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Marble Zone sounds incorrect in PAL/Dendy. Seems it's related to 'MXY' effect.
I checked 0cc , , j0CC 0.6.3 , and Dn-FamiTracker, everywhere it sounds wrong.
I don't know if this can be fixed.
I may force NTSC tempo for this track in PAL mode, while keeping PAL tempo for others. This will make played it slowly, but correct.

March 29, 2022, 02:48:05 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Amilgi on March 28, 2022, 08:57:12 PM
ZXX is the DPCM offset (7 bit value, 00-7F) which has the side effect of reducing the volume of the triangle & noise
Do you know is it needed to turn bit #4 = 1 in $4015 (DMC enable) if using this technique?
In test rom DMC channel disabled. Does reducing volume works in test rom?

March 30, 2022, 04:44:25 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Sent test version 2 in PM to Amilgi and sics.

All music and sfx from the latest file. Ending theme song works + old special stage in menu - #33.
Added music event on extra life and shield.
Quote from: sics on March 28, 2022, 02:30:25 AM
First of all, thank you very much, for this new improvement, it's amazing what you are able to do :beer:
About what you mentioned, I have a question. Is the crash in the Star Light Zone related to the partial implementation of the new features in this update?

It's not related to new features. Testing in menu - seems star light song freezes. I will fix.

Some of my notes about new version:
Quote1) ring has incorrect scale compared to sonic and sprite-rings on drop, sonic size smaller than on megadrive, but ring has same size.
2) new secret menu has awful control wrong between up/down and left/right. I use old version for testing sounds.
3) rom size (banks count) not 2^n, some emulators not like sizes like this.

March 28, 2022, 01:58:30 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Star Light song seems uses tremolo effect. But driver was optimized for first version OST, all unused features were removed. If this effect can't be replaced with other, I will restore this feature later.

Seems you have changed some code in v1.5, this is overrides my code for new springs SFX:
Quote0B:8287: A9 07     LDA #$07
>0B:8289: 85 82     STA $0082 = #$0C
(ROM: $2E297)

I didn't saw this, because was using v1.2 when made new SFX. So you will hear water breath , instead of spring.
This also may produce bugs, because it replaces original code.
It should be restored back to: LDA #0  STA $25.  After that you will hear new spring SFX.

I don't know is there other changes, if you know send it to me in PM.
Quote from: Amilgi on March 24, 2022, 09:37:50 PM
Sorry it took so long, but I was finally able to put together a complete draft of an updated soundtrack and set of SFX! :laugh:

The only non-vanilla FamiTracker effect I made use of is MXY (delayed volume offset, X = ticks, Y = volume). Could be tweaked to avoid it, but it's very useful in certain spots.
I expect this version to be larger in size than the original, but I could probably find ways to optimize if needed.

Very much looking for thoughts, comments, and suggestions!
oh, ok.
I sent url to test version in PM to you and sics.

'MXY' added to driver, hope it works correct.
New SFX's all inserted, but not all events coded yet.
New music works, except 'credits' for now.

For new music what is the reason of using Z0x effect on pcm column. Sometimes it writes a single byte value from 1 to 4 to $4011, is there's some feature?

For new sfx, I think they are quieter.
Personal Projects / Re: STREET FIGHTER 2 DELUXE NES
October 10, 2021, 05:34:58 AM
deleted message.
(just checked video, looks like you've already inserted music)
Quote from: Amilgi on August 27, 2021, 11:55:04 PM
I should have read through this thread earlier! My apologies for not checking in.

I had actually made a cover of the master system special stage music a while back, here's the .0cc and .nsf for that:

If people are onboard to help with the audio hacking, I'd be happy to tune up my original covers (re-balance the music, fix some notes, adjust so sfx don't cut it off, etc.) as well as update the SFX to more closely match the original.
For the music I can work off my original file, but if we can put together a list of the desired SFX, I'll go ahead with remaking them.

Great to see the other various updates are coming along well! :thumbsup:
What features you used in 0cc, than are not present in original ftm?

I checked with sonic hack driver (famitracker v5), and it's works. Idk if it sounds correctly or not.
(0cc-famitracker based on famitracker v4 with a lot of new features.)

1) put rom named "Sonic The Hedgehog (NES) Improvement V1.0 + Music Hack.nes" in this folder.
2) launch build.bat
3) new rom named "Sonic_The_Hedgehog_(NES)_Improvement_V1.0_+_Music_Hack_NEW.nes" will be created.
4) open this new rom.
5) press 'UP' button on title screen, and start. you will enter in menu.
6) sound test from 20 to 30 are street fighter songs, and 31 is sms bonus stage.

