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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 - importing music in SMW? | |
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Atma X

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Posted on 04-12-05 07:20 AM Link | Quote
Nah, complicated, confusing, and t3h impossiblezorzs is all a part of your unreal imagination.
If you let it confuse you, then the everything of t3h pwnage will OWN you

Anyway, Blackhole does seem to have a good amount of progress. I don't know what's holding him up, but it should be released in a while (though last time I checked, which was actually a while ago, he was addicted to Ragnarok Online,... and that's same
case with me [it can get pretty addictive ],... I don't know, just wait patiently)


(edited by Atma X on 04-11-05 02:22 PM)
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(edited by Atma X on 04-11-05 02:42 PM)
turtleman

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Posted on 04-12-05 10:18 PM Link | Quote
oh uhm ok.....

HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 04-12-05 11:12 PM Link | Quote
I'm sure you can write a simple SMW editor yourself, but do you really think you can make one as good as LM with all its ASM hacks and extra features? And do you have the time and effort?

Fu really should just release the source code already so people can start making cool add-ons.
Atma X

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Posted on 04-12-05 11:59 PM Link | Quote
Originally posted by HyperHacker
I'm sure you can write a simple SMW editor yourself, but do you really think you can make one as good as LM with all its ASM hacks and extra features? And do you have the time and effort?


Yes.

I plan to be hacking console games for a long time, and my interest in them is very high. Basically, the effort I put into hacking is like play time (to me, it's a lot more fun than actually playing the game, and working with an Editor).
I'm really just making the Editor for other people (friends, the public, and because the changes that I've seen done to most hacks are to simple,... Gfx, Levels, etc.), and because I enjoy large programming projects.
Now, my editor may require that you use a game that has been previously edited with LM,... or I may add some of the exact things to it that LM does (when it comes to programming), or I may completely rewrite those things my own way along with everything else.

And a source code,.. meh, that's not neccessary. Not only do I want to make it from scratch, but if I wanted to modify his, I won't need a source code (well, I would have to find some documentation of C++'s Instructions in it's "compiled" form [the actual instructions], because there are way to many to figure out on my own ,... that would require way too much time,... I'd be better off just writing my own language [which would be fun ] if I had to figure all of that out). But anyway, I'm not even gonig to modify his,... I really don't want to,... that's just not fun to me,... and I would feel kinda lame for even wanting to mess with his (I also want to arrange the display differently [organize things],... in a less confusing way, because a lot of newer people seem to have trouble doing some of the simplest things).

This summer, I'll only be taking 2 classes, so I'll have some more time than I've had before. If I don't get the program going very far by the end of the summer, then I'll at least have a lot of documentation for when I do start on the program.


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gnkkwinrrul

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Posted on 04-13-05 12:28 AM Link | Quote
Doing the music yourself requires you rearranging all the little bits of noise in the normal songs to something different. Which would require too much time, energy, and a hell of a lot of skill
Atma X

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Posted on 04-13-05 04:08 AM Link | Quote
Why would I rearange the existing songs?
Um, I could just write over the existing songs (no rearangement nessesary), or, I don't even need to mess with the existing songs, I can just change the location of Execution or Interpretation to a new location.

Edit: Did you mean so the original song's notes use similar Insruments?
(even if that's what you meant, if I need to change an Instrument, I can use the ones that already exist, for the Instruments that are going to be similar,... and if there just happens to be a few notes that don't fit, it would only be a little bit to change).

Btw, who were you actually talking to?


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turtleman

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Posted on 04-13-05 04:12 AM Link | Quote
hpw about adding new music since theres more then 10 unused values in the music list
Atma X

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Posted on 04-13-05 04:16 AM Link | Quote
And replace the existing ones ,... or I could just create my own list, with as many songs as I like .

Or, I could not even bother with a list (many people know this method as hard coding). If I don't use a list, I will still make it show up as a list in the Editor (don't worry, it's not going to be a list)


(edited by Atma X on 04-12-05 11:27 AM)
PumpkinPie
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Posted on 04-13-05 05:05 AM Link | Quote
Ah, it will be a good day when all of the new hacks have their own unique soundtracks.

Bah, people would probably just be lazy like now and rip them from other games.
Tweaker

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Posted on 04-13-05 05:34 AM Link | Quote
Originally posted by Kyouji Craw
Quite simply, unless you're DJ Bouche, you don't. What you DO do is that you make a patch from Demo World and a version of Demo World with the alternate music to give you the alternate music and apply it to your hack.

