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Messages - Bregalad

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I just bump to say that the patch "with orchestra" should now be fixed and working.

Just to be sure, a NES modded with the famicom expansion audio, will be able to play the enhanced music?
Of course, but I don't know if the Power Pak or the Super Ever Drive supports this mapper (VRC7) with its expansion sound.

On the NES/FC a VWF is extremely hard to do because
1) VRAM is limited
2) Time in VBlank for transferring data to VRAM is limited

That's probably also why those chineese guys should have had a very hard time to make the game display arbitrary sinograms on screen. If they can do that though it also means a VWF is possible. But personally I kind of like good old 8x8 fonts, as long as there is a blank line between the lines (if the text is too comprimed it becomes hard to read).

General Discussion / Re: Gave up on the Music in Harmony of Dissonance
« on: October 23, 2014, 03:10:42 pm »
Personally I think the music of CV-HOD is an misunderstood masterpiece. Sure outside of the game it doesn't mean as much but in the game it's something.

I always love it when developers push NES' capabilities to the limit on their games, but... if only it wasn't an RPG... I swear, I have no patience for them. I might give it a try for the soundtrack alone, really.
Why not just listen the NSF then ?
Despite being technically impressive, in my personal opinion, the music of this game is not very good. But that's just my opinion.

Personal Projects / Re: Castlevania III - Dracula's Curse (Easy Type)
« on: October 20, 2014, 01:45:59 pm »
This has already be done for Castlevania 1 :

Although I really like a easy hack, because the original is too hard especially from the Death stage, I'd like to also say this hack and other easy hacks make it now too easy. An easy-but not too easy either hack would be great.

Newcomer's Board / Re: English Chrono Trigger patch for Japanese rom?
« on: October 17, 2014, 01:53:06 pm »
My suggetion is that the guy who wrote this readme is a douche not very very smart, and doesn't know the different between Japanese and garbage.

He also doesn't know the difference between an IPS that contains the entiere rom and a legitimate IPS patch.

Newcomer's Board / Re: Hacking music in a NES game
« on: October 14, 2014, 12:43:38 pm »
I think you should look at the post I made here, because after all, sound extraction and music hacking are almost the same : You'll need to figure the bytecode format used by the game first.

Gaming Discussion / Re: What are some good TV-like shaders for Snes9x?
« on: October 14, 2014, 06:20:48 am »
I like to use Blarg's NTSC. This is pretty much how the games were "supposed" to look.

Oh I completely forgot I had to do this, thanks for remembering me. I'll note this on my TODO list.

Newcomer's Board / Re: English Chrono Trigger patch for Japanese rom?
« on: October 13, 2014, 06:37:34 am »
rom 1 is Original ROM
rom 2 is Modified/Translated ROM
Create Patch
And you have your ips file.
This is very dumb, as the ips patch will contain most of the ROM's data. Unless everything was kept at the exact same adress in ROM which I seriously doubt.

IPS was meant to record small change among 2 similar files, not to completely transform file 1 into file 2.

they are PC programs? i could swear they were MM6 hacks...
Do you realize the quantity of things that wouldn't be doable on NES hardware with these games ?

So what? that actually would be nice, have you seen the 8-bit versions of Megaman 7 and Megaman 8? really cool shit, but even if CAPCOM takes these ROMS and puts them on the Virtual console or makes and sells collectable NES cartdridges, the authors would get no money from it...
Actually it's not ROMs but PC programs, that were designed to look/play similar to NES. And I agree they're very cool. Since the original Mega Man 7/8 were made by Capcom it makes perfect sense to me that Capcom are the owner of this, even if they didn't ask anyone to do it.

sad but true
I don't think this is sad, but plain logical.

My romhacks for instance all improves something in the original game that I felt was lacking. It makes sense the original game developer still owns the hack since it's how the game was supposed to be at some point.

Newcomer's Board / Re: View japanese text
« on: October 11, 2014, 04:45:24 am »
If it's random symbols (as opposed to squares) it sounds like an encoding problem. Something like, the program expects ASCII and it's feed with Shift-JIS or UTF8.