For new sound effects SMS maybe used as base. The SMS square channels similar to NES channels. Only need to convert them.
1) Kega works with cue+mp3 , Retroarch works cue+ogg.
2) make sure you have proper path for sega-cd BIOS in retroarch options.
3) .cue file must be in same folder, and with same name as romfile.
4) Use latest genesis-plus-gx core.  Blastem has not support sega-cd yet.
5) When selecting game, open rom, not cue file.
Quote from: sics on April 12, 2020, 01:40:34 AM
I have detected a new bug, the mask that covers the capsule when it explodes is generated on the wrong screen, causing it not to be displayed in the game:
Ok. I fixed this. Same url.
Quote from: sics on April 01, 2020, 10:21:15 AM

April 02, 2020, 03:43:32 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Is there a way to hide surplus charts?
For Mesen - video options - overscan.
Quote from: sics on March 31, 2020, 09:47:05 PM
I found a bug in the new rendering engine, if you let the demo mode run the game crashes.
Surprisingly, bug was in demo. I fixed it. Download again.

April 01, 2020, 06:04:41 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

There's also bug with continue screen, but it present in v2.0.

I checked it caused by changing HScroll in /irq.  The value #240 stored in $34D.  #2 in $84  is irq func number.  Changing one of them to 0 will fix this.

Quote from: Dreamwhale on March 31, 2020, 08:35:14 AM
Depending on the emulator there now can be artefacts on the upper border (Mesen). Nestopia on the other hand doesn't show any. I guess it depends on the settings?
Maybe Mesen draws more than 224 pixels tall screen.
Quote from: G30FF on March 30, 2020, 03:54:34 PM
Is this already applied to the 2.0 patch? I tried to patch my copy of the v2 rom with this patch, and it said nothing was changed.

Quote from: sics on March 30, 2020, 06:13:18 PM
I love the idea of improving scrolling, but I don't seem to understand where to apply the patch, since I don't get it to work, if you want you can update the project post so that everyone can enjoy this improvement :beer:
Just apply IPS patch over any latest ROM.
I checked both "STH Improvement Vol.2.nes"  and  "Sonic The Hedgehog (NES) Improvement V1.0 + Music Hack.nes" and it's works.

Before (bad tiles on left and right side, when X is not divided by 8, blue blanked 8 pixels at bottom):


March 31, 2020, 05:59:28 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

just re-uploaded patch, can you check now?
New background scroll renderer:

+ no 'artifacts' on left and right borders.
+ no more blanked lower border.
+ new code much more faster.

Patch works with v2.0 or v1.0+music.
I think it's a bit early for 'final' update.

First, sound effects still as in ver 1.0.  ( example for rings, I used key from little nemo, сan't we find something better? )

Second, I also have an other idea - to change scroll/render to remove side artifacts.

What I don't like, it's a new rings. They are too big. When Sonic get damage, it drops small rings.
This looks stupid, when you collect big rings, but drop other small rings. I prefer v1.0 rings.

new sonic game demo:
Quote from: sics on February 26, 2020, 03:13:36 PM
These are the times where I would like to speak English fluently to express to you how grateful I am for your help, thank you very much!!!! :beer:

On the other hand I was testing the update and I noticed that in the melody used on the title screen there is a note that seems out of tune.
Okay, I 'll see if there 's a mistake.

February 28, 2020, 06:56:12 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: sics on February 26, 2020, 03:13:36 PM
On the other hand I was testing the update and I noticed that in the melody used on the title screen there is a note that seems out of tune.

I found that portamento up and down was missed. Its used in title and labyrinth.

Uploaded fix v2.0b - same link in upper message.
I did an update of sound driver, you may want to include in Vol2.

+ Fixed some bug with pulse2 channel after sfx played.

+ Optimization:
  Removed code that not used by Sonic_1_OST songs, such as instruments, tremolo, arpeggio,
  and other unused effects.
  Memory usage reduced from 256 to 128 bytes: area $700-$77F. (Area $780 - $7FD now unused).
  ZP memory used only $FB-$FF. (in previous version was used: $5C,$5D, $61,$62,
  $67,$68, $6A,$6B, $7E, $87, $8D, $F4-$F7, $F9,$FA - now you can use it for your purposes).
  Reduced CPU usage.

Here's the source:
( put file "Sonic The Hedgehog (NES) Improvement V1.0 + Music Hack.nes" into folder and run build.bat )

Maybe you also want to make SFX that sounds more close to MD version,
then ask someone to create it in famitracker or any other editor or any rom. And after send it to me - I will convert to driver sfx format. The only limitation is to use single channel:  pulse2 (square2), trianle or noise.
In default .nsf files created by famitracker, memory locations configured to $00-$1F, and $200+.

In nsf.cfg change this settings:
ZP and RAM

In driver.s adjust other settings like vrc6.

