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Messages - Thanatos-Zero

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61
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?

62
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.

63
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.

64
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.

65
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. 

66
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).

67
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.

68
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.

70
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.

71
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?

72
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?

73
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.

74
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.

75
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.

76
Personal Projects / Re: Megaman Odyssey Project
« on: March 11, 2011, 04:33:21 pm »
For those who were wondering. The project is fine and dandy as we got from deviantArt three outstanding graphic designers for the project. Also a noteable change has occurred. The ruined city is now a ghost city.

However, those with music hacking skills are welcome as ever.^^

Unfortunately, I am not going to post screenshots as it would only spoil your gaming experience. Sorry about that.^^'

77
Personal Projects / Re: Megaman Odyssey Project
« on: January 09, 2011, 10:47:53 pm »
Thanks for the hint. I appreciate it.

There are things which we still need for the first level.

Quote from: Megaman-Omega
- A sunset
- A "hotel" interior (just a hallway would do)
- An elevator and elevator shaft
- And possibly a ruined elevator (I might be able to find something broken and work it into a broken elevator but I don't know what I'm getting into there)

If know games which contains the necessary tiles from 8-16bit, just call them.^^

78
Personal Projects / Re: Megaman Odyssey Project
« on: January 05, 2011, 04:00:16 pm »
Atleast one who wants to join our cause!

MutantBuster the age isn't important, even if you are beyound 40 or even 60. What counts are guts and efforts! The busy life is obvious, even I have one.^^
So before we are going into the project I would like to see one of your pixel artworks, just to awe me and the others for the fun of it. :D.

You others can still join, it is enough place for many inside the project.
Any bit can help.

Edit: I have overseen DarknessSaviour's post

DS, your help is appreciated.^^

January 06, 2011, 09:10:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
To those who cannot design sprites, you could help me to locate graphics, which I rip and use them for the game. If you can remember games with ruined cities, which are either modern or futuristic, give me the names and I will look into them.
It might be a great assist for the project, even though that I have to admit that this kind of resort to other games graphic sucks.

79
Personal Projects / Re: Megaman Odyssey Project
« on: January 04, 2011, 09:27:36 pm »
Have you just used your time to entertain us with such a title screen? Sorry, but this isn't what we are locking for.

If you really want to help, why don't you just try yourself on 8-bit tiles? We need tiles for a ruined city.


80
Personal Projects / Re: Megaman Odyssey Project
« on: January 04, 2011, 05:15:50 pm »
I am a sprite designer, not a fullblood hacker. I know how to calculate colours and how to change them in games, but that is the maximum of which I am capable.
I haven't learn anything beyound, because I cannot grasp all that ton of informations.
Therefore I have given up on hacking, but instead I want to help hackers with tiles and sprites.

If you have no knowledge about how to compose music on a nes or to design sprite and tiles, there would be only two options for you. Either search for capable spriters in the World Wide Web for help or you spread the word to communities, which may have sprite designers at disposal.

We have a leveldesigner, a programmer, and two sprite designers myself included.


Recently I have that feeling that no one want to join us. Everywhere are the folks to afraid to participate. Don't be afraid, if you do something wrong, as the artwork can always be improved. Without mistakes their will be no improvement.
Please honorable folks, we want to finish that game in near future and not when we are already dead, as someone from the new generation might pick up the data artefact and work on it after 50+ years.

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