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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - CUSTOM MUSIC - IN MARIO WORLD [ASM]
  
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orynider
Posts: 60/162
In an n-spc dump (SMAS+W), ingnoring the file header and the id666 tag, just the last memory region (beafor the binary header) is changed but I can not figure for what? I come to the concluzion that you have to edit the original pointers in the rom and not the extra data, but I am not sure.

I disected the rom header (music track pointers) and I try to undestend what is what in 100% binary; byte by byte! But I will diassemble in future.

I am able to to change the songs order so far, as an demo I relesed an unoficial version of my hack that you can download at: http://pubory.3x.ro/pub/patch/dworyx.exe.

If this can be made manualy, then I do not see the point of making an special program (not the compozer, but just for song configuration in MW) coze some extra options can be added to LM (not new implementation just an more complex options). The compozer is needed to edit the extra track data (and the opriginal, to make-it compatible whit the asm hack), and not just in MW since this data can be riped from SMA, YI, MK, and other SNES games.


SUPER MARIOWORLD: SMB3 - extra music track data from SMA+W (SNES)

This will expand the original snes Mario World ROM to 4MB and will
insert the extra music data from Super Mario AllStars + World used
in DemoWorld 3. This track does not have custom music for Yosy

To use this songs you need to change some ASM values in the cardrige
header after you aplly the patch to an clean ROM. Check for the 512
byte header beafor you use the IPS and use "Lunar IPS".


Editing exemple using an hex editor:

0308h from 0F to 61
030Fh from B1 to 00
0314h from 98 to 80
0319h from 0E to 62
0349h from D6 to 00
034Eh from AE to C0
0353h from 0E to 62
035Fh from E4 to C0
0364h from 03 to 63
03??h ; if you find this one let me know!
18C4h from 0E to 48 ; this value will set the song nr. ?? (used for demo screen) to random or to specific
18C7h from 01 to 15 ; this value will work as the above but the nr. used are song numbers from 00 - 18
(00 it's 01 from "Lunar Magic")

If someone change this values back to default it is no need to remove the extra data to use original songs!

You can download this at:
http://pubory.3x.ro/pub/patch/mw3snes.zip

BTW I included in this ZIP an small IPS for changing the music in any 2MB MarioWorld SNES ROM to DW3 songs (locked or not)!
http://pubory.3x.ro/pub/patch/index.html

Sorry about my english but I did not find an translator that works better and faster then I type. I hope you will undestend!
blackhole89
Posts: 93/971
Actually, it fell back very far. Because I didn't have the SMW SMAS music song pointers what I acutally did was just a graphical editor for LoZ3-NSPC arranged sound tracks at specific locations in the ROM defined by an external pointer list. But I can be quite sure now that the commands aren't the same because recently I had the idea to "disassemble" a whole SMAS-SMW SPC dump to zeldaish commands ( E0...FF are commands like "volume", "instrument", 80...E0 are tones (C0...A6 or something alike), 00...80 is tone length information) and didn't find anything that looked like a piece of soundtrack.

What I am currently doing is (a) trying to get BMF's HDMA routine work for me and (2) trying to find the actual song pointers in the dump. What I've done in particular so far that it works is a program that looks for N-SPC chunks in a ROM and extracts them to a file, doing the same think SMW would do into the SPC's memory when it is run. But I don't think anyone would have much use out of it.

GreetZ
Blacky.
orynider
Posts: 54/162
Blackhole89's editor isn't that far to release I think (?), what I made so far will be no help for others since I have troble using it for now on my system and I do not have time to fix the bugs for now (it's working just in an custom enviroment and does not make that mach).

my link:
http://pubory.3x.ro/pub/nintendo/docs/spc-700.doc, and ohers from my site work, you just have to use "Save As" whit mouse right click, and even if they don't you will get an error html file ...

BTW: If you visit my site and you have IE5 6.01 on non Windows Xp systems, you need to make "Refresh" (if you get white pages).

