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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - importing music in SMW? | | | |
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dan Snap Dragon Level: 43 Posts: 526/782 EXP: 534516 For next: 30530 Since: 03-15-04 Since last post: 20 hours Last activity: 14 hours |
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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 Bandit Level: 43 Posts: 790/801 EXP: 553639 For next: 11407 Since: 03-16-04 From: Derrière vous!!! Since last post: 43 days Last activity: 14 days |
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Yea ...ah shit Well, hopefully there's a few more talented people here than I'm aware of |
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turtleman Koopa Level: 16 Posts: 80/119 EXP: 19658 For next: 598 Since: 03-18-05 Since last post: 160 days Last activity: 146 days |
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I'm good with music btw:acnt u just rip music from other roms and import them with that with this mystery program? |
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Tweaker Red Paragoomba Level: 12 Posts: 19/57 EXP: 6490 For next: 1431 Since: 03-20-05 From: Rochester, NY Since last post: 25 days Last activity: 13 days |
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Originally posted by turtleman 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. |
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Shyguy The Original Femme Fatale! Level: 57 Posts: 636/1998 EXP: 1443008 For next: 42920 Since: 02-14-05 Since last post: 2 hours Last activity: 1 hour |
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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 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 645/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Originally posted by TweakerOriginally posted by Atma X 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. |
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Tweaker Red Paragoomba Level: 12 Posts: 20/57 EXP: 6490 For next: 1431 Since: 03-20-05 From: Rochester, NY Since last post: 25 days Last activity: 13 days |
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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. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 416/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Micro-Goomba Level: 6 Posts: 12/12 EXP: 643 For next: 264 Since: 03-07-05 Since last post: 57 days Last activity: 44 days |
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use this hack http://myhome.naver.com/hacksmw/MUSIC.zip (edited by HackSMW on 04-16-05 02:22 PM) |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 4217/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 422/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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... | |||
Glyph Phoenix Level: 39 Posts: 198/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 647/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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[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... |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 432/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Originally posted by Glyph Phoenix 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. |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 650/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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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. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 434/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 651/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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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. |
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d4s Panser Level: 29 Posts: 174/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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Originally posted by blackhole89 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. |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 652/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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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. |
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d4s Panser Level: 29 Posts: 175/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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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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