Newcomer's Board / Re: Changing sprites in Dawn of Sorrow
« on: October 09, 2014, 06:18:15 am »
Also, we can use this for Soma's mad face/turning into Dracula:
You just made me almost make a heart attack.

Seeing it in the game also made me that effect back then.

Newcomer's Board / Re: Gameboy Sound Extraction - MIDI
« on: October 06, 2014, 04:38:45 am »
I have only cracked the musical byte code of a couple of sound engines, but I belive what I have done can help. I am probably one of the first romhackers ever interested in this since I first cracked the byte code for Secret of Mana + Final Fantasy Mystic Quest + Final Fantasy V + Hanjuku hero (they have identical sound engine) something like 10 years ago (but I kept everything private for a very long time). Only this year I made a (very dirty) program to convert it to MIDI for my FF5 advance hack. The key to craking byte code is, as usual, pointers.

On the GBA this was relatively easy because it's very obvious if a word is a pointer or not, all ROM pointers ends with the 0x08 byte. On the NES or GB there's no equivalence unfortunately, so your best guess is see words of increasing values following themselves, then you have a chance of them being a pointer table.

A good way is to know the RAM pointers that points to the musical byte code of each track. (in the case of the GB/GBC you'll have 4 pointers) If you have a debugger/RAM viewer, you should see them increase little by little as the music plays. If you see them increase by 1 (or 2) every time a new note plays, then it's definitely the pointers to musical byte code. Once you have the location of musical bytecode of a particular piece, everything is open to you : Just change it randomly and see what this changes, noting everything it does.

Another good way to do this is locate where the sound engine is located, disassemble it, and study.

However I'd definitely recommand a mix of both for easier & faster results. Usually music engines involves notes of many different lengths, and it's hard to "crack" the lengths just by hearing, so by looking at a part of the disassembly you'll figure out the relation between byte code and note length. Also some effects are sometimes hard to notice in some circunstances by just randomly trying bytecode, so disassembly will definitely help.

Some japanese guy however cracked much more byte codes than I did, mainly for the SNES, I guess his pseudo was lovemu or something. You could ask him for better advice.

In order to know what to expect, here is an very typical exemple of what a musical byte code could be :
0x00-0x0F : Play C note with different lengths
0x10-0x1F : Play D note ....
0xB0-0xBF : Play B note with different lengths
0xC0-0xCF : Play silence with different lenghts
0xD0-0xFF : Some random commands such as octave change, instrument changes, vibratos, end track, etc, etc...

It's also common to see "subroutine calls" or repeats in the byte code.

General Discussion / Re: Issues with No$GBA
« on: October 05, 2014, 11:20:17 am »
Could it be an issue with 64-bit windows? It works great for me on Windows 7 32-bits.

Newcomer's Board / Re: Gameboy Sound Extraction - MIDI
« on: October 04, 2014, 03:48:26 pm »
The only proper way to do that is to
  • Reverse engineer the sound engine of the game
  • Figure out how the musical data is stored in the game (so far, all music engines I've ever encountered uses some sort of musical byte code)
  • Write a PC program that rips the musical byte code from the game into MIDI format

The main problem being that this only work for a single game, or in the best cases for a couple of games by the same company who happens to share the same musical bytecode.

This is precisely what the SongRipper part of GBAMusRiper does by the way. Unfrotunately it's for GBA, not GB or GBC, but the concept applies to all sound engines.

Gaming Discussion / Re: Did anyone play Pier Solar
« on: October 04, 2014, 11:25:54 am »
And may I know what is GOG exactly ?

Gaming Discussion / Re: Did anyone play Pier Solar
« on: October 02, 2014, 12:01:15 pm »
Cool ! Does one have to create a Steam account to get it ? I guess I'll have to create an account *just* for this game.

Personal Projects / Re: VBA-SDL-H bugfix
« on: September 25, 2014, 05:08:50 pm »
Yes I made it run but sometimes when the game would crash the emulator would crash instead (which is, in my opinion a terrible behaviour for an emulator).

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