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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 - SPC hacking - SMAS music format revealed! | |
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blackhole89

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Posted on 06-14-04 01:17 AM Link | Quote
That sounds good too:
http://k-schale.50free.net/skytheme~chg~instr.spc
That nifty little almost-custom SPC shows the first real working manipulation available, namely the changing of track instruments. I have exchanged the strings-like instruments of the sky theme /coin heaven theme/whatsoever to the well-known steel drums. To me, that sounds way better .
The internal playback core works at last, I only have to feed it with the correct samples (I have only ugly SNESSOR rips and some cutouts of Super Jukebox generated WAVs). I believe MajinBlueDragon's gonna help me at this point . New screenshots follow tomorrow. (funny! a rhyme )

Have fun,
Blacky.
Keitaro

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Posted on 06-14-04 07:52 AM Link | Quote
ahahah.....that's like the time i made the yoshi island overworld play back with SMAS's piano...of course no one payed any atention to that, which is why I havn't released any of my other sound hacks since
Atma X

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Posted on 06-14-04 08:56 AM Link | Quote
You did?
I never knew about it (I would have played it for sure) .

Where can I download it?


(edited by Atma X on 06-13-04 11:59 PM)
(edited by Atma X on 12-05-04 05:11 AM)
(edited by Atma X on 12-05-04 05:49 AM)
Kario

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Posted on 06-14-04 09:22 AM Link | Quote
Yeah where is this hack?
I want to play it.
Keitaro

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Posted on 06-14-04 10:14 AM Link | Quote
eh. i'll have to re-upload it now. I'm heading to bed, I'll put it back up tomorrow.
blackhole89

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Posted on 06-14-04 08:27 PM Link | Quote
Next phase. Now the instruments and the track volume are changed. That is the last per-track setting I'm doing for now (besides to vibrato). Real tone editing is next.
http://k-schale.50free.net/skytheme~iv.spc
I equipped this one with a smoother sounding instrumentalization picked up partially at the l33t underwater theme track 0 and 1 are amplified by ca. 180%.




(edited by blackhole89 on 06-14-04 11:55 AM)
(edited by blackhole89 on 06-14-04 11:56 AM)
Atma X

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Posted on 06-14-04 09:06 PM Link | Quote
Sounds good

I also like how you desinged the Editor.


(edited by Atma X on 06-14-04 12:08 PM)
blackhole89

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Posted on 06-15-04 12:45 AM Link | Quote
...yeah! it edits!
...at least the tone heights aka values. Lengths can't be edited... yet.

A little proof is in here:
http://k-schale.50free.net/my0wn.spc

This neat SPC sounds crappy but is 100% custom. I put it together in 20 minutes, so don't bother me about the complete disharmony and lack of sane melody in there. Anyway, it works. It doesn't even corrupt the ROM. That means, a release will happen during the next week.

No new screenshots for now because there's no interface change yet.

Have fun,
Blacky.
Atma X

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Posted on 06-15-04 12:51 AM Link | Quote
It may sound very different, but it's actually pretty cool


(edited by Atma X on 06-14-04 03:53 PM)
knuck

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Posted on 06-15-04 12:55 AM Link | Quote
Your program can insert the songs into the ROM, or just edit .spc files?
And i see that there is a Play/stop/pause button in yor program. It can play SPCs?


(edited by knuck on 06-14-04 03:56 PM)
blackhole89

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Posted on 06-15-04 01:04 AM Link | Quote
@Atma X: Thanks

@knuck: The program edits the songs within the ROM, that means, it extracts them to RAM, lets you edit them and then reinserts them back into the ROM. I'm also working (and it is not far away from functioning) on a function to import the songs from any native N-SPC game (they're all alike each other).
The play/stop/pause button is for my w00t multithreading based 8-channel DSP simulation, or, (take it easy) the internal playback module. A game's N-SPC block consists of the data, which is like MOD or MIDI, and the program which plays it, i.e. transforms the data into commands for the DSP. My routine just replaces the N-SPC player part (in a rather ugly way, although you still can recognize the song).

Have fun,
Blacky.
Xkeeper 2.0

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Posted on 06-15-04 02:22 AM Link | Quote
Atma X, you messed up the tables again
Yoshi Dude

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Posted on 06-15-04 02:27 AM Link | Quote
Originally posted by Atma X
(I'm just replying so you can make another Post when you need to).



blackhole, did you fix the CallLoop issue?


(edited by Yoshi Dude on 06-14-04 05:28 PM)
blackhole89

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Posted on 06-15-04 06:11 PM Link | Quote
Yes.
Sorry, but I can't write much more for now, cause I have to be off for the next lesson
Keitaro

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Posted on 06-15-04 09:32 PM Link | Quote
if you are having an issue with call loop....quite easy actualy it's command EF, followed by 3 bytes - an SPC pointer, and the number of times to loop (SPC poibnter I hope you would know is high-low switched and -&h1 ).
Escherial

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Posted on 06-15-04 09:58 PM Link | Quote
So, just out of curiousity, will we be able to create tracks that are longer than the original songs in the game?

Also, good job on this, blackhole. I'm truly impressed that someone has not only gone through the trouble of figuring out SMW's music engine, but has dolled it up with such a pretty GUI

Very nice work, all in all; I can't wait for a release.
blackhole89

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Posted on 06-15-04 10:47 PM Link | Quote
@Escherial: Yes, you can - up to a certain limit in the first release, using the flaw I've described some posts before (useless commands). In further releases I'll probably add pointer recalculation and therefore possible heavy expansion of tracks.

@MajinBlueDragon:
(1) I'm still waiting for the samples that is about to delay the release...
(2) As I said, I fixed the CallLoop stuff already, although it's not yet edible... er editable. -&h1? What's that? if you mean -100h, that only applies for SPC dumps, which have the 128 Byte SPC header. The ROM of course also has an offset, but it is much, much larger... for the sky theme bank it's ... *looks up ptr table* 0x31423E.

Have fun,
Blacky.
Keitaro

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Posted on 06-16-04 02:33 AM Link | Quote
nooo...I mean you subtract one byte, after flipping the high and low :p it is like that in the rom too, its the spc pointer formula the sample tables use it, hell, the call loop commands in the game use it. The SPC dump is just the program sent into SPC memory, which is all located in the rom (meaning most of the time you can usualy directly port changes from SPC/ROM)....so that wouldn't change the pointers
d4s

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Posted on 06-16-04 04:16 AM Link | Quote
ooops, didnt read the whole thread.
wow, you seem to be making some serious progress, great!
do you want your tool to be restricted to the smw-rom?
since most nspc routines have slightly differnet commandsets compared to each other, you would most likely have to add support for every game manually
anyway.
but your project sounds very promising, congrats.
keep it up, man!





(edited by d4s on 06-15-04 07:31 PM)
Keitaro

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Posted on 06-16-04 05:06 AM Link | Quote
best example would be how Kirby Super Star has a drum-kit like feature int he upper note ranges (C0's..) not sure how the hell it works, really
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