Atma X
Posts: 134/801
Hey everyone, hows the Music Editing going. Anything good yet?
(Sorry if I'm getting annoying by asking again, but I'm also keeping the Thread near the top so it doesn't get lost and forgotten about, since I haven't heard anything about it from anyone in a long while)

Orynider: The link for the SPC-700 Tutorial seems to be broken.
orynider
Posts: 32/162
II will clear some of this whole SPC discussion:

Without any instrument files assigned no MIDI files can be converted.
Importing a Gravis Ultrasound Patch set, or one instrument per voice, is cool since this format can be made whit 2pat utility from any mono wave file!
Setting different GRANULIRITY (RANGE) for each nybble of data is nedded to. For some reazons it's easyer to convert directly from a custom wav format (Mid2Wave works fine).
After converting the MIDI or WAVE to SPC-700 custom format (for every 32 bytes of 16-bit Wav there are 9 bytes of BRR) for which a custom editor can be made (I tested),
what can you do whit this file?
An small asm file can be made for some sond-engines that can be assembeld including this file. You can make one asm file for any snes game ...^^
So what for a small demo using the sond engine from my favor snes game?
Then you load the small demo in your emulator and dump the .spc file.
This has just converted .wav or .mid files to .spc format ...^^
Repeat the above procedure for the rest of the mid files you wan in your game.
If you have the .spc file it's or not hard to apply the changes to the game?

So, I trayed to make an converter that needs the MID or Wav file, the patch set, the asm file and some parameters and ouput a .smc file.
(e.g. default.wav, default.pcf, default.cfg, default.asm)
Allso I trayed to implement a powerfull editor for the custom wav format viewing the voices and notes.
You think this can't be done, if so you WRONG!!! Cool Edit lets you make and edit new Windows .WAV files, Sound Blaster .VOC files, and raw PCM waveform data files.
This can be done from the [Transform] {Menu} -> [Music] {Popup} the problem is just that from what I know this was just a experiment limited option and my version does not read for editing notes just one voice wave files (simple mono), but the program is still cool!

Blackhole89:

> Neither the mouse pointer is true, cause only Win2k and XP support coloured ones. And this is definitively not a Win2k/XP screenshot.

The screen-shot was just a preview and was real (notes are font butons) , you was the one ho sade that your editor isn't yet that far to release and make available for anyone.
First I do not know how experimented ASM programer are You (?) since you did not know that win95 supports the coloured and transparent mouse pointers
http://pubory.3x.ro/pub/drv/orytheme.rar
(if you use this in Windows95 advizor or 4.0 you need the plus pack to.)

I did not gone so far and the screen-shot was just for shoing that ken be done. IF will be userfull I may release this. (sory about my enghlish!)
I used Midisoft Recording Session for win 3.1 surce code just to display the song but I will rewrite.
The version made in this way converted the .spc 2 .mid and loaded the midi (no .spc emulation) but not vice-versa.
The scroling was not inplemented at that time in the main window


> (1) Show me a version of DirectSound that is not for x86.
Creative WaveSynth does not work couze I do not have a 80 Mhz processor or higher (but I have Pentium Pro 200MHZ adapted on x86 Main board on the older system), PowerTracks Pro Audio ask about MMX every time I load it, but tru DS work on x86 but that stupit library ...
> (2) Show me an SPC playing engine for win3.11.
the ideea was not to emulate the spc but to make a small library for every known game that will not use the player from the spc state but an win32 version if ken be done (this is just for playing) or using the plugin in_snes.dll (snes.lib) ...
> (3) What the heck is a "Windows module player"!?
a player for the amiga music modules as the in_mod.dll or in_bass.dll from WinAMP and XMPlayer or the MciMIDAS for win 3.1 and higher ...
http://www.un4seen.com/
in the time I decided to implement the bass.lib for playing other formats
> Anything he ever posted was hoax or trash.
I do not have internet access at home, I write from memory, not know the enghlish so good ... and this can be true.


I did not hade nothing (just ideas) when you made the anouncement that your editor isn't yet that far to release, and if I will be stock I will ask for
help couze I need a sn-spc compozer for my personal use 1st.

About DWORY I relesed that trashed version (made by including in DW1 some levels, that I considered are the best, from an most complete version)
just pecouze I am working to this project in my free time and I wan to hack the sond engines 1st.

I admit it was not a good ideea posting that screenshot



> Blackhole89: Sorry about that, all the posts I saw himmake were about DWOry...

I allso finished spc-700 and sond engine tutorial You can download from my site:
http://pubory.3x.ro/pub/nintendo/docs/spc-700.doc

(still can be inprove or corected)

skateboarder11:

> Will the SPC editor be able to read music from other games, or just SMW?

If someone helpme finding and deasemblig the engines from oher games then yes!


