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Messages - mkwong98

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21
I have just added this feature to Mesen. Instead of adding the tags to the ogg file, add the sample number to the end of the bgm tag in the hires.txt file. eg <bgm>3,1,OverworldTheme.ogg,310200

I have built it for x64 only, you can download it here to try:

https://github.com/mkwong98/Mesen/releases/tag/0.9.9-201115

22
Personal Projects / Re: Zelda: Remastered (Mesen HD Pack)
« on: October 23, 2020, 09:35:00 pm »
2. The second issue is related to the running animation. There is a limitation of the current running functionality that has probably bothered me the most. But it would appear it’s not as much of a noticeable issue for others. I'm surprised (and happy) no one has mentioned this yet – But, Link's running animation occurs when a player is pressing a directional button. Below is the memory check used:

<condition>LinkIsMoving,memoryCheckConstant,FA,>,0,F

The reason this memory check is used rather than the native walking functionality is because more frames were added to running then what is present in the vanilla game. As a result, something needs to trigger Mesen to cycle through a multi frame running animation. This memory check is the best and most reliable option found so far (KYA uncovered it).

I think the best alternative is to hack the ROM to use one frame for running and the other frame for idle similar to your Metroid HD pack.

23
Not sure if I'm alone on this one but I'm having an issue with the Mesen core for Retroarch, duplicated on MesenDevWin-0.9.9.62. In the intro cutscene, there is a blue background which spreads horizontally over the images of the ninjas as they run toward each other and after one is slain. Not sure if there have been updates to the emulator which are conflicting with the hack but it would be nice to know a fix or if anyone else can duplicate the problem. The hack makes the game incredible so even with cutscene glitches I am still enjoying it quite a bit. Thanks!

I think this is the same bug as the one I reported here:
https://github.com/SourMesen/Mesen/issues/880

The bug affects HD packs which do not use custom background images.

24
Personal Projects / Re: Zelda: Remastered (Mesen HD Pack)
« on: October 15, 2020, 12:44:39 am »
Your idea of adding separate .png backgrounds for open caves vs. closed caves may be possible - However, there's one other issue I should probably mention. You may notice that Link only runs when you press a directional button. It's a little different from the functionality of the vanilla game. It's a long story, but this was a side effect of adding more frames to the running animation. Because of this, if the player isn't pressing a direction when Link is walking in and out of a cave, his idle stance would show instead. The end result would look like Link is magically levitating when coming in and out of a cave (unless a direction is being pressed). It may be possible to overcome all of these issues. But, the existing solution seemed acceptable for now.

Ha ha, since Link's feet are not visible most of the time and he is bouncing slightly in his idle animation so I actually don't notice that until you tell me.

25
Personal Projects / Re: Zelda: Remastered (Mesen HD Pack)
« on: October 14, 2020, 09:07:12 pm »
Amazing pack!

A few suggestions:
1. Change the caves in the caves in the overworld.png to transparent and you will be able to see Link walking down and up. Not sure how to handle hidden caves, may be adding another png with caves opened.

2. You can simplify fade to black with the brightness % option instead of having multiple images.

3. Consider adding wallpaper to the HUD and menu.

26
Newcomer's Board / Re: Eliminating recharge time in SoM and SoE
« on: October 09, 2020, 04:09:54 am »

27
Personal Projects / Re: Secret of Mana, Turbo - Beta 200818
« on: August 20, 2020, 07:53:54 am »
You're wondering that in general? If so, probably, it should be possible to adjust palettes and replace some art assets. The constraints on the art (bit depth, available palette entries) should be similar.

If you're wondering if I would do that, then no, that doesn't interest me. I think Trials of Mana is beautiful, its art is one of its strong points, but it also is very different from Secret of Mana's style and likely wouldn't look good in contrast to what isn't replaced.

I tried using the SOM Editor and managed to replace the rabite with the one from SD3 but had little success with the background tiles. If there is no compression, then I can try editing the graphics with Tile Layer Pro.

29
Personal Projects / Re: Secret of Mana, Turbo - Beta 200810
« on: August 14, 2020, 01:38:15 am »
Thanks!

I'm wondering if it is possible to update some of the graphics with SD3 graphics.

