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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 - Solar Soundtrack ~ approaching the final phase. | |
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blackhole89

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Posted on 10-03-05 06:01 PM Link | Quote
mvent2: Before you start talking about SPC output plugins, I want you to write a program that converts PC games to SNES ROMs. If you present me a working version, we can pick up on that topic again.

Glyph: As I stated multiple times, it would be rarely possible to convert a MOD file to one of these 64k SPC dumps. However, you could have the SNES play up to 8-channel MODs when data is streamed in real time from the ROM (you would not have standalone-running SPC dumps anymore though).

Also, the SPC format you all keep talking about holds no music data whatsoever. SPC, in fact, is just a ROM image format like SMC is. An SPC, in fact, is a ROM for the SPC-700 coprocessor, and that's what too many of you fail to see. The difference between playing back an SPC file in Winamp and letting Snes9x run a game in the background, in fact, only is that you don't emulate the 65c816 code when playing back SPCs.

If you want to take a melody from an incompatible game into your hack, just remix it. It's not all that hard.
To back that statement up a little,
http://twilightro.kafuka.org/~blackhole89/balmung3.spc
This is an SST-done, simplistic remix of the first ~30 seconds of Balmung's Theme from the PSX game .hack//outbreak (no, there technically can't be PSF import to N-SPC). Not that it was great or anything, but for just about 20 minutes of work, it pretty much proves remixing is possible.

Regards,
~blackhole89.


(edited by blackhole89 on 10-03-05 09:01 AM)
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<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 10-03-05 06:05 PM Link | Quote
As long as you're porting .hack music to SPC, can you do the intro from the animé?
Anyway, yeah, SPC files are like a program for the SNES sound chip. There's only one way to convert an arbitrary sound to a program, and it'd require a hell of a lot more than 64K of RAM. (You could do it with a custom SPC engine that streams from the ROM, but not with N-SPC, and you'd need a lot of hacking to make that work. Plus the sound quality would dip considerably.)
blackhole89

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Posted on 10-03-05 06:10 PM Link | Quote
I never watched the anime, nor did I play the PSX game. I just liked the soundtrack. (which I stumbled upon because Emuz made tRO mainly .hack-themed)
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Posted on 10-03-05 07:51 PM Link | Quote
I was just trying to make the point that the SPC format is closer to MOD than the other popular formats. I wasn't suggesting you put in an import device for MOD files or anything, that'd be stupid. I just meant that since the MIDI is tick-based and the Wav file doesn't have samples or note data, the MOD and MOD-type files would be the only ones that run the same way as SPC. And therefore the only ones you could put in a rom without changing the whole design of the file.

Originally posted by blackhole89
Also, the SPC format you all keep talking about holds no music data whatsoever. SPC, in fact, is just a ROM image format like SMC is.


That's like saying the Super Mario World SMC rom doesn't hold any game data. I don't think that's what you meant to say.
blackhole89

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Posted on 10-03-05 10:20 PM Link | Quote
No, it is like saying the SMC format holds no game data whatsoever. Mainly that was sorts of an unlucky way to express things, but... well, the SMC format itself only contains the ROM name ("SUPER MARIOWORLD") plus some information like ROM size and interleaving.
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