In player.s change/delete this :  sta $5FFB(.nsf bank register). (And in apu.s sta $5FFC-$5FFE).

With famitracker create output for your song (file -> create nsf -> type of file change to ASM - assembly source).

Now you can generate new .nsf with build.bat. This will create NSF with differently configured driver.
Now if you cut 128bytes-header from .nsf file,  you will get a rom part with driver+music.  Where's $8000 is jmp to start song, and $8003 to update (put JSR to $8003 in NMI).

Or you may use source asm driver, If it 's more convenient.

For multiple tracks, it's more difficulty, because NSF it's 'impossible format' - bank switching doesn't match real existing mappers (something about 1-4 kb banks). You need manually split tracks to 8 or 16 kb banks, depends on what you needed.

February 25, 2020, 04:02:03 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: PolishedTurd on February 24, 2020, 06:38:14 PM
The VRC6 sounds so beautiful; I would love to use it in several games.
Mappers #24 (with VRC6) has a 16+8+8 prg bank scheme. Not all MMC3 games possible to convert. Plus IRQ works differently.
Rock n' Roll Racing Hack v16 has 3 players co-op mode via emulators/netplay.  And 4-6 players competitive tournament modes.
Quote from: Jorpho on February 13, 2020, 09:31:07 AM
In order to use Famitracker music directly, you would have to make big changes to the ROM to replace its existing sound engine with Famitracker's equivalent code.  I don't think anyone has ever done this with any game.
"Darkwing Duck - SoR2 music" and "Sonic The Hedgehog (NES) Improvement + Music" does this.

DDuck hack uses both sound engines (original only for sound effects). Ftm driver variables are located in prg-ram $6000-$6180 (about 384 bytes with vrc6 channels support).

Somari hack fully replaces original engine: $700-$7FF is ram of original engine. And same are used for ftm driver. (256 bytes with 2a03 channels only). And for sfx it uses custom driver, which use only several bytes of ram.

Also ftm tracks uses a lot of ROM space, so there was many extra banks added.

Alternate Famitone driver has a much less requirments (and lower cpu usage), and also has a sfx support, but has many limitations to famitracker compositions.
Version 16 came out.
see my channel.

changelog from original:
================================ Rock n' Roll Racing Hack V16. =====================================

+ Up to 6 cars in race instead of always 4.
+ Lots of new cars and weapons.
+ New upgrades for all cars (including original cars).
+ 208 new tracks.
+ New playable characters. May choose original bosses as your character. New stats +1 weapon +1 armor.
+ Six new planets.
+ Completely reworked AI.
+ More colours (closer to SNES).

+ Multiplayer (network, emulator only) for 3 (co-op) and PvP for 4/5/6 players.
+ May switch fullscreen/splitscreen when playing network multiplayer
+ New modes (NewGame):
  1+1AI,1+2AI,2+1AI (gameplay with AI-ally) - walkthrough.
  2 P.Duel (2-player one to one) - PvP.
  3 Player (network only) - walkthrough.
  4 players and more modes - network only modes - PvP.
+ 3 selectable languages: English + Russian + Portuguese.
+ New music(taken from Spiderman & Venom - Maximum Carnage).
+ MP3-music gameplay feature (SegaCD mode1) (Kega fusion or mednafen_doomday).

+ More colours in race and in menu - closer to SNES.
+ Cars: better graphics (+gray tint), 3-framed wheels animation (as on SNES).
+ Planets' graphics improved - closer to SNES. It may snowing on NHO
+ A bunch of colours added for cars, yellow and red colours more similar to SNES.
+ Miniexplosion when hitting car with a projectile/mine (partially as on SNES).
+ Big and rotating planet in preview (as in SNES).
+ Improved main screen's graphics - more colors (closer to SNES).
+ Expanded(vaster field of view) splitcreen support "Mednafen_Doomday_Edition" **2 (look below).
+ Current planet's image in menu (as on SNES).
+ Advancing to new planet - rotating and scaling planet as on SNES (only with SEGA-CD).

+ Larry is played along with music with no interrupting
+ Extra Larry's replies (as on SNES).
+ "Mednafen_Doomday_Edition" проигрывание mp3 музыки - создать папку bgm в папке с ромом, и положить туда треки 1.mp3, 2.mp3 и т.д..

+ Completely new. 4 difficulty levels.
+ Precise shooting on enemies (tries not to hit allies).
+ Smart turns on road (depends on difficulty level).
+ Smart using mines, nitro, jumps etc.   
+ Can use jumps against shots. 
+ Can turn around and shoot enemies lagging behind.
+ Tries to go around mines.
+ Better understands where it must go.

