HD Pack's Mesen

A place for your artistic side. Discuss techniques and tools for pixel art on the NES, GBC, or similar platforms.

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LiQuiDz
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Re: HD Pack's Mesen

Post by LiQuiDz »

A Collection of HD Packs available on my site

Also im working on some HD packs myself

http://liquidz.speedpost.net/RetroGamingHDnes/


Thanks to everyone who contributed to make HD Packs possible and all the artist of course
eadmaster
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Re: HD Pack's Mesen

Post by eadmaster »

did anybody made a Megaman 2 texture pack from the cancelled Mega Man Universe graphics?
Tygerbug
Posts: 61
Joined: Sun Jan 19, 2014 5:15 pm

Re: HD Pack's Mesen

Post by Tygerbug »

GBAGuy007 wrote: Thu Mar 25, 2021 2:05 pm Hi, I'm new here. I recently used a raspberry pi, Wiimote, and a homemade IR light chain to play duck hunt. It's great and I love it but I would love a remastered version of duck hunt even more and what y'all are doing with Mesen seems like a viable way to do it. I surprisingly haven't found any HD packs for it yet, but I did find some sprites and a backdrop from this dude (https://www.vg-resource.com/thread-26113.html), along with a more complex background here (https://www.boredpanda.com/nes-games-sc ... es-moncayo). The latter of the two I was given permission to use and I'm still waiting on permission for the first. After finding these I watched some tutorials on how to record the sprites but as someone else mentioned they turned into a garbled mess, and I mean really garbled (https://imgur.com/0mxiaTf), I don't even know how I would begin unscrambling them. If anyone could give some pointers or tell me if someone else has already done this I would be greatly appreciative. Also, if anyone would be willing to do commissions I would love to know how much it would cost. Thanks for your time.
That's what (some of) the graphics for Duck Hunt look like. Graphics for the NES are in 8x8 tiles (or 8x16 in some games like Super Mario Bros 2). They are generally going to be that level of scrambled, because the NES has limited space for graphics. You just have to learn to deal with it.
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LiQuiDz
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Re: HD Pack's Mesen

Post by LiQuiDz »

there is a Dunk Hunt Pack made by "Aclectico"
you can find it here

http://liquidz.speedpost.net.user.fm/Re ... duck.hunt/





GBAGuy007 wrote: Thu Mar 25, 2021 2:05 pm Hi, I'm new here. I recently used a raspberry pi, Wiimote, and a homemade IR light chain to play duck hunt. It's great and I love it but I would love a remastered version of duck hunt even more and what y'all are doing with Mesen seems like a viable way to do it. I surprisingly haven't found any HD packs for it yet, but I did find some sprites and a backdrop from this dude (https://www.vg-resource.com/thread-26113.html), along with a more complex background here (https://www.boredpanda.com/nes-games-sc ... es-moncayo). The latter of the two I was given permission to use and I'm still waiting on permission for the first. After finding these I watched some tutorials on how to record the sprites but as someone else mentioned they turned into a garbled mess, and I mean really garbled (https://imgur.com/0mxiaTf), I don't even know how I would begin unscrambling them. If anyone could give some pointers or tell me if someone else has already done this I would be greatly appreciative. Also, if anyone would be willing to do commissions I would love to know how much it would cost. Thanks for your time.

EDIT: For some reason imgur thinks the garbled sprite is mature content so I attached it
AllanUr4
Posts: 1
Joined: Wed May 03, 2023 10:59 pm

Re: HD Pack's Mesen

Post by AllanUr4 »

This is my HD Pack for Road Fighter

Video: https://youtu.be/b15N4fucrWk

Road Fighter HDPAck by AllanUr4.zip
(256.67 KiB) Downloaded 256 times
Attachments
004.png
003.png
002.png
001.png
zevs_7
Posts: 12
Joined: Fri Feb 23, 2018 2:33 am

Re: HD Pack's Mesen

Post by zevs_7 »

HD Pack Battle City by YuriEgorov
Video https://www.youtube.com/watch?v=7LwTsBcNqpU
Attachments
Battle City (J) HD Pack.zip
(873.66 KiB) Downloaded 87 times
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LiQuiDz
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Re: HD Pack's Mesen

Post by LiQuiDz »

Popeye Arcade Restore
Mesen2 HD Pack
By: LiQuiDz
v1.0-20231002
Database match: Popeye (World) (Rev A)
Popeye1.jpg
DOWNLOAD:
https://github.com/LiQuiDzGit/HDNES-POPEYE
http://liquidz.speedpost.net.user.fm/Re ... dz-popeye/
Many HD Pack available at:
http://liquidz.speedpost.net.user.fm/Re ... index.html
Battle City (imkrut)
Battle City (YuriEgorov)
Bomberman (imkrut)
Bowser's Castle (CrashGaming)
Castlevania (kya)
Circus Charlie (Unknown)
Donkey Kong (mkwong98)
Donkey Kong JR. (imkrut)
Duck Hunt (Aclectico)
Ice Climbers (imkrut)
Kung Fu (mkwong98)
Little Nemo (imkrut)
Mega Man: Super (AxlRocks)
Metroid: HD (Aclectico)
Ninja Gaiden II (RichterSnipes)
Nuts & Milk (evgeny)
Pac Man (Namco) (Ed Peppe)
Paper Mario Bros (mkwong98)
Road Fighter (AllanUr4)
Super Mario Bros (mkwong98)
Super Mario Bros (lyonhrt)
Twin Bee Remastered (imkrut)
Zelda: Remastered (Aclectico)
edale
Posts: 3
Joined: Tue Oct 31, 2023 1:52 pm

Re: HD Pack's Mesen

Post by edale »

Does anyone know if a HD Pack has been made for Final Fantasy 1?