30
You can check the links here:
https://www.romhacking.net/start/

Choose a game first. Better choose a simple game with little text and no compression as your first project. The game can be stored as ROM dump, ISO image or data files and you have to workout how text strings and fonts are stored. Then extract the text strings and translate them to English. Edit the font graphics to English. In most cases, English text takes up more room than Japanese text so you need to find free space to put the translated text back in. Then you need to figure out the method the game uses to find where the text strings are stored and adjust that to correctly find the translated text. Once the game is playable, you need to create a patch for distribution.

31
Personal Projects / Re: Secret of Mana, Turbo - Beta 200810
« on: August 12, 2020, 06:47:01 am »
What do you use to compress and decompress the graphics in this game?

32
Maybe ask Sour to add the ability to one of these:
set loop points in the hires.txt file
set two music files as a single track with one as introduction and one as looping
use specific tags in the ogg file as loop points info like https://rpgmaker.net/tutorials/1341/


33
Pretty neat! Now I just need to get some kind of clue as to how to hook the music....

https://www.mesen.ca/docs/hdpacks.html#replacing-audio-in-games

To replace the audio, you need to know when the game is sending the music start signal and the music stop signal to the sound engine of the game, then you need to stop that process and send a signal to special registers which is recognized by Mesen. The emulator will pick up that signal and play a music file instead.

You can either:
1. Hack the ROM so that when the sound engine receives a signal to start or stop music, send a signal to the special registers. 
2. Use LUA script instead of hacking the ROM. This is not the official method and the emulator doesn't run the script automatically.

Each game has its own sound engine so you have to study the game you are working on. People who create NSF file will know more about this(http://forums.nesdev.com/viewforum.php?f=6). For example SMB MEMORY MAP (http://www.romhacking.net/documents/345/) says $00fb is the RAM address of the queue for primary music. So I wrote a LUA script for replacing the first track in Super Mario Bros and it looks like this:

Code: [Select]
function playMusic(address, value)
  if value == 1 then
    emu.write(0x4105, 0, emu.memType.cpu)
    return 0
  else
    return value
  end
end

emu.addMemoryCallback(playMusic, emu.memCallbackType.cpuWrite, 0xFB)

The script listens for writes to 0xFB (addMemoryCallback), which is where the SMB sound engine picks up the track ID. Then the script calls the playMusic function to process the value of the write. When the track ID is 1, sends value 0 (the ID of the music file to be played by Mesen, matching the <bgm> tags in the hires.txt file) to special register at 0x4105 and changes the original value to 0 (silent in SMB sound engine). If the track ID is not 1, do not change the value to be written to 0xFB so that the sound engine will play that track as normal.

34
Personal Projects / Re: Battle City Remastered (MESEN HD patch)
« on: May 14, 2020, 12:17:27 pm »
Hi, I had a look at the new patch. The background conditions can be simplified like this:

<condition>stage_X,tileAtPosition,232,200,111,0F170600
<condition>stage1X,tileAtPosition,232,200,16F,0F170600
<condition>stage2X,tileAtPosition,232,200,170,0F170600
<condition>stage3X,tileAtPosition,232,200,171,0F170600

<condition>stageX0,tileAtPosition,240,200,16E,0F170600
<condition>stageX1,tileAtPosition,240,200,16F,0F170600
<condition>stageX2,tileAtPosition,240,200,170,0F170600
<condition>stageX3,tileAtPosition,240,200,171,0F170600
<condition>stageX4,tileAtPosition,240,200,172,0F170600
<condition>stageX5,tileAtPosition,240,200,173,0F170600
<condition>stageX6,tileAtPosition,240,200,174,0F170600
<condition>stageX7,tileAtPosition,240,200,175,0F170600
<condition>stageX8,tileAtPosition,240,200,176,0F170600
<condition>stageX9,tileAtPosition,240,200,177,0F170600

[stage_X&stageX1]<background>bg01.png,1.0,1,0,Y,0,0
[stage_X&stageX2]<background>bg02.png,1.0,1,0,Y,0,0
[stage_X&stageX3]<background>bg03.png,1.0,1,0,Y,0,0
[stage_X&stageX4]<background>bg04.png,1.0,1,0,Y,0,0
[stage_X&stageX5]<background>bg05.png,1.0,1,0,Y,0,0
[stage_X&stageX6]<background>bg06.png,1.0,1,0,Y,0,0
[stage_X&stageX7]<background>bg07.png,1.0,1,0,Y,0,0
[stage_X&stageX8]<background>bg08.png,1.0,1,0,Y,0,0
[stage_X&stageX9]<background>bg09.png,1.0,1,0,Y,0,0
[stage1X&stageX0]<background>bg10.png,1.0,1,0,Y,0,0
[stage1X&stageX1]<background>bg11.png,1.0,1,0,Y,0,0
[stage1X&stageX2]<background>bg12.png,1.0,1,0,Y,0,0
[stage1X&stageX3]<background>bg13.png,1.0,1,0,Y,0,0
etc

