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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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dan

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Posted on 04-14-05 03:37 PM Link | Quote
Yeah, but you'll likely require musical knowledge. Which means we'll see a lot of crappy sounding music hacks when it is released.
Atma X

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Posted on 04-15-05 11:06 AM Link | Quote
Yea
...ah shit

Well, hopefully there's a few more talented people here than I'm aware of
turtleman

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Posted on 04-16-05 04:32 AM Link | Quote
I'm good with music

btw:acnt u just rip music from other roms and import them with that with this mystery program?
Tweaker

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Posted on 04-16-05 08:06 AM Link | Quote
Originally posted by turtleman
I'm good with music

btw:acnt u just rip music from other roms and import them with that with this mystery program?

If you had been paying any attention at all, you would realize that it is not that simple. Besides, I doubt you even know where to rip songs from, or where to insert them in SMW. There are ways to find out of course. Just be creative. I'm sure you'll think of something.
Shyguy
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Posted on 04-16-05 08:12 AM Link | Quote
I'd like to put in Bach Cello, the Cellphone music in there. It's catchy and oddly weird/insane-o! Like me! I'm not eagerly awaiting, though. If it's complicated, even with the editor, I will say, "Duh..... wha?" Sound and music isn't EVERYTHING, you know. If I want MegaMan X3 Starring Mario, I'd pretend my Mario is Megaman.....
blackhole89

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Posted on 04-16-05 05:00 PM Link | Quote
Originally posted by Tweaker
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

Well... to be honest, your post sorta reminds me of orynider... although I'm in no way saying you are as bad as him. It's just that... I don't believe you have any knowledge of how music works on the SNES or the music engine in SMAS is built up. First off, there are no such things as "music drivers" for the SNES.
Second, you don't need any assembly whatsoever for editing N-SPC music.
Third, come down a little. You sound a little bit too sure of yourself to me.

@turtleman, please don't use what we call "AOL speech". It sucks. ("u","ur","y")
You can rip out music from other SPC dumps or ROMs with SST as long as the engine is an N-SPC derivate. This affects the following games I know of (plus some more I don't know of):
- LoZ 3 / ALttP
- SMAS
- Star Fox 1 and 2
- Super Mario RPG (not 100% sure on this one, because the program code part is detected by any N-SPC detection method I know of, yet, I was not able to locate any music data so far)
- Yoshi's Island
- Super Mario Kart
Additionally, I am also working on an import method for the ORG music format Cave Story uses (http://board.acmlm.org/thread.php?id=11448&page=0#226267) (Yes, it is possible to do a 1:1 conversion to N-SPC in most cases, in the remaining ones, you might have to sacrifice some drum tracks).

@Tweaker again, I also would like to remind you that music on the SNES works in an entirely different way than it does on SMS, NES and whatever oldschool consoles with cellphone ringtone processors there are. In fact, it doesn't even have much to do with the 65c816, since there is a separate audio processor with 64KB of RAM - the sony SPC-700 - which controls a DSP chip.

@Master M, I don't think you are catchy.

@Darkflight, and everyone who is interested in these "Unused" song number slots in LM: They mean perfectly nothing. The fact that you can send 0xFF different song numbers to the SPC does not mean there is actually any free space in the SPC RAM for 0xFF songs (there is some, but it's not much). The two song banks in SMAS are about 13 KB and about 7 KB in size, and I have found a method to add a new song bank, which enables you to add a virtually unlimited amount of music to SMW/SMAS. The only problem about that is that you need a heavy amount of asm hacking to make it actually accessible for levels, since they only load song bank 0 by default.
Tweaker

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Posted on 04-17-05 03:50 AM Link | Quote
I'm sorry. I didn't mean to sound like a smartass. I don't know who the guy you speak of is, but I assure you I am no dumbass either. To be honest, I am really just getting the information I need first so I can start doing this stuff. I appreciate your honesty, and I will try taking it down a notch. I understand you know more than me; That's painfully obvious. Just give me a chance. k? =P

Oh, and I don't edit NES music. I might go for SMS though. I edit MD music.
Sukasa

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Posted on 04-17-05 04:34 AM Link | Quote
OK, you may not have understanded what I said, or I could be completely off base here. Doesn't the SPC700 first receive a song number, then ask the 65c816 to send the matching music data for it? if so, couldn't the table on the 65c816 side be updated to allow more SPC's?
HackSMW

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Posted on 04-17-05 07:21 AM Link | Quote
use this hack

http://myhome.naver.com/hacksmw/MUSIC.zip


(edited by HackSMW on 04-16-05 02:22 PM)
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 04-17-05 10:11 AM Link | Quote
Dark, that's not quite it. The 65816 sends all of the song data to the SPC700 at once. (Well all of the song bank anway; one bank contains OW music, one contains level music.) SPC700 data is basically a program. When it starts up the game sends the SPC700 a program that listens for commands like 'play song', 'stop' etc. Though it might be possible to hack the SPC700 program to add a command to upload new music, it'd be complicated...
Sukasa