Bullshit. I could easily put new music in the game if someone would tell me the music format. Apperantly, everyone wants to throw utilities at me. In the Sonic hacking community, things like this are done in pure hex. I think the utilities kind of take the actual "hacking" part out of editing the game.

I know someone knows the format. Hoarding info isn't helping other people you know. Music is what I do... Help me out here. =P
Atma X

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Posted on 04-14-05 12:25 AM Link | Quote
Very good, I want to see more people like yourself. Now, you still have some learning to do,... though it shouldn't take long (I was at you stage of comprehension about this stuff just about 6 months ago,... unless you're futher behind than I think you are.....anyway...).
You will hopefully realize that you don't need any of these other people to tell you the format used for the Snes' Music. The way to understand it, is to think about computer logic intensly, and learn the Instructions of the 65816 Language.
Once you do that, you will be able to figure anything out. It doesn't matter what language you start with, or how many you learn,.. the logic applies to all of them,... getting to know a new language just means learning a new set of instructions.
Now, if you don't want to become a programmer (if you do, it doesn't neccessarily have to be your profession, or your main focus with game hacking), and you want to work with music, then you're going to have to do a lot of guessing to figure it out (which is too much guessing,... guessing is very bad,... you have a hard time finding the result that you are looking for, and guessing requires no thinking,... which is why guessing is bad), or you can have someone tell you.
Now, I can't guarantee you will be able to do it without some programming knowledge, because I remember being told that the Snes' Music is more than just Information being Interpreted as Data, but as well, it is Information that is being Interpreted to perform operations (aka, Interpretation of Instructions). I haven't found out for myself yet, because I haven't looked at any of it yet, but when I do, I'll let you know how it works (unless you decided that you want to do it all on your own).

Be aware that in order to do many things, you're going to need to be a programmer, and someone who understands the Logics of a computer very well (a programmer who doesn't understand the logics [esspecially the core/basic logics], doesn't make an excellent programmer,... or even a good one).


(edited by Atma X on 04-13-05 07:34 AM)
(edited by Atma X on 04-13-05 07:35 AM)
Alastor the Stylish
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Posted on 04-14-05 12:37 AM Link | Quote
Originally posted by Tweaker
Originally posted by Kyouji Craw
Quite simply, unless you're DJ Bouche, you don't. What you DO do is that you make a patch from Demo World and a version of Demo World with the alternate music to give you the alternate music and apply it to your hack.

Bullshit. I could easily put new music in the game if someone would tell me the music format. Apperantly, everyone wants to throw utilities at me. In the Sonic hacking community, things like this are done in pure hex. I think the utilities kind of take the actual "hacking" part out of editing the game.

I know someone knows the format. Hoarding info isn't helping other people you know. Music is what I do... Help me out here. =P
Eh. I apologize. I know it's by no means impossible, but really, it might as well be for someone of his level. If someone more experienced were to ask, I'd probably give a different answer. Honestly now, I don't know - I don't work with ASM, and I don't plan to do so at any time in the near future (I'm taking a much slower, less direct route, which hopefully will end in the same thing.)

And turtleman, you can't add music since the SNES has a ridiculous limit on the total room you can use for music (64 kb, IIRC). Those empty slots are just pointers.


(edited by Kyouji Craw on 04-13-05 07:38 AM)
(edited by Kyouji Craw on 04-13-05 07:45 AM)
Sukasa

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Posted on 04-14-05 12:41 AM Link | Quote
you would need to add the 64kb data to another section of the ROm, within a RATS tag, then update the pointer for it. At least that's how I see it.
Tweaker

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Posted on 04-14-05 01:02 AM Link | Quote
Originally posted by Atma X
Very good, I want to see more people like yourself. Now, you still have some learning to do,... though it shouldn't take long (I was at you stage of comprehension about this stuff just about 6 months ago,... unless you're futher behind than I think you are.....anyway...).
You will hopefully realize that you don't need any of these other people to tell you the format used for the Snes' Music. The way to understand it, is to think about computer logic intensly, and learn the Instructions of the 65816 Language.
Once you do that, you will be able to figure anything out. It doesn't matter what language you start with, or how many you learn,.. the logic applies to all of them,... getting to know a new language just means learning a new set of instructions.
Now, if you don't want to become a programmer (if you do, it doesn't neccessarily have to be your profession, or your main focus with game hacking), and you want to work with music, then you're going to have to do a lot of guessing to figure it out (which is too much guessing,... guessing is very bad,... you have a hard time finding the result that you are looking for, and guessing requires no thinking,... which is why guessing is bad), or you can have someone tell you.
Now, I can't guarantee you will be able to do it without some programming knowledge, because I remember being told that the Snes' Music is more than just Information being Interpreted as Data, but as well, it is Information that is being Interpreted to perform operations (aka, Interpretation of Instructions). I haven't found out for myself yet, because I haven't looked at any of it yet, but when I do, I'll let you know how it works (unless you decided that you want to do it all on your own).

