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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 - can i add my favorite music to smw?!?!?!?!??!? | |
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Sokarhacd

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Posted on 04-23-05 09:46 PM Link | Quote
wow! thats basically all there is to say....very amazing! good work d4s
Someguy

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Posted on 04-23-05 10:10 PM Link | Quote
Originally posted by BMF3PO
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...


There's a program that does that with Sonic 2, it hooks into a hand full of suported emulators, and I think it reads wherever it stores the ram what music value it has set, so if someone could make a simular program for ZSNES, SNES9X, and afew other common emulators or versions, and then either mute all the music or use a minor patch to the rom to make all the tracks dead air we could have something like this for the whole game. However, this alone is amazing, it would make for a grand ending, with vocals and all... say, talking of endings reminds me of intros... this uses a streaming engine originally for a brand new intro for a rom hack, how hard would it be to pull a simular stunt with moving pictures and a streaming song for SMW, perhaps even using a special chip like SuperFX or such which SMW never touches therefor allowing it to be there without harming the original game?
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Posted on 04-23-05 10:11 PM Link | Quote
how did you put in custom music d4s?
The Arkichef

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Posted on 04-23-05 10:27 PM Link | Quote
Originally posted by smwedit
how did you put in custom music d4s?


Try reading his posts before asking stupid questions like these.
d4s

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Posted on 04-24-05 12:44 AM Link | Quote
Originally posted by smwedit
did you code in the whole sound? or did you use an unreleased program?


i coded everything myself.
you couldnt do that with any program alone.




(edited by d4s on 04-23-05 07:45 AM)
blackhole89

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Posted on 04-24-05 01:08 AM Link | Quote
Originally posted by d4s
Originally posted by smwedit
did you code in the whole sound? or did you use an unreleased program?


i coded everything myself.
you couldnt do that with any program alone.



You could.
I just did.
The program was called "Lunar IPS".
d4s

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Posted on 04-24-05 01:22 AM Link | Quote
Originally posted by blackhole89
Originally posted by d4s
Originally posted by smwedit
did you code in the whole sound? or did you use an unreleased program?


i coded everything myself.
you couldnt do that with any program alone.



You could.
I just did.
The program was called "Lunar IPS".



omg!
i think fusoya has outdone himself with that tool.



Originally posted by smwedit
There's a program that does that with Sonic 2, it hooks into a hand full of suported emulators, and I think it reads wherever it stores the ram what music value it has set, so if someone could make a simular program for ZSNES, SNES9X, and afew other common emulators or versions, and then either mute all the music or use a minor patch to the rom to make all the tracks dead air we could have something like this for the whole game. However, this alone is amazing, it would make for a grand ending, with vocals and all... say, talking of endings reminds me of intros... this uses a streaming engine originally for a brand new intro for a rom hack, how hard would it be to pull a simular stunt with moving pictures and a streaming song for SMW, perhaps even using a special chip like SuperFX or such which SMW never touches therefor allowing it to be there without harming the original game?


i think modifying the emulator to play custom music is like putting your bike into a train to make it go faster: it misses the point.
if im hacking a game, id at the very least want to play it on the real thing and not only on emulators.


i could very well port my bof2 intro to smw, but only after bof2 is released.





(edited by d4s on 04-23-05 09:06 AM)
(edited by d4s on 04-23-05 09:15 AM)
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Posted on 04-24-05 03:52 PM Link | Quote
Originally posted by d4s
i think modifying the emulator to play custom music is like putting your bike into a train to make it go faster: it misses the point.
if im hacking a game, id at the very least want to play it on the real thing and not only on emulators.
Well, see, that's why I said "special edition." You'd also make a "regular edition" that uses SPC music, which can be played on a real SNES (and it's not like the special edition would crash a real SNES anyway; you're just writing a track number or command to either an unused register or a RAM address). It would be exactly the same game, it just wouldn't have the awesome CD music. Heck, if you wanted to, you could include a routine that checks whether or not you're running the game in the modified emulator and routes the music requests accordingly. You'd only need one release then.