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Posted on 04-17-05 10:20 AM Link | Quote
OK, so I had it wrong. All of the files together must be less than 64k, if I understand it right. Damn. There goes a nice, big, sweet-ass final boss music idea for when SST comes out...
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Posted on 04-17-05 11:20 AM Link | Quote
Dude. The whole music file for a single song probably takes up a number of bytes. You could probably fit a lot in 64k of music data.
blackhole89

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Posted on 04-17-05 02:54 PM Link | Quote
[300204] Chunk 1: L=0x210F A=0x500
[302317] Chunk 2: L=0x9C A=0x3D00
[3023B7] Chunk 3: L=0x18 A=0x3EE8
[3023D3] Chunk 4: L=0x1CF6 A=0xC000
[3040CD] Block end.
[3040D1] Chunk 5: L=0x346D A=0xC000
[307542] Block end.


^ This is a portion of the output a program I wrote in an early stage of decoding the SMAS engine produces. What it basically does is detecting N-SPC copier blocks in the ROM.
The chunks 4 and 5 are the two actual song banks. (Chunk 4: Overworld bank; Chunk 5: Level bank)
As you can see, the whole soundtrack of SMW/SMAS fits into 346Dh+1CF6h=5163h, or 20835 bytes. And that includes quite a lot of songs.
With the memory layout the SMAS engine uses, you could have up to 16383 bytes for a single song, considering you put it in a separate song bank. I don't know of any SNES song that wouldn't fit into that amount of space.

@Tweaker, sorry if I insulted you... I thought you were one of these asshat n00bs who have been becoming more and more lately...
Sukasa

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Posted on 04-17-05 11:34 PM Link | Quote
Originally posted by Glyph Phoenix
Dude. The whole music file for a single song probably takes up a number of bytes. You could probably fit a lot in 64k of music data.


True, but what about the BRR samples? They might be a bit larger, but I will probably be wrong. I'm used to larger song files.
blackhole89

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Posted on 04-17-05 11:43 PM Link | Quote
The BRR samples are remarkably small in most cases, in others, they're being streamed from the ROM (but that isn't the case in SMW). Multiply the length of a sample by 9 and divide it by 16 to get its size when compressed using BRR.
WAV, MP3 etc. are much larger because they contain the complete waveform. Concerning size, an N-SPC song could be most easily compared with a MOD or MIDI file.
Sukasa

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Posted on 04-18-05 12:08 AM Link | Quote
OK. Just a question about BRR samples. in MIDI there is an instrument called "Sound Track", number 215. would that one be transferable to a BRR, because it has one section where it has a one-time-play bit, then loops forever in one tone. Would that be possible in one BRR, or would I need two samples?
blackhole89

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Posted on 04-18-05 12:24 AM Link | Quote
That's exactly how BRR samples work, anyway. You have the sample data itself and two pointers, the "start" pointer and the "loop" pointer. When you make the sample play indefinitely, it starts off the "start" pointer the first time, but will start off the "loop" pointer after it reaches the end.
You can convert every sample to BRR, but some of them might be suffering from ugly quality loss afterwards.
d4s

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Posted on 04-18-05 11:35 AM Link | Quote
Originally posted by blackhole89
That's exactly how BRR samples work, anyway. You have the sample data itself and two pointers, the "start" pointer and the "loop" pointer. When you make the sample play indefinitely, it starts off the "start" pointer the first time, but will start off the "loop" pointer after it reaches the end.
You can convert every sample to BRR, but some of them might be suffering from ugly quality loss afterwards.


yeah.
kode54s foobar 2000 brr plugin gives me the best results.
you'll have to set the loop and end bits manually, though.

snessor (dos version) and rsrs wav2brr just sound wack, either due to improper use of filters or fucked up granularity.

theres a brr plugin for cool edit out there, but it gives me lots of cracks and blips when converting large files.
blackhole89

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Posted on 04-18-05 05:55 PM Link | Quote
kode54 wrote a BRR output plugin for foobar? where? *googles*

I used to BRRize samples using SPCtool and extracting the data from the SPC dump edited. I always thought there should be an easier way, but I was just too lazy to write a conversion filter myself.
d4s

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Posted on 04-18-05 07:21 PM Link | Quote
youre right, its somewhat hard to find (the only hint that his set of encoders works for both psx and snes is mentioned in the sourcecode).

heres the link: http://www.saunalahti.fi/cse/kode54/foo_adpcm.zip

you'll have to right-click on the song entry in the foobar 2000 songlist and select convert.
the resulting file will include a header (23 bytes or so iirc) youll have to remove.

sound-qualitywise, its the best tool ive encountered yet.
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