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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Ok, I am a newb. | | | Thread closed |
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Knives Koopa Level: 18 Posts: 73/106 EXP: 26532 For next: 3365 Since: 03-21-04 From: Atlanta Since last post: 176 days Last activity: 83 days |
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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? |
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Rainbow Yoshi Level: 30 Posts: 117/496 EXP: 159486 For next: 6383 Since: 04-08-05 Since last post: 14 hours Last activity: 4 hours |
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There is no known way of doing that unless you use ASM. | |||
Knives Koopa Level: 18 Posts: 76/106 EXP: 26532 For next: 3365 Since: 03-21-04 From: Atlanta Since last post: 176 days Last activity: 83 days |
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Uhh...what's ASM... | |||
Shyguy The Original Femme Fatale! Level: 57 Posts: 823/1998 EXP: 1443008 For next: 42920 Since: 02-14-05 Since last post: 2 hours Last activity: 1 hour |
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ASM is a programming language exlusively for the SNES games. All SNES games use it. | |||
Graviteh Level: 31 Posts: 124/500 EXP: 165989 For next: 19374 Since: 03-27-05 From: The Internet Since last post: 42 days Last activity: 1 day |
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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 Boomerang Brother SMW Hacking Moderator Yeah, JAMH is still being worked on. Level: 48 Posts: 815/1033 EXP: 811447 For next: 12096 Since: 03-15-04 From: Wyoming Since last post: 2 days Last activity: 3 hours |
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Originally posted by Master M 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. |
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ExKeeper Bullet Bill Level: 31 Posts: 293/512 EXP: 180084 For next: 5279 Since: 03-05-05 From: Riiight ^ Since last post: 1 day Last activity: 6 hours |
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ask d4s, he did it to his title screen. | |||
RT-55J Ninji Level: 23 Posts: 60/240 EXP: 65287 For next: 2436 Since: 12-29-04 Since last post: 9 hours Last activity: 9 hours |
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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. | |||
Graviteh Level: 31 Posts: 133/500 EXP: 165989 For next: 19374 Since: 03-27-05 From: The Internet Since last post: 42 days Last activity: 1 day |
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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 Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco. Level: 114 Posts: 6403/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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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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Sketchie Mole Level: 28 Posts: 283/356 EXP: 118351 For next: 12987 Since: 12-27-04 Since last post: 7 days Last activity: 10 hours |
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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 <||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: 4388/8210 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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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 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 692/971 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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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 Panser Level: 29 Posts: 201/325 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 Kyouji Craw 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. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 524/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Panser Level: 29 Posts: 202/325 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 Darkflight 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) |
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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: 4407/8210 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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MP3 decoding could be possible, but wouldn't you need a lot of free RAM to stick the raw data in? | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 529/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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... I guess so. Well, Wouldn't you be able to use any remaining SPC RAM? | |||
DisruptiveIdiot Paratroopa Level: 21 Posts: 87/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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) |
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Juggling Joker Boomerang Brother SMW Hacking Moderator Yeah, JAMH is still being worked on. Level: 48 Posts: 817/1033 EXP: 811447 For next: 12096 Since: 03-15-04 From: Wyoming Since last post: 2 days Last activity: 3 hours |
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Originally posted by DisruptiveIdiot 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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Acmlm's Board - I2 Archive - Super Mario World hacking - Ok, I am a newb. | | | Thread closed |