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Messages - Thanatos-Zero

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61
So, brauchst du Hilfe? Ich kann dir helfen bei Gelegenheit.

For those who don't understand the German language:
So, do you need help? I can help you by chance.

62
Of course, the two additional sound channels won't be in use, because they were no orders assigned to them yet, if we were going the path to rebuilt the game around the VRC6.
The soundtrack must be expanded as well obviously, otherwise there won't be any additional sounds to hear.


It is too bad, that I am not able to do it for Lugia2009, but if you don't know how to give the computer orders via binary code, there is no chance to understand the system behind it, except that I can see values like 10010011 is equal to 147 or 93 in hex.

63
Personal Projects / Re: Final Fantasy VII NES Project
« on: January 23, 2012, 12:07:31 pm »
Since I am temporally now on the PC and not on the Wii. I can post links to said pages I have seen.
http://wiki.nesdev.com/w/index.php/VRC6
http://wiki.nesdev.com/w/index.php/VRC6_audio (this one is important)

There are so many things I do not understand, but there are emulators around Nerd42 which support many mappers.

The Nintendulator supports many mappers, but not the Chinese mapper 163.
http://www.qmtpro.com/~nes/nintendulator/

About FCEUX there was no list of mapper, which are supported. Perhaps you have more luck.
http://fceux.com/web/fceux-2.0.2.htm?{54E785A1-1E42-4B8F-B3E2-94BAA91750B9}.htm

I think it is time to let people speak which have more knowhow about it, as I am reaching my limit. Mapper aren't my strength and programming languages neither.

64
Personal Projects / Re: Final Fantasy VII NES Project
« on: January 23, 2012, 11:17:08 am »
Hm... Since you asked I goggled and I found some interresting sites which documented the VRC6. I couldn't make out what exactly is the limit for Roms with that mapper. I believe one description told about a size of 256KB, but I do not think that is the maximum size. Castlevania 3 had 512KB with the VRC6 and I think that we could go above 1MB easily. Even Megaman Odyssey and Rockman 4 MI could reach 1MB with the MMC5.
Still, what interrests us is the data responsible for the two additional sound channels.

What to do is to make contact with the guys who made the emulators, like the FCEUX. They could answer all our questions and even help us to make the 163 mapper better overall. All what we really need is knowledge about those things. I will ask Kujakiller first for more information, since he is my partner.

-----

@Nerd42
You forget that the mapper always evolved. You could even consider the mapper which came after the first one, that all other games with different mapper were no longer NES games in essence. The chips, which contains the mapper, in the cartriges were responsible that the game worked on the NES. Depending on the hardware in the NES era, we gained more memory for the games from the beginning to the end. 

After years the SNES came, because the hardware evolved. With the SNES we were no longer restricted to 24 colours, but up to 256 colours with more detailed sprites.

I am going offtopic, but you must know that with 2MB and maybe even 1MB we might have gone above what was once thought to be impossible for the NES. However memory is not the problem for the NES, but things like SNES graphics are right impossible.

Point is that the reason we work on NES games and not on N64 and above is, because we love the NES with its limitations. Nostalgia is also a reason. As long it keeps the NES flair with said limitations it is a NES game.

65
Personal Projects / Re: Final Fantasy VII NES Project
« on: January 23, 2012, 12:57:56 am »
Before getting too excited about changing the mapper, remember that this game is huge and uses a pirate mapper that supports games much larger than most other mappers.
But as it appears so, the pirate one is inferior to the VRC6 mapper (Found out that it is a mapper and not an chip for music only), otherwise we would have two more sound channels at disposal.
As Zi Ghisam (I hope I spelled it correct) told me, if we were to create an new mapper in the game, it might become unplayable by the emulators out there, because they lack the data itself to support it.

One another way is to basically rebuilt the game around an mere VRC6 mapper, which makes the game a homebrew, instead of a modified ROM.

66
It was just a idea, also I didn't know that it would require an new emulator for this new mapper.

So.. How do we modify for example the FF7 nes ROM of Lugia2009 this way, that it produces sounds like Coatlesscarl's famitrack soundtracks? Rebuilt the game around the new mapper?

67
Personal Projects / Re: Final Fantasy VII NES Project
« on: January 22, 2012, 05:59:00 pm »
I am still waiting for Optomon's Response, but I just came to know that we need to modify the mapper inside in the ROM.
It shouldn't be to difficult, if we have the tools at hand for that task, which is knowledge.
Even though I never programmed in my life, I have a theory how we could make an inferior mapper to an more superior one, which matches the newer mapper, by using the data which is in them.
This data will be put into databanks in forms of script, which are modified in the way, that it matches with the old one. This extension gives the older mapper more options and enables things which were impossible without it.

That is the plan. If Optomon can give us the needed data of the better mapper, which is responsible for the music, we might have a chance.

