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11-02-05 12:59 PM
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blackhole89

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Posted on 06-18-04 11:14 PM Link | Quote
This isn't my own server, but (ignoring the downtime) rather the best free webhost I've found so far...
Atma X

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Posted on 06-20-04 08:32 PM Link | Quote
Hey, Blacky. How far along is the program? (just curious, I'm not trying to bug you about it)
cpubasic13
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Posted on 06-20-04 09:03 PM Link | Quote
knuck: You are right. People are going to use music from other games because they think that the music is so much better than SMW. Well, if that music is in a hack, I will turn down the sound (or better yet, disable the sound channels in ZSNES).

Sounds like this editor will be really cool. I would like to play around with this right now. I just want some new boss music. Also make a new title screen song.

I have to find an SPC player, though, to hear the music.
blackhole89

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Posted on 06-20-04 09:16 PM Link | Quote
@cpubasic13: Try foobar2000 http://www.foobar2000.org/. This is the one I use (and the only stable one which has good quality, for me).

@Atma X: Very near to release. I'm just looking up some more song pointer tables and try to understand why the player loads only few tracks correctly (including the water level and sky theme, as well as the "doomship" theme from SMB3). (Maybe there are some commands not know to my program) Some don't load at all (crash), others load only on half of the tracks (like the SMB3 underground music; the funny thing about this one is that it only loads a submelody which is equivalent to SMRPG's variant of it, means, going down instead up at the end of a melody phrase).

@cpubasic13, again: Do you want to tell that you would shut down the music if it is imported from another game? Doh. I wanted to import some neat SMRPG stuff into SMW: ALTTP
cpubasic13
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Posted on 06-20-04 09:21 PM Link | Quote
No. I wasn't saying I would hate the music, some of the music wouldn't fit into the really good platformer music (Link to the Past music wouldn't really work well). I personally like the SMRPG music. I think that music could fit into SMW.

And thanks for the link.
blackhole89

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Posted on 06-20-04 09:28 PM Link | Quote
I too. I wasn't thinking of LoZ3, for me, that game has generally crappy music... SMRPG recently succeeded Chrono Trigger along with FFV/FFVI as my favourite game soundtrack and it has so far the best Bowser's castle soundtrack I've heard.
(Weapons factory and barrel volcano themes also rule , but at least the first one is not at all mario-ish; "fighting a weapon monster" theme would fit for good old Reznor, I believe)
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Posted on 06-20-04 09:50 PM Link | Quote
Your custom song... sounds really good. It seems as though it would be the perfect ghost house music.
blackhole89

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Posted on 06-20-04 10:12 PM Link | Quote
It's a bit too short yet... when my "song partitioner" works, I thrash useless commands from the BGM track and the fifth (unused) track in order to free up some more space for the melody.
Atma X

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Posted on 06-21-04 10:26 PM Link | Quote
cpubasic13: Yea, I think it could fit for some kind of haunted mansion, or something like that.
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Posted on 06-27-04 06:49 PM Link | Quote
[Huge post coming up]
This is awesome, absolutely awesome.

You've done a great job here. You probably know more than me about the N-SPC format now, but I've actually found my raw notes so meh.. why not post them here.

And just to add... if sequencing tracks in this fashion doesn't suit you and you'd like to make music using a text engine (like MCK).. I'm considering writing BPCSPK for N-SPC (I f*cking rewrote it for MIDI 2 weeks ago, lost the source code on a faulty flash key, luckily i still have the final program... just gotta go through coding it again. Sure it only took 3 nights, but I've just been greatly discouraged). Look out for it in the future... I'll release the text to MIDI thing soon so people can learn the basic format (I've made 3 minute songs with this thing). As you can probably tell... I'm limited in my ways of developing music interface, that I have to revert to just using plain text .

As for MIDI to SPC... it's not particularly impossible, just ideas on how to optimise it for minimal space usage is going to be hard. Chances are you will have to sequence the midi yourself or edit it in a sequencer to work for a conversion. But it can be done. Not on my agenda just yet (hell I still have MIDI to Sappy to do).

blackhole89, I'm impressed at your efforts, you've done this all on your own, so I can safely say not only do 4 people know the N-SPC format, but now a lot of people will because of your program. (Maybe not in the binary form, but still ).

Now begin the time where people can now work on songs independently .

Anyway, like I promised above...