I really don't see anything wrong with taking advantage of a PC's expanded capabilities to enhance the gameplay experience, so long as the hack remains fully compatible with the original hardware. A lot of licensed developers did essentially the same thing back in the 16-bit days; for example, Puggsy for the Sega CD was (for the most part) identical to the Genesis version, aside from the addition of FMV and CD audio. Just consider the PC an "unofficial" hardware upgrade for the SNES...
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Posted on 04-24-05 11:07 PM Link | Quote
Regarding not having room for sound effects, you could probably get away with omitting some. Also, does it have to always use a specific bitrate? I'd probably be using mostly music from other games so it wouldn't have to be especially high quality, which could save some ROM space. And what about the original SMW music; can you play that too?
d4s

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Posted on 04-25-05 01:51 PM Link | Quote
Originally posted by R2H2
Regarding not having room for sound effects, you could probably get away with omitting some. Also, does it have to always use a specific bitrate? I'd probably be using mostly music from other games so it wouldn't have to be especially high quality, which could save some ROM space. And what about the original SMW music; can you play that too?


i didnt implement variable bitrate (its fixed, 11025hz), but that could always be changed, of course.
i just have the feeling that anything below 11025 sounds totally ugly.
sound effects might be degraded to 8000, but thats about the ultimate minimum.

and yes, i can play original smw music, but not with my spc routine.
i have a reset handler implemented that jumps back to the spc ipl rom and smws spc code can be uploaded afterwards.

a possible scenario for custom music would be to use my player for the intro and the ending and blackholes n-spc editor for everything else.


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Posted on 04-26-05 01:41 AM Link | Quote
...So how would you actually insert the music file and link the engine to it?
d4s

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Posted on 04-26-05 03:14 AM Link | Quote
Originally posted by Darkflight
...So how would you actually insert the music file and link the engine to it?


im thinking about it...
most likely, i'll give you a small assembler sourcode file with a batch file to compile it.
you'll have to convert your music data to a special format, split it into 32kbyte chunks and put it into the same directory, then click the batch file to automatically link the sound data into the rom.

there are several advantages to that:
1. you'll get used to assembler sourcecode without having to actually code anything.
2. you can move the music data everywhere in the rom with a mere change of a rom adress in the sourceceode.(no need to waste time trying to insert stuff with a hexeditor or something of equivalent stupidness)
3.yeah...like that!

if someones willing to code a nice little gui-driven win32 tool to convert and link the sound data, step up!

although id say that my assembler skills are quite good (first one to code a complete spc700 music driver and first one to code a complete intro from scratch etc on this board), im a total sucker when it comes to win32/ c/c++ stuff.
actually, ive never coded in any high level language.

i could also imagine handing my stuff to blackhole so he can optionally include this into his nspc editor (if its for mario world only).
i think an easy all-in-one-solution would be best for most users here.



(edited by d4s on 04-25-05 10:19 AM)
(edited by d4s on 04-25-05 10:22 AM)
(edited by d4s on 04-25-05 10:23 AM)
(edited by d4s on 04-25-05 10:24 AM)
iamhiro1112

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Posted on 04-27-05 01:00 AM Link | Quote
Damn, now that was pretty sweet. It would be a good idea to to get the music running in as many places as you can cause it's pretty awesome.
ExKeeper

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Posted on 04-27-05 02:30 AM Link | Quote
I hope a program for this does get released
d4s

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Posted on 04-27-05 08:53 PM Link | Quote
Originally posted by smwedit
I hope a program for this does get released


as i said, im not quite sure if this will be released in form of a pointy-clicky-tool, but there will be a way for you to include this into your very own hack, that is for sure.

if i feel like it, i might also investigate porting this to other games, but im not sure as of now.
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Posted on 04-27-05 10:08 PM Link | Quote
Oh, no one's expecting a pointy-clicky everything is easy tool, don't worry about that
iamhiro1112

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Posted on 04-28-05 11:34 PM Link | Quote
Originally posted by d4s
Originally posted by smwedit
I hope a program for this does get released


as i said, im not quite sure if this will be released in form of a pointy-clicky-tool, but there will be a way for you to include this into your very own hack, that is for sure.

if i feel like it, i might also investigate porting this to other games, but im not sure as of now.


If you want to really blow someones mind port it to a NES game.
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Posted on 04-29-05 12:23 AM Link | Quote
First, I really doubt the NES would be support music like that. Next, the SNES and NES engines are quite different. Does d4s know as much about NES as SNES? Meh.

d4s, have you ever taken a look at the Tales of Phantasia engine? They have voices in there as background music. Does that work anything like this engine?
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Posted on 04-29-05 10:15 AM Link | Quote
Originally posted by iamhiro1112
If you want to really blow someones mind port it to a NES game.
*blows iamhiro's mind*

(note: I didn't make that)
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Posted on 04-29-05 11:32 AM Link | Quote
the tales of phantasia sound engine is not the best way to implement streamed music.
first, they only upload the voice samples to save rom space,
there is no constant stream.

second, the upload timing is controlled by the 65816, not by the spc.
that means that the timing is dependant on the screen refresh rate, wich causes it to glitch on pal machines.

my spc engine requests samples from the 65816 when it needs them.


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