68
I see, but how about to expand and upgrade the mappers in the older games, so that they can do as much like the newer ones?
Example: Expand the ROM, add new databanks with scripts based on the newer mapper, make the approciate executions to connect the older mapper with the said databanks.

It is basically simple to understand how chains of orders are working, but to give the computer orders in binary is a different thing, because you have to know how to talk with it.

69
So... There is no way to exchange the music engine with an different one? That is absurd.
I thought that programmers had only to adjust the order of executions in the data banks after the installation so that it works flawlessly.

Anyway, I have seen things with Rockman 4 Minus Infinity, which I thought to be impossible.

Guys, you are masters of your abilities. Show me and the others your best shot.

70
Personal Projects / Re: Final Fantasy VII NES Project
« on: January 20, 2012, 06:47:11 pm »
Lugia2009 I opened a new thread in the Programming subforum for you and others. I hope for you that you get the knowledge you might need later on for this project.
Also as it looks like, it seems that Optomon isn't aware of it.
I will message him later on Board2. 

71
How do we install the VRC6 Konami Chip Sound Software into other NES games? For example how do we install it in the very old Final Fantasy and Rockman games without to mess up the other data inside?

Just to let you know, I am not asking this for myself but on my own volition for Lugia2009 and other musicans with their respective knowledge about programming and hacking games. Since I know only binary with their values and such with the ability to change colours in GBA games, I won't be able to understand the complex structure behind these programs (I still would love to know how I could tell in binary the computer precise orders, but that will come later someday).

72
Personal Projects / Re: Final Fantasy VII NES Project
« on: January 07, 2012, 05:51:16 pm »
But wouldn't the game's sound engine have to be modified to allow for the sound expansion chip?
Perhaps we would need to modify it, but I think positive about it. If the game can become better and more enjoyable through it, it will be worth the effort. Not to forget the praise you will get for the music.

73
Personal Projects / Re: Final Fantasy VII NES Project
« on: January 07, 2012, 08:17:21 am »
Just using this game's sound engine, I don't know how to make songs for any other game
I would seriously ask Optomon, the hacker of CV3, if I were you.
He worked with the VRC6 sound chip of Konami and remade several modern CV soundtracks for his hack.
With his help, you could recreate the famitracks of Coatlesscarl one-to-one into the game with the VRC6 sound chip.

If we are going to create NES games, we should do it right.

75
Personal Projects / Re: Megaman Odyssey Project
« on: November 02, 2011, 03:21:42 pm »
Okay... Thanks to the help of Matrixz the stage is almost done. The boss he made is still a bit bugged, but as I am writing now here that problem will be undone in a matter of days.
After that, the last component will be the music for the level. XxBaiixx our musician is however quite late with the soundtrack we want to have for said level.

Good news: Kevin's Soundtrack for Necroman Stage 2 is already in the ROM.

It will certainly take many years, but in the end we will have it done when we are 40 years old by the pace. :D

Notice: You can still join us, if you wish.

76
Personal Projects / Re: Grandia ReDux
« on: June 30, 2011, 12:57:25 pm »
I have a question regarding the project of yours. Will there be a mod in the future, which will replace all the english voices with the original japanese ones?

77
Personal Projects / Re: Megaman Odyssey Project
« on: June 17, 2011, 04:39:03 pm »
Okay, I was now able to download it. Which program is needed to play it though?

78
Personal Projects / Re: Megaman Odyssey Project
« on: June 17, 2011, 03:59:00 pm »
I have made an account there and I can't still download it.

Edit: Even Lenophis's edit changed nothing on it. I can't download it.

79
Personal Projects / Re: Megaman Odyssey Project
« on: June 12, 2011, 12:30:26 pm »
We are recently confronted with a crisis.
While he have now the spriters to do the job the main head of the Megaman Odyssey Project Kuja Killer is overwhelmed by his own needs for the project, because as the only one to program the game is even for him a great burden.

In fact we require now assistance from freelancer hackers, who can help us with programming the AI of Bosses and Enemies for example.
If you know someone who knows someone that this person is capable to program NES games or at least is able to reprogramm enemies, programming events or is able to programm effects like that from an elevator or an effect like flickering air, please tell me of your assosiates, which can help us to move on the project.

We do not wish to let it end in development hell.

If you wish to help, please help us by finding those skilled people and tell them of this project. They would take away a bit of that burden which Kuja Killer wears.

80
Personal Projects / Re: Megaman Odyssey Project
« on: April 25, 2011, 04:26:14 pm »
For those who are interrested, we have a forum where we gather team members.
Anyone is welcome, as long as they promise not to reveal anything made there to the public. Therefore you only get to see sprites and tiles, if Megaman-Omega and Kuja Killer wants it.

http://rockman-utopia.forums-free.com/

If you go there, you will see first nothing, but once you are promoted as a team member you will gain access to the secret subforum.

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