00 - track end
01 [tv] - note length 1, t gate time, v velocity
02 [tv] - note length 2
03 [tv] - note length 3
04 [tv] - note length 4
..
7f [tv] - note length 7F
80 - note off channel (use this if notes hang over patterns and C9 doesn't work)
81 - note 81
82 - note 82
83 - note 83
84 - note 84
..
c7 - note C7
c8 - note sustain
c9 - note off track
ca-cf - drum notes (i've only seen these used in KSS)
d0 - unused
d1 - unused
d2 - unused
d3 - unused
d4 - unused
d5 - unused
d6 - unused
d7 - unused
d8 - unused
d9 - unused
da - unused
db - unused
dc - unused
dd - unused
de - unused
df - unused
e0 ii - Channel Instrument Change
e1 pp - Channel Panning Set
e2 tt pp - Channel Panning Slide
e3 tt ss dd - Channel Vibrato Activate
e4 - Channel Vibrato Deactivate
e5 vv - Global Volume
e6 tt vv - Global Volume Slide
e7 ss - Global Tempo
e8 tt ss - Global Tempo Slide
e9 tt - Global Transpose (tt is signed)
ea tt - Channel Transpose (tt is signed)
eb tt ss dd - Channel Tremolo Activate
ec - Channel Tremolo Deactivate
ed vv - Channel Volume
ee tt vv - Channel Volume Slide
ef ll hh nn - Call Loop
f0 ?? - ?
f1 tt ss nn - Channel Portamento Relative Activate (nn is signed)
f2 tt ss nn - Note Portamento Relative Activate (nn is signed)
f3 - Portamento Deactivate
f4 ff - Channel Fine Tune (ff is signed)
f5 ?? ?? ?? - echo?
f6 - f5 deactivator
f7 ?? ?? ?? - surround
f8 ?? ?? ?? - echo?
f9 tt ss nn - Note Portamento Absolute Activate
fa ?? - ?
fb ?? ?? - ?
fc - crash (not a command)
fd - crash (not a command)
fe - crash (not a command)
ff - crash (not a command)
this was seph3's command list merged with my previous one


Hmm apparently I posted a short spc hacking tut earlier, didn't get anywhere. It's useless to post it here now as you have this program now. If anyone wants to have a look let me know.

If you want to implement the old N-SMWSPC format, here's an incomplete cmmand list i built up...

Control Codes:
00 - End channel
LL HV - Length LL (01-7F), Note Hold Time H (0-7), Note Velocity V (0-F)
NN - Note NN (80-C5) Event
C6-CF - Pause (commonly C7)
D0-D3 - stuff it
D4 ?? - Weird. Sets current voice to 0D slows down channel and sets song speed...
D5 ?? - Weird. Tuned channel very low. Sets current voice to 0B slows down channel and sets song speed...
D6 ?? - Weird. Tuned channel low. Sets current voice to 0B slows down channel and sets song speed...
D7 ?? - Weird. Sets current voice to 0B slows down channel and sets song speed...
D8 ?? - Weird. Sets current voice to 0D slows down channel and sets song speed...
D9 ?? - Weird, Sets current voice to FF slows down channel and sets song speed...
DA VV - New Voice VV
DB ?? - Unknown
DC ?? - Slows down the current channel??
DD ?? - Crashed it
DE ?? - Made it the current channel faster??
DF ?? - Weird
E0 GG - Global Volume GG
E1 TT - Fade song after TT time
E2 ?? - Slows down everything? and stuffs up current channel?
E3 ?? - Weird
E4 TT - Tunes down the whole song..... FF = 1 semitone
E5 ?? - Speeded up current channel ??
E6 ?? - Crashed
E7 VV - Sets volume VV of all channels except current
EB ?? - Weird Sped up the Channel and sets the pitch bend up timing
EC ?? - Same thing as EB but pitch bend down
EE TT - Tunes up current channel FF = 1 Semitone
EF ?? - Sped up the channel and added heavy echo effects to whole song
F0-FF - Fuck it they all crash (doesn't surprise me)


Hardly related, but special commands in SMAS's SPC engine:


Music Commads
2142:73-(08F4), fade music (overridden by following)
2142:00,(08FA)-72, continue music (overridden by following)
2142:01-(08FA - 1), set song number
214208F0), Stop Music
214208E8), Set music to half volume
214208EC), set music to full bolume
214011be), pause music
21401171), resume music
21401152), "hurry up"

hurry up settings (asm code in SPC RAM)
(1153) - which port to check for value
(1152) - which 7-bit value to check for
(7-bit to keep compatibility with Super Mario World)
(111f) - how much speed is added to the tempo (signed)
(1129) - value to be sent
(112b) - first port to send to (04 = f4, 01 = f5, 02 = f6, 03 = f7)
(1168) - second port to send to (04 = f4, 01 = f5, 02 = f6, 03 = f7)