.:.:: orynider ::.:.
Keitaro
Posts: 171/1342
wlel actualy. octave could be representing the fact that the displayed note was a register higher in spc bytes...eh, but yeah. never said it wasn't a hoax, and sorry for going a bit apeshit last night. i wasnt exactly thinking clearly
blackhole89
Posts: 84/971
@MajinBlueDragon: I surely understand what it means... but detection of one octave up shifting exceeds what's worth implementing when visualising N-SPC data... and still, there's other proof enough that's a hoax...

@skateboarder11: It is no SPC, but rather an N-SPC editor, for the music engine of Nintendo-own games (like most of the mario stuff as well as zelda and a few more). It will read perfectly anything compatible when it has an input file with the song table pointers for it.

GreetZ
Blacky.
Keitaro
Posts: 162/1342
I've read several mor eposts now claiming how midi to spc is possible. Look, I've explained it before, are my posts just being skipped over because I'm seeming redundant?

Oh, and whoever asked what 8vs had to do with spc....that means OCTAVE. See, in order to hack music, you need to know what you are doing. It really, really, really, does help. thats like trying to edit graphics with absolutly no PC art skill what so ever. you need a basic understanding of musical knowledge (and 8va is as basic as you can get )
Xkeeper 2.0
Posts: 34/1091
Blackhole89: Sorry about that, all the posts I saw himmake were about DWOry...

Will the SPC editor be able to read music from other games, or just SMW?

[offtopic]Atma X: Need to know how the GFX are... since you're not on MSN anymore [/offtopic]
Atma X
Posts: 95/801
You said that you're making one too, right?
If I'm correct, I wish you good luck on that, it would really be nice to see a Music Editor.
blackhole89
Posts: 83/971
Maybe he's working on it, but that picture's definitively a hoax... this notesheet is no SPC, whatever it is...
Atma X
Posts: 93/801
Blackhole89: I see why you wouldn't belive him if what you've said about his previous posts are accurate (I haven't seen many of his other posts, but I trust your word on it), it's hard to belive someone if most of what they have said they've done wasn't true (just speaking in general).
But I really don't know about his other posts at all.
I think he might actually be working on an SPC Editor, because it would be a lot to bother with -- for it to be a hoax (unless he enjoys this kind of stuff for some odd reason).
blackhole89
Posts: 82/971
I'm also doing one...
and orynider didn't get the 0 for only this. Just make a search on his topics. Anything he ever posted was hoax or trash. If he's making an SPC editor, good. But I'm somehow tired of his attempts to fool the whole community.
Xkeeper 2.0
Posts: 33/1091
I agree with Atma X, you should wait. Maybe orynider really IS making one.

Blackhole89: I don't think you should rate him a 0 just for that...

[offtopic]Atma X, why haven't you been on MSN recently?[/offtopic]

EDIT: Fixed spelling errors.
Atma X
Posts: 92/801
blackhole89: Are you sure it's completely a hoax in every aspect?
Maybe we should give him some time and wait to see what results may come.
Maybe the picture is a hoax, only because the program isn't quite ready for a screenshot yet, but if it is real I would not like to turn down the possible creation of an SPC Editor.
If I was in charge of doing such a thing, it would never get done, because I don't know any kind of programming at all. It really sucks not to know how to program, because it really makes things difficult by having to rely on other people doing things for me, but that's the only way it can get done, is by someone else.
So please just give him a chance, I've been dieing to have an SPC Editor for way to long.
blackhole89
Posts: 81/971
This screenshot is a photomontage, isn't it? If not, where are the scrollbars, and how does "8va" come into SPC data? Waito... yes, I found a prove that it's a joke. Look at the end of the 2nd part of track 1, there are two notes above each other. But, as anyone knows, SPC means only one note at once per track. Neither the mouse pointer is true, cause only Win2k and XP support coloured ones. And this is definitively not a Win2k/XP screenshot.
Well orynider, nice try. But not really solid.
Other stuff too ->
(1) Show me a version of DirectSound that is not for x86.
(2) Show me an SPC playing engine for win3.11.
(3) What the heck is a "Windows module player"!?

Admit, you have neither a clue of programming nor of SPC nor of romhacking.

And yes, I've already rated you. With a
orynider
Posts: 27/162
My program is *not* working at all like I wan so I will rewrite all the code from the begining when I will be
not so bored ...

