I was planning on doing something similar to Megaman 1 (either 16x16 or 8x8 cells for level maps). I have no interest in MM3 at the moment.

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