Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - can i add my favorite music to smw?!?!?!?!??!? | |
Pages: 1 2 3Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
d4s

Panser
Level: 29

Posts: 182/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 04-23-05 05:26 AM Link | Quote
yes i can!

what remained a geeky dream until recently has now become reality!

heres the story:
i was kinda bored today and so i was like: "hey, why not try to port my bof2 sound streaming engine to another game?"
although it took me longer than expected(as always), i succeded at last.

the crucial difference here is that bof2 uses the music in the new custom intro only, not during actual gameplay, but i wanted to try out how the engine would perform when running together with a compute-intensitive game.
the result is quite nice.
with a few speedups and trims here and there, i was able to get the sound running without skipping.
i choose mario world cause i know how bad you folks want to do custom music.

the downside is that there are no soundeffects while my engine is running.
i thought about maybe just using it for the intro and then switching to smws soundengine during gameplay.
i already have the original smw soundengine booted and running after exiting my streamer, but im having slight problems with some event flags that prevent additional sampleblock uploading.(there are several blocks for the engine itself, the samples etc)

because of that, i have halted the game after the titlescreen for now.

anyway, enough of my ranting, heres the patch:
http://www.angelfire.com/extreme5/pottnutte/d4s_audiostreaming_demo.rar

its on an angelfire account, so you might have to copy and paste the url in a new browser window.

oh, and try this with zsnes.
snes9x sucks, because it plays samples at the wrong pitch.
this results in sound skips after a few seconds.
this is a bug in snes9x, btw.
it runs fine on an actual snes.






Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 461/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 04-23-05 05:33 AM Link | Quote
GJ, d4s. I don't see how we would want to use this just yet, but it could give blacky a run for his money. good luck with it.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 975/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 04-23-05 05:34 AM Link | Quote
Angelfire S.U.C.K.S.

I would like to download this, seriously, but Angelfire files WILL NOT download on my computer. It will go to 10% and say it is done... with like 800 bytes only. The file corrupts, and I can't use it.

If you could possibly, please try a different place. Even if it is Freewebs, I don't care, but no Angelfire. That always gives me trouble.

But from hearing what you did, I can't believe you until I hear it. But knowing you, you did do it good... maybe...
d4s

Panser
Level: 29

Posts: 183/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 04-23-05 05:38 AM Link | Quote
Originally posted by cpubasic13
Angelfire S.U.C.K.S.

I would like to download this, seriously, but Angelfire files WILL NOT download on my computer. It will go to 10% and say it is done... with like 800 bytes only. The file corrupts, and I can't use it.

If you could possibly, please try a different place. Even if it is Freewebs, I don't care, but no Angelfire. That always gives me trouble.

But from hearing what you did, I can't believe you until I hear it. But knowing you, you did do it good... maybe...


sorry, the angelfire account is all i have for now.
maybe someone could upload the patch somewhere else and provide a link?

the file itself is fine, ive downloaded it multiple times.



(edited by d4s on 04-22-05 12:40 PM)
Xkeeper
The required libraries have not been defined.
Level: NAN

Posts: -1900/-863
EXP: NAN
For next: 0

Since: 03-15-04

Since last post: 2 hours
Last activity: -753366 sec.
Posted on 04-23-05 05:50 AM Link | Quote
Alternate Link provided by yrs. truly

The music you put in is hilarious.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 976/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 04-23-05 06:24 AM Link | Quote
...that was... just really, really cool. It was very funny, too. The cool thing is that there are actual voices in the song. That is just cool.

Wonder what else you can do with the music...
Glyph Phoenix

Level: 39

Posts: 205/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 04-23-05 06:51 AM Link | Quote
Damn it all. The rift between people who can do things like this and the regular Joe No-ASMs like me keeps getting bigger.
d4s

Panser
Level: 29

Posts: 184/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 04-23-05 06:55 AM Link | Quote
Originally posted by cpubasic13
...that was... just really, really cool. It was very funny, too. The cool thing is that there are actual voices in the song. That is just cool.

Wonder what else you can do with the music...


the question is:
what else is there?
with my soundengine, you can have ANY music in there, you can convert mp3s to use them in the game or rip sound from any other game and put it in.
hell, you could even feature speech in your hack with this and make talking info boxes.


||bass
Programmer Admin
Level: 44

Posts: 327/817
EXP: 570813
For next: 40472

Since: 03-15-04
From: Salem, Connecticut

Since last post: 26 days
Last activity: 11 days
Posted on 04-23-05 07:30 AM Link | Quote

HOLY MOTHERFUCKING JESUS, MARY, JOSEPH AND EVERYONE ELSE!


That.... wins.... soo.... hard....
Xkeeper 2.0

Hammer Brother
Local ModeratorAdministratorLocal Moderator
Again... :P
Level: 49

Posts: 379/1091
EXP: 880818
For next: 3065

Since: 03-15-04

Since last post: 5 hours
Last activity: 3 hours
Posted on 04-23-05 07:38 AM Link | Quote
Originally posted by ||bass

HOLY MOTHERFUCKING JESUS, MARY, JOSEPH AND EVERYONE ELSE!


That.... wins.... soo.... hard....