Preview:



blackhole89:
I know that you are ???? couze I did not help you whit the pattern pointers from DW3, but I do not have the original DW3!
If you send me an .ips whit the original hack, in one or two days I will give you another .ips whit what I digt out ...
But, last year, I had the exact block from FPI version when I tried to implement this in an fresh SMW ROM-image expanded to 1MB and not to 4MB. I actualy made that but I get ???? couze LM sade someting about: "grafix file is to large" and when I made HDD cleaning I deleted all and did not note the PC addresses. My metode wase spliting the binary rom-image to 131072 bytes blocks and
studyed all spliting again in 8192 bytes the important ones and made exact notes just about editing manualy the Tile Demo Screen, maintaining checksum, making protection (the december test ver. is manualy minimal protected), editing manualy the cartdrige header (protection, name, version, checksum ...), adding the 512 byte header, how some ASM blocks work, etc.

I can help if 1st you let me know that you unthesten by pattern pointers using the terms from the updated "spc-700.doc"
and what pointers you know by now to not do the same thing and to use the same language.

>I don't know how to stream a software buffer with DirectSound
If your program will use DirectSound please use a x86 version, but I can help making the playback for .spc
or you can use the engine from zsnes or snes9x for DOS whit some modifications. In my program I get some noise
if I open an .spc (ex: spcedit.exe mariorpg.spc -001) and is not using DirectSond. I
blackhole89
Posts: 78/971
WAV2SPC - unrealistic. Just the same problem as WAV2MOD, but with heavily limited space and therefore impossible.
(@others) N-SPC is mostly alike the MOD format.
I surely won't make an editor for non-SNES games, but yet, it's much better than HM, 'cause it has graphical output like the better MIDI editors. Playback doesn't work yet because I don't know how to stream a software buffer with DirectSound and neither understand BRR compression.

MP32SPC - same.

MIDI2SPC - possible, as you said. You can BRR-compress a subset of the wavetable and insert it into the ROM, and easily convert the MIDI events into N-SPC events.

FuSoYa implementing that in LM - unrealistic. He doesn't develop it any further and, also, I think that a bit of diversity instead of FuSoYa-Lunar-monopolism would be good. (development title of my program:
orynider
Posts: 25/162
I started making the program and I temporaly give-it the name
"SPC-700 Editor" (Spc_Edit class). But I have to start over again
and rewrite all cose I have problems implementin the &Open dialog
If I do not rewrite I will have to make an open dialog (MENUITEM)
for every extension. So I will write a procedure that will jump to
another depending on the given file extension, so you won't be able
to let say open a midi file whit wrong .spc extension
(is to complicated to make it automaticly detect the file header for all suported
extensions but I do not necesarly need help whit this)
But this is yet to far to to release and I do not have that mach free
time so if no one help I will make just what I need for my personal use
(and not an standalone prof. executable or library).

My other ideea is to make an option to extract the ROM's "joyned" .spc file
*NOT* an normal .spc just whit the curent song but whit all songs in one file
and make an custom player (end editor) for the this format. This can work for
the user like allgfx from LM, just mach more complex ... ???

Having some hardware problems, I did find on my old 5x86 PC HardDisk
an file lebeled mid2mod.exe. This file is however bad so if someone
has a good copy of the above (the executable, the surce code, or someting similar)
will help making the "&Import from midi file" dialog.

This (I think) can be implemented by loading the patches (samples) in the
"GM Melodik Bank" (geting them for an specific midi file) and then dumping them,
compresing them to given format and writing an header. This is cool only if you have a
GUS soundcard on which you can use your own samples. But the GUS can be emulated however
I did not see so far an midi player that use an patch sample manager.

{blackhole89}:
I allready have procedures to decompress a series of spc sample blocks (for MASM).
I know you can make an "Hyrule Magic" music editor for "SMW" something and (...) YES this
is somthing to start whit!
But "Super Mario Allstars + World" and YI needs an profesional more powerfull sound
editor - composer, not just for the snes since - public LM - may suport .nes or .gba versions to.
I have seen a game which had a compozer like a soft sequencer but did not have a &Save
dialog so I have the ideea to make an program to convert .mid, .mod, .wav and .mp3 to .spc and edit,
but not be able (or not wan) to make the "&Save to ROM" dialog, so making so everyone will be forced
to use your program for this However I will consider not to if FuSoYa will wan to implement this
in LM since I prefer using just one program.
Since for using DW3 song pointers in SMW the ROM most be expanded (again) I will NOT even
consider ...

blackhole89
Posts: 76/971
As I said, I just can't find the pattern pointers in SDW3... the rest's done so far.

GreetZ
Blacky.
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Acmlm's Board - I2 Archive - Super Mario World hacking - CUSTOM MUSIC - IN MARIO WORLD [ASM]


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