35
Personal Projects / Re: Battle City Remastered (MESEN HD patch)
« on: May 13, 2020, 10:43:00 am »
Try what you say and I also had no results.
In any case, the rom I have corresponds to the one requesting the pack.
SHA-1: e1061c9241b06a965fb7845cb951d921aca010ef
It is very rare that it does not load me.

I got it. You need to remove these two lines:
<img>bgdemo.png
<img>bg02.png


May 13, 2020, 12:20:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Yeah I did try that, but had problems with the game picking it up for some reason.

I get it to work with something like this:
<condition>stage1X,tileAtPosition,232,200,16f,0F170600
<condition>stageX1,tileAtPosition,240,200,16f,0F170600
[stage1X&stageX1]<background>bg11.png,1.0,1,0,Y,0,0

36
Personal Projects / Re: Battle City Remastered (MESEN HD patch)
« on: May 13, 2020, 01:50:42 am »
I have 16 hd pack for mesen and this BattleCity pack is the only one that doesn't work for me.
I tried everything, the pack works for me just by having the exact name between the rom and the pack, it did not work. Also loading it from the emulator mesen in utilities "Install pack HD", it says that it was installed correctly and must restart but even so it does not load the pack.
Any suggestion? :huh:

You can try removing this line from the hires.txt:
<supportedRom>E1061C9241B06A965FB7845CB951D921ACA010EF

37
Personal Projects / Re: Battle City Remastered
« on: May 12, 2020, 12:45:36 pm »
I think you can use the stage number tiles below the flag as tileAtPosition conditions for the background.

38
ROM Hacking Discussion / Re: Help with Mesen HD Pack features (?)
« on: May 03, 2020, 04:28:58 am »
Hi, I updated the editor and added a tutorial:
https://drive.google.com/open?id=1BDpCniYpbYvRZS-JQd59awfpy3SIVXjQ

39
ROM Hacking Discussion / Re: Help with Mesen HD Pack features (?)
« on: April 30, 2020, 05:23:13 am »
Ok, I'll write up a tutorial.

40
ROM Hacking Discussion / Re: Help with Mesen HD Pack features (?)
« on: April 28, 2020, 05:27:29 am »
The hires file generated from Mesen is the most basic form and to use advance features, you need to edit that file.

1. As bogaabogaa says, I have a tool for organizing the tiles into objects. In Mesen, there is a tool called PPU viewer. If you hold shift and right click at the screen under the nametable viewer or the bottom screen under the sprite viewer, you can copy the information of all the tiles in there as well as the position of the tiles on the screen. In my tool, paste that into an object and delete the tiles which don't belongs. Once you have the HD replacement in a png file, import that file into my tool, highlight the tiles you want to replace and select the replacement from that png file. When finished, the tool can export a hires file.

2. There are a few special cases when handling replacements, not sure if this answer your question:
i) Same tile with the same palette is used at different situations and you want to map it to different HD replacement in each situation. In this case, you need to use conditions to distinguish them.
ii) Different tile but looks the same. In this case, edit the hires file to point them to the same HD replacement.
iii) Same tile with different palettes but you want the same replacement. In this case, there is an option to set a replacement as default for that tile.
iv) Same tile with palettes of different brightness. This happens a lot with fade-in and fade-out. In this case, point them to the same replacement and set the brightness in the hires file.

4. Frame range works by putting a number from looping sequence into each frame. Then this number can be used as conditions to select which replacement to use. So you can have the animation in higher frame rate by defining more replacement than the number of frames in the original animation. However, there is no way to sync the start of the animation to the start of the number sequence so it only works for looping animations. You can check out the moving platform in level 2 of my Donkey Kong HD pack.

5. You can replace with a bitmap. First you need a condition to define when the bitmap should be shown, secondly either the background tiles are transparent already or you have to map all the background tiles to a transparent replacement.

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