Be aware that in order to do many things, you're going to need to be a programmer, and someone who understands the Logics of a computer very well (a programmer who doesn't understand the logics [esspecially the core/basic logics], doesn't make an excellent programmer,... or even a good one).

ASM is something I'm still starting to get into... I plan on getting into SNES ASM once I get better with 68K ASM.

When I said music format, I meant the specific format of music setup that SMW uses. I don't plan on making a whole new sound driver... I plan on modifying the old one. If you don't know what I mean by game specific, I would ask you have a look at my Sonic music hacking guide. All my knowledge of this format is all in hex, and I use no ASM at all to port music between games. Sure, ASM may be involved in some of the instructions carried out by flags in the music, but my preferred enviroment is hex.

If you do figure it out, could you give me a byte by byte breakdown of the format of a song? It seems to be exactly what I need to work my magic. =P
Sukasa

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Posted on 04-14-05 01:14 AM Link | Quote
Meh. I'll wait for SST. whenever i try something with hex, it usually messes up. I'll go looking for this thread the Blacky made with lots of music format data. ill be back.
Atma X

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Posted on 04-14-05 02:06 AM Link | Quote
Originally posted by Tweaker

ASM is something I'm still starting to get into... I plan on getting into SNES ASM once I get better with 68K ASM.

When I said music format, I meant the specific format of music setup that SMW uses. I don't plan on making a whole new sound driver... I plan on modifying the old one. If you don't know what I mean by game specific, I would ask you have a look at my Sonic music hacking guide. All my knowledge of this format is all in hex, and I use no ASM at all to port music between games. Sure, ASM may be involved in some of the instructions carried out by flags in the music, but my preferred enviroment is hex.

If you do figure it out, could you give me a byte by byte breakdown of the format of a song? It seems to be exactly what I need to work my magic. =P

Well, I meant the format for the specific game (SMW), while considering the limited variety of Sounds that the Snes can produce (I may have forgot to meantion something clarifying that though).

Now with porting things between Games (esspecially Beta to Final), you won't neccessarily need any programming experience (I ported some Sprites form Sonic 2 Beta to the Final before I knew how to program,... including that unused Pirhana Sprite )

Btw, when you're working with Programming, you'll definately be working with Bin, Hex, Oct, Dec, or whatever number Base you decide to work with (unless you decide to be a Scripter,... ,... which is a horrible thing to do).

I definately think that the 68k Language is a better place to start,... the Instructions are a bit eaiser to get used to as a first language.

(as an example, the 68k's JMP Instruction is written with following Information/Values that point to an Address as it is written. The Snes will require that the Values written to point to the Address will be written backwards etc. ,... and if you search for a few Instructions, it'll be easier finding 68k Instructions, because each Instruction is Two Bytes, rather than One Byte,... though that's not a big deal if you can think of the Instructions that are being used to perform the operations that are producing the result(s) that you see, or hear)


(edited by Atma X on 04-13-05 09:07 AM)
(edited by Atma X on 04-13-05 09:07 AM)
(edited by Atma X on 04-13-05 09:09 AM)
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Tweaker

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Posted on 04-14-05 03:23 AM Link | Quote
Yeah, I understand what you mean with the byteswapped addresses. I have worked with Little Endian processors before. The Z80 is a good example. I deal with that a lot since the music driver for the Sonic games uses the Z80.

Also, I did not know the SNES used single byte instructions. Quite interesting, actually.
turtleman

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Posted on 04-14-05 04:28 AM Link | Quote
once black hole releases his mystery program(atleast to me it is)
Will we still require knoledge of ASM to edit it???

(and will this be of use to other roms too?)
Alastor the Stylish
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Posted on 04-14-05 04:30 AM Link | Quote
From what he's said so far, it won't take knowledge of ASM, and it probably won't be of use to other ROMs.
turtleman

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Posted on 04-14-05 04:59 AM Link | Quote
awesomeness
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