Definitely.
Shyguy
The Original Femme Fatale!
Level: 57

Posts: 689/1998
EXP: 1443008
For next: 42920

Since: 02-14-05

Since last post: 2 hours
Last activity: 1 hour
Posted on 04-23-05 07:40 AM Link | Quote
Watch your outbursts...
Tweaker

Red Paragoomba
Level: 12

Posts: 34/57
EXP: 6490
For next: 1431

Since: 03-20-05
From: Rochester, NY

Since last post: 25 days
Last activity: 13 days
Posted on 04-23-05 07:54 AM Link | Quote
That is fuckin' brilliant. From what I know, the SPC can handle up to 6 1/2 minutes of CD quality sound, so you could turn your SNES into a music player.
Kitten Yiffer

Purple wand
Furry moderator
Vivent l'exp����¯�¿�½������©rience de signalisation d'amusement, ou bien !
Level: 135

Posts: 9410/11162
EXP: 28824106
For next: 510899

Since: 03-15-04
From: Sweden

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-23-05 08:02 AM Link | Quote
Originally posted by Tweaker
That is fuckin' brilliant. From what I know, the SPC can handle up to 6 1/2 minutes of CD quality sound, so you could turn your SNES into a music player.
Heh, and remember. There was a CD add-on planned for SNES... bet that some of thoose planned CD games was going to use music in CD quality.

Mmm, I always thought this was definatly possible. I always had the thoughts of inserting actualy sampled music into SMW. And someone actually did it.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 462/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 04-23-05 08:53 AM Link | Quote

WOW!!!! I didn't know it could do that!



I could really use something like that, I think... Just finish it up and allow other things to work and I'll be able to use it.
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: 4264/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 04-23-05 09:27 AM Link | Quote
Holy frack! What bitrates are we talking here?

Be nice if it had sound effects though. Wonder if there's an expansion chip for it...
hhallahh

Bob-Omb
Level: 38

Posts: 548/607
EXP: 365476
For next: 4971

Since: 03-15-04
From: Portland, OR

Since last post: 73 days
Last activity: 60 days
Posted on 04-23-05 11:06 AM Link | Quote
Hm. Seems neat, but rather limited:

1) Only 6.5 minutes of tracks total? Obviously, that would only be a couple at most..
2) Having no other sound effects be playable is a drag. It makes it only good for things like the ending movie. Which is probably the only thing it'd be used for, if you can only have 6.5 minutes..
3) It seems to cause slowdown too? That was my impression.
MathOnNapkins

Math n' Hacks
Level: 67

Posts: 1767/2189
EXP: 2495887
For next: 96985

Since: 03-18-04
From: Base Tourian

Since last post: 1 hour
Last activity: 32 min.
Posted on 04-23-05 11:36 AM Link | Quote
I was under the impression that that would be by using your whole rom, and streaming the data into the SPC every so often. You wouldn't have anything left for a game, would you?
d4s

Panser
Level: 29

Posts: 185/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 04-23-05 02:17 PM Link | Quote
Originally posted by hhallahh
Hm. Seems neat, but rather limited:

1) Only 6.5 minutes of tracks total? Obviously, that would only be a couple at most..
2) Having no other sound effects be playable is a drag. It makes it only good for things like the ending movie. Which is probably the only thing it'd be used for, if you can only have 6.5 minutes..
3) It seems to cause slowdown too? That was my impression.


geez!
get your facts straight.
that 6,5 minute limit was an assumption by someone else in this thread and is absolutely false in multiple ways.
first, you cant put 6,5 minutes of sample data into the spc ram wich happens to be 64kb unless you are playing back at about 500hz or something like that, thats bullshit.

second, i didnt call it audio streaming engine for no reason.
that means audio data is constantly streamed from rom to the spc.
the song length is only limited by the rom size.
i also have a primitive loop feature implemented so the song could play on forever.

one minute of audio data consumes about 3mbits, im streaming at 11025hz, and the sound quality is somewhat enhanced by adding an echo filter to it.
thats better than tales of phantasia, though, wich only used a sampling rate of 8000hz.
that does of course mean that a full soundtrack with this method would demand a ridicilous amount of romspace, 96mbit at least.
im sure that i could implement soundeffects by making my spc-routine "understand" smws sound effect requests.
theres however little room for stuff like sound effect samples, the music buffer eats up much of the available space.

i think you are right that this isnt suited for gameplay.
i thought about using this during the intro, overworld, ending, maybe at certain points during levels and otherwise switching to smws apu routine.

minor slowdowns are very well possible.

Originally posted by hhallahh

WOW!!!! I didn't know it could do that!


well, its not mario world doing that, its me. :>
the whole audio streaming code for both the main cpu and the spc700 was done by me and added on top of mario worlds code (the spc routines are switched at runtime).










(edited by d4s on 04-22-05 09:20 PM)
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
- Yiffy Kitten (x2)
- Xkeeper
Level: 53

Posts: 797/1261
EXP: 1094149
For next: 62970

Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
Last activity: 1 hour
Posted on 04-23-05 02:18 PM Link | Quote
Hmm. This could easily be used during the end credits, when there are no sound effects, and you wouldn't have to worry about reloading the original engine.

I still think it would be awesome if someone modified ZSNES or SNES9X to play CD audio or WAV/MP3 tracks by writing the track number and desired command (play, stop, maybe fade in/out) to a special register. It doesn't seem like it would be incredibly tough to implement, especially simple CD audio commands. You could then make a "special edition" of a hack that includes real audio tracks without compromising the original sound effects. That would rock SO HARD. IIRC, someone already did it with Golden Axe in MAME...
ExKeeper

Bullet Bill
Level: 31

Posts: 201/512
EXP: 180084
For next: 5279

Since: 03-05-05
From: Riiight ^

Since last post: 1 day
Last activity: 6 hours
Posted on 04-23-05 07:21 PM Link | Quote
did you code in the whole sound? or did you use an unreleased program?
Pages: 1 2 3Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - can i add my favorite music to smw?!?!?!?!??!? | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.023 seconds.