On a related note, does anyone know how to go about making an audio replacement mod for Final Fantasy 1 via HD Pack? I can convert the music I want to use easily enough, but I don't even know what type of coding would be needed to do things for this...
https://mesen.ca/docs/hdpacks.html#repl ... o-in-games
mkwong98
Posts: 282
Joined: Mon May 30, 2011 9:01 pm

Re: HD Pack's Mesen

Post by mkwong98 »

edale wrote: Tue Oct 31, 2023 1:58 pm On a related note, does anyone know how to go about making an audio replacement mod for Final Fantasy 1 via HD Pack?
All games have a section of code written to play sound and music. We call it the sound engine. First you need to know how and when the game logic sends signals to the sound engine to start or stop playing music. You can ask on NES Music sub forum to see if anyone have worked on the sound engine of this game. Or you can have a look at the documents about this game on Romkacking.net:
https://www.romhacking.net/?page=docume ... csearch=Go
Then you can mod the game so that instead of sending signals to the sound engine, it sends the required signals to the addresses listed in the HD Packs documentation to play your music.
edale
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Joined: Tue Oct 31, 2023 1:52 pm

Re: HD Pack's Mesen

Post by edale »

mkwong98 wrote: Wed Nov 01, 2023 5:36 pm All games have a section of code written to play sound and music. We call it the sound engine. First you need to know how and when the game logic sends signals to the sound engine to start or stop playing music. You can ask on NES Music sub forum to see if anyone have worked on the sound engine of this game. Or you can have a look at the documents about this game on Romkacking.net:
https://www.romhacking.net/?page=docume ... csearch=Go
Then you can mod the game so that instead of sending signals to the sound engine, it sends the required signals to the addresses listed in the HD Packs documentation to play your music.
I have a fair bit of experience doing the audio portions of SNES MSU mods, and some minimal experience helping MSU mod coders debug things (I'm quite adept at the logic of coding, if not the coding itself).

When I say "what kind of coding" I mean more 'Is it ASM, and if so the same ASM used in MSU coding?', like what language the coding is in. I've never seen an example of a HD Pack audio mod before (and didn't even know HD Pack mods, let along audio versions, were a thing until a week or so ago).

I've done a few audio mods for a specific composer (with permission) when she does a full-game soundtrack, and her next soundtrack is slated to be Final Fantasy 1. I'm already planning on modding it into the Pixel Remaster, and I'm mostly looking into how viable modding it into the NES version is atm; both in how difficult to code, and in how likely I am to find someone to help me code.

Things like an existing HD Pack for FF1, even if it didn't touch the audio, would be a great starting point for figuring things out, as well as finding an existing HD Pack audio mod (for any game).
mkwong98
Posts: 282
Joined: Mon May 30, 2011 9:01 pm

Re: HD Pack's Mesen

Post by mkwong98 »

You can do it with ASM (rom hack, most common) or LUA script. Then you need to add the music files (ogg) to the HD pack. You can have a look at the file "hires.txt" in the Metroid HD pack.
edale
Posts: 3
Joined: Tue Oct 31, 2023 1:52 pm

Re: HD Pack's Mesen

Post by edale »

mkwong98 wrote: Sat Nov 04, 2023 7:00 am You can do it with ASM (rom hack, most common) or LUA script. Then you need to add the music files (ogg) to the HD pack. You can have a look at the file "hires.txt" in the Metroid HD pack.
hmmm.... That Metriod HD Pack actually includes an IPS patch that's... I'd guess applied on-the-fly?... then it just defines the various audio files.

Code: Select all

#Music
<patch>mmm.ips,ecf39ec5a33e6a6f832f03e8ffc61c5d53f4f90b
<patch>mmm.ips,2080059bea4563ffff7535e6c0a0f3bc2f34b194
<patch>mmm.ips,605945dd8746248901ab599272a68cfb6aa1b015
<patch>mmm.ips,cbf1d538621c8db63adfdcf6e4dde54e24dff4e0
<bgm>0,0,Ridley.ogg
<bgm>0,2,ItemRoom.ogg
<bgm>0,3,Kraid.ogg
<bgm>0,4,Norfair.ogg
<bgm>0,5,Evacuate.ogg
<bgm>0,6,MotherBrain.ogg
<bgm>0,7,Brinstar.ogg
<bgm>0,8,SamusAppears.ogg
<bgm>0,9,GotAnItem.ogg
<bgm>0,10,Credits.ogg
<bgm>0,11,MetroidTitle.ogg
<bgm>0,18,KraidBossFight.ogg
<bgm>0,19,Tourian.ogg
<bgm>0,20,RidleyBossFight.ogg
So it doesn't actually show me an example of how the audio side of things is actually coded (AKA, the ASM code that created that IPS patch).
mkwong98
Posts: 282
Joined: Mon May 30, 2011 9:01 pm

Re: HD Pack's Mesen

Post by mkwong98 »

I don't think the source code is available for any of the patches. If you are looking for ASM then you need to contact the patch author. But if you can figure out the ASM code from hex, then you can always do a file compare between unpatched rom and patched rom and work that out. In that case, I recommend the hd pack for castlevania, because the metroid patch changes other things beside music.
Fiskbit
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Joined: Sat Nov 18, 2017 9:15 pm

Re: HD Pack's Mesen

Post by Fiskbit »

The documentation on the HD Pack page you linked says exactly what you need to do, but it requires 6502 assembly knowledge. Anytime the game would play a song (by writing to some variable used by the sound engine to start a song), you instead write to the Mesen register for starting playback of an external song file. When it wants to stop a song, you replace that write with one that tells Mesen to stop playback. There's no mystery here requiring disassembly of other HD packs, it just requires some 6502 reverse engineering and programming skills.
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