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Messages - Thanatos-Zero

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Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: March 30, 2012, 05:16:30 pm »
Regarding Rockman 4 Minus Infinity, I have to remind you all that the hack itself is not finished yet. PureSabre is still working on it.

So please edit the status from complete to incomplete.

Personal Projects / Re: Final Fantasy VII NES Project
« on: February 22, 2012, 10:15:11 pm »
In this case, why don't you go and ask the more experienced hackers and programmers for advice?

Go to www.esper.net. From there click the "Chat now" on the right upside corner.
Write your nickname and then put in the channel window "#rom-hacking", without the quotations.
Once logged in, you should be in the space, where the elite resides.

Personal Projects / Re: Final Fantasy VII NES Project
« on: February 22, 2012, 07:48:50 pm »
For the ATB you would need to study the coding of the battle system of FF4.
Thanks to the fact that many hacked this game, it shouldn't be so difficult to obtain the code. The only difficult problem might be for you how to change one battle system into the other.

Personal Projects / Re: Final Fantasy VII NES Project
« on: February 19, 2012, 11:25:46 am »
Much better.
By the way, how far are you with the music? Any success to use the VRC6 data for your game?

Bist aber nicht der DarkZero  :o  oder?
Nein bin ich nicht. :D
Falls du aber in Zukunft etwas Hilfe für das übersetzen von englischen Texten brauchst, ich stehe dir zur Verfügung.

Personal Projects / Re: Final Fantasy VII NES Project
« on: February 18, 2012, 06:24:28 pm »

The Tifa mugshot could be better. Her face looks strange comparred with the original mugshot of FF7. The Cloud Mugshot looks way more identical with the original.

That is the genius I know and love. Fantastic job kuja killer. :D

@Silver X
Do you know someone other than Disch, who can do the same like him? Disch is out of question, because he told me many months ago that he has problems to deal with in Real Life. I do not know, if he got over it by now.

Personal Projects / Re: Final Fantasy VII NES Project
« on: January 29, 2012, 08:34:43 am »
Not possible.Do you want to have only a quarter of the ROM on your flash cart?
That reminds me suddenly of the original. You needed all three CDs to play the game through. :D
However we could create now NES cartridges, which could contain all NES games in the world multiple times.
With the right software and hardware everything is possible.^^

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.

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.

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_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.

About FCEUX there was no list of mapper, which are supported. Perhaps you have more luck.

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.

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.


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.

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.

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?

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.

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.

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.

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. 

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).

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