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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 - Ok, I am a newb. | | Thread closed
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Knives

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Posted on 05-08-05 04:35 AM Link
Yes, I'm thinking about getting into the SMW Rom hacking industry (or at least any kind of mario games)
And I was just wondering, can i add MP3's to this game? Like remove the default BG music and throw in some of my own MP3's?
Rainbow Yoshi

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Posted on 05-08-05 04:41 AM Link
There is no known way of doing that unless you use ASM.
Knives

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Posted on 05-08-05 05:00 AM Link
Uhh...what's ASM...
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Posted on 05-08-05 05:05 AM Link
ASM is a programming language exlusively for the SNES games. All SNES games use it.
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Posted on 05-08-05 05:05 AM Link
ASM = Assembly. The machine code from which SMW and other SNES games were made. As Far as I know, there are no ways to add any music without major Hexing and ASM coding.
Juggling Joker

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Posted on 05-08-05 05:08 AM Link
Originally posted by Master M
ASM is a programming language exlusively for the SNES games. All SNES games use it.

Err... cough. That is sorta almost true, but most (if not all) processors use some sort of Assembly or ASM language. It is not exclusive to the SNES at all.
ExKeeper

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Posted on 05-08-05 05:44 AM Link
ask d4s, he did it to his title screen.
RT-55J

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Posted on 05-08-05 06:48 AM Link
It's nigh impossible to add MP3s to SMW consider the fact that most MP3s are larger than 1 Megabyte. The largest an SNES ROM can be is 8 Megabytes. This means that you could only hold less than 8 MP3s. Besides, I doubt that the SPC700 has enough RAM to handle an MP3s.
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Posted on 05-08-05 07:05 AM Link
No, it doesn't mean that. It means that you cannot have more than 8 megs of music. Plus, you still need space for levels and stuff.
Alastor the Stylish
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Posted on 05-08-05 08:12 AM Link
This is hilarious.

An SNES ROM image can only hold a very small amount of music data - I can't remember how much offhand, but it's somewhere in the range of 60 kb.
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Posted on 05-08-05 08:17 AM Link
I thought all topics regarding adding/removing/editing music in SMW was to be locked until an actual trainer or program comes out that does it for you unless I'm mistaken? ;x
HyperLamer
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Posted on 05-08-05 09:16 AM Link
What about that patch a while ago that let you do some basic MP3 stuff? (8MB's not much - and IIRC, it's actually 6MB max - but you could fit some stuff in there.) And all he did was ask, he's new, no need to pounce on him.
blackhole89

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Posted on 05-08-05 01:47 PM Link
Actually, most MP3s are 1MB and more in size - but this applies to stereo (we use mono sound, otherwise the SPC - 65c816 link is too slow - divide by two) 44100+KHz (link slowness problem again... 11050 KHz were used by d4s, and this is a quite convenient sample rate - divide by four) MP3 only. So, we end up with each song being ~0.125MB in size, so we have plenty space in the SMW ROM left, considering you actually write an MP3 decoder for the 65c816 (it sure isn't impossible, but even d4s hasn't done that).
d4s

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Posted on 05-08-05 04:14 PM Link
Originally posted by Kyouji Craw
This is hilarious.

An SNES ROM image can only hold a very small amount of music data - I can't remember how much offhand, but it's somewhere in the range of 60 kb.


is that so?
i really wonder how i managed to get 6mbits of music into my smw music demo then.

i dont think mp3 decoding is feasible on the snes, but if you are talking about vocal or "real" music in general,
have a look at my small smw music demo patch here:
http://board.acmlm.org/thread.php?id=11733

its playing back raw audio (somewhat comparable to *.wav files) during the smw intro.

Sukasa

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Posted on 05-08-05 09:18 PM Link
Is there any chance of perhaps having a custom compression format for the SPC d4s? I know that you bypassed the memory limit for sound because you simply stream data, using the ROM as a sort of extened SPC700 RAM.
d4s

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Posted on 05-08-05 11:35 PM Link
Originally posted by Darkflight
Is there any chance of perhaps having a custom compression format for the SPC d4s? I know that you bypassed the memory limit for sound because you simply stream data, using the ROM as a sort of extened SPC700 RAM.


well, the spc is just a cpu, so you can basically do everything with it.

you have to differentiate between the spc and the dsp here: the dsp is the device that actually renders the sound using 8 seperate channels. the spc is a cpu that tells the dsp when to start/stop playing a sample on a certain channel.(theres also volume, envelope, filter and other stuff that can be adjusted by setting registers on the dsp, but thats of minor importance for now.)

the samples processed by the dsp are always compressed using a lossy compression technique called brr (bit rate reduction).
these are decompressed by the dsp chip on the fly (you dont have to decompress them manually), you just have to make sure your samples are in brr format when you want to use them on the snes.
looking at the sample data alone, i dont think theres a fast and effective way to compress them further.

you could of course compress the music patterns that represent a song(talking about "tracked music", not my music streamer here), but afair, the n-spc format used by smw already is very size-effective. for example, long delays between notes on a channel are realised by decreasing/adjusting the "pattern-scroll-tempo" opposed to the mod format, wich just puts in a lot of zeros instead etc.
im no expert on any of these formats, you should ask blackhole for advice here.


(edited by d4s on 05-08-05 06:37 AM)
HyperLamer
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Posted on 05-09-05 01:39 AM Link
MP3 decoding could be possible, but wouldn't you need a lot of free RAM to stick the raw data in?
Sukasa

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Posted on 05-09-05 01:43 AM Link
... I guess so. Well, Wouldn't you be able to use any remaining SPC RAM?
DisruptiveIdiot

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Posted on 05-09-05 07:36 AM Link
Instead of mp3's, why not use MIDIs and program an emulator that can interact with the computer's sound card and use this capability in a rom? MIDIs are MUCH smaller than mp3s and their quality depends on the sound card being used, not their size.


(edited by DisruptiveIdiot on 05-08-05 02:36 PM)
(edited by DisruptiveIdiot on 05-08-05 02:37 PM)
Juggling Joker

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Posted on 05-09-05 09:15 AM Link
Originally posted by DisruptiveIdiot
Instead of mp3's, why not use MIDIs and program an emulator that can interact with the computer's sound card and use this capability in a rom? MIDIs are MUCH smaller than mp3s and their quality depends on the sound card being used, not their size.

That would be total overkill, in my opinion. Not to mention that some of us enjoy playing hacks on the real system, where possible. That's not saying that I wouldn't at least try it out, but is anyone ever going to seriously try to make something like this?
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