+ Optimisation - smooth and stable fps (original game lags when a lot of objects on track or when track is scrolling).
+ When cars flies away over the border - respawning 1.5 times faster(scroll).
+ True replays when finishing the game(best races of player).
+ More precise lifebar(render) and 3 colors depending on %amount of HP.
+ Smooth and precise turn controls - as on SNES (can be turned off).
+ "UP" button wroks same as MODE(in race).
+ Double B no longer triggers jump/nitro(can be turned on choosing SNES B / SMD B).
+ Kills/deaths statistics.
+ In vs.mode divisions are switching every race (because in 'A' bots have other cars).
+ Able to select track in VS MODE.
+ When respawning on turn blocks - cars stands diagonally if very close to straight block (to avoid bumping into border).

+ No longer background breaks on high speed.
+ fixed projectile's direction when jumping and facing 'vertically down' (mirrored direction earlier(also in orginal)).
+ Passwords keep 999'000 money max. Excesses no longer lost after entering.
+ Fixed a bug with position's calculation after shortcutting last checkpoint.
+ Fixed bumping/ramming bug - 1st player always suffered more.
+ Fixed a bug with player's position when car has negative speed.
+ Fixed physics when fallling on springboard's edge - car was falling inth the pit.
+ Improved graphic construction  - blocks after empty blocks are now with stanchions. (earlier - cropped out sprites) (especially on new mojave, nho, inferno).
+ Fixed new mojave's grpahics (no more sand instead of stanchions).
+ Fixed mines' and oil's tiles not refreshing on screen's borders.
+ Fixed palette's refreshing - no more 'artifacts' on screen's borders(on a console).

MD-version bugs corrections:
+ Nitro as on SNES(adds speed).
+ Bogmire's background construction.
+ Calculation of the heights of bullets.
+ Grphical bug with cars' debris.
+ Corrected planets' pallettes in menu. Colours of heroes' planets now differ from bosses' planet colors (as on SNES).

+ New objects for planets.
+ New pickup-able opject (power-up) on track - weapon charge.
+ When respawned - 2 second of invulnerability given.
+ Marauder/Dirt Devil's oil - now dissapears after affecting a car.
+ Heroes' +1 acceleration stat is more efficient.
+ Jumping/amortization upgrades - more efficient on high levels. Also gives partially stability against tosses when get hit by weapon.
+ Extra jump from air is possible now for cars with solid level of jumping(max height when possible to use extra jump depends on level of car's jumping, starting from 5, for example DD/Mara with jumping hero and  hydro twinpacks). Only one extra jump per usual jump is
+ track's width expanded a little - right and low border.
+ respawn(after being killed) is faster with every planet and also 2nd-6th places respawn even faster.
+ Different prices for different cars' upgrades. Depends on car.
+ K.os.skatterpack - when divided - 1 shard less.
+ Attack bonus given when ramming enemies.
+ Sundogs - damage is doubled if not in homing phase yet.
+ Walkthrough - team now has common points.
+ Battle Trak now has tracks upgrade(similar to tires upgrade effect).
+ Engine upgrades give some more acceleration.
+ Fixed catch-up influence when using nitro(except of hills).
+ If cars bumping into each other with same speed - no one takes damage
+ Projectiles do not go through when shooting very close to enemy.
+ Fixed bullet positioning on hills.
+ New secrets.

I uploaded the source of a music hack, if someone needs it:

Put "Sonic The Hedgehog (NES) Improvement V1.0 + Music Hack.nes" into folder, and run build.bat to create a new ROM "Sonic_The_Hedgehog_(NES)_Improvement_V1.0_+_Music_Hack_NEW.nes"

cpu: $8000-$9FFF is a driver/sfx/some common sequences, $A000-BFFF banks with music tracks (see for lines :     .PAD  $C000,$FF
   .base $A000  - this split into other bank) - one track must not be in different banks.
As I remember only "initial bank" works, and others are ignored.
So, after export from famitracker, you split tracks between 8kb banks, and adjust initial bank # (first = $20).

The sound effects/engine:
My own, plays registers values with some sort of compression, uses only 6 bytes.
Some of sfx I took from other games.
Open drv.asm and find " sound0: " to edit. (line 3681)
sound0 hardcoded to triangle, and sound8 to noise, others uses pulse2 (see line 3475 to edit)

You can dump apu registers with this script for Fceux:
f = ("regs.txt", "wb+");
i = 0;

while (i<30) do

a = memory.readbyte(0x4000+4);
b = memory.readbyte(0x4001+4);
c = memory.readbyte(0x4002+4);
d = memory.readbyte(0x4003+4);

io.write (a);io.write (',');
io.write (b);io.write (',');
io.write (c);io.write (',');
io.write (d);io.write (',');

io.close  (f);


The ram adresses used by ftm driver are $700-$7FF, and several other ZP values described in the beginning of drv.asm file. Make sure that this variables are not used by other hacks.