01, XX - Coin
02, XX - Power-Up Reveal
03, XX - Vine Reveal
04, XX - Whip with Tail
05, XX - 1UP
06, XX - Cherry
07, XX - Brick Break
08, XX - Spring
09, XX - stomp on the ground!
0A, XX - Egg hatch (SMW)
0B, XX - on/off switch
0C, XX - Reserve Box Item retrieve (SMW)
0D, XX - Reserve Box Item retrieve (SMW)
0E, XX - View Change (SMW)
0F, XX - Go thru door
10, XX - ?
11, XX - Drum roll (SMW) x2cfe4
12, XX - Drum roll stop (SMW)
13, XX - ?
14, XX - SMW powerup sound?
15, XX - Get 3 cards on SMB3 and mroe...
16, XX - Platform destroyed
17, XX - Bowser fire
18, XX - Thunder
19, XX - ? (SMW?)
1A, XX - Some explosion thingy...?
1B, XX - More fire?
1C, XX - Flip status bar on SMB3 and more.....
1D, XX - Hurry up channel 1
1E, XX - ? (SMW)
1F, XX - Yoshi! (SMW)
20, XX - Fire sound....
21, XX - Yoshi tongue (SMW)
22, XX - Selected the Option (SMW)
23, XX - Select Option (SMW)
24, XX - SMB3 enter map
25, XX - ? (SMW?)
26, XX - ? (SMW?)
27, XX - Fireballs again.....
28, XX - boss sound? (SMW?)
29, XX - Got the pattern right!, title screen entetr
2A, XX - Got the patttern wrong!
2B, XX - ?
2C, XX - ? (SMW?)
2D, XX - Drybones collapse
2E, XX - Fireball pan 00 (left)
2F, XX - Fireball pan 20 (med left)
30, XX - fireball pan 50 (med left center)
31, XX - fireball pan 80 (center)
32, XX - fireball med A0 (med right center)
33, XX - fireball med D0 (med right)
34, XX - fireball pan FF (right)
35, XX - bowser's valley revealed (SMW)
36, XX - ? (SMW?)
37, XX - ? (SMW?)
38, XX - item from the chest (SMB3)
39, XX - Got that item
3A, XX - smb3 sound...
3B, XX - ? (SMW/SMB3?)
3C, XX - i forget..
3D, XX - i forget..
3E, XX - i forget..
3F, XX - ? (SMW?)
40, XX - Zoom in title screen
41, XX - Zoom out title screen
42, XX - weird.... (SMW?)
43, XX - Enter Level (SMB3)
44, XX - ?? (SMW?)
45, XX - ?? Water??
46, XX - ??? Dead bos in SMW?
47, XX - Bowser sound in SMW
48, XX - ?? (SMW?)
49, XX - Water again?? (SMW??)
4A, XX - Bullet bill machine
4B, XX - Timer countdown
4C, XX - Timer end countdown
4D, XX - ?? (SMW?)
4E, XX - ?? (SMW?)
4F, 01 - Hit solid block
50, 02 - Goomba / turtle /enemy shell stomp in smb
51, 03 - Enemy kill 1
52, 04 - Pipe sound/powerdown
53, 05 - goal in smw
54, 06 -
55, 07 - Drybones collapse again?
56, 08 - smw soud??
57, 09 - smw sound?
58, 0A - powerup!
59, 0B - coinsound in smw, i forget.....
5A, 0C - Lose powerup in SMB3, airship moves...andmore.....
5B, 0D - i forget (SMB3?)
5C, 0E - swim
5D, 0F - i forget
5E, 10 - spin? (SMW?)
5F, 11 - Pause music
60, 12 - resume music
61, 13 - enemy kill 2
62, 14 - enemy kill 3
63, 15 - enemy kill 4
64, 16 - enemy kill 5
65, 17 - enemy kill 6
66, 18 - enemy kill 7
67, 19 - enemy kill 8
68, 1A - enemy kill 9
69, 1B - ??
6A, 1C - yoshi coin in smw?
6B, 1D - hurry up channel 2
6C, 1E - i forget.
6D, 1F - boss dead in smw?
6E, 20 - spit enemy in SMW
6F, 21 - train noise?
70, 22 -
71, 23 - fireworks 1
72, 24 -
73, 25 - ???????
74, 26 - fire works 2
75, 27 - fire works 3
76, 28 - fire works 4
77, 29 - fire works 5
78, 2a - fire works 6
79, 2b - pick up vegie (SMB2)
7A, 2c - hawkmouth open (SMB2)
7B, 2D - hawkmouth close (SMB2)
7C, 2E - Door in smb2?
7d, 2f - stopwatch (SMB2)
7e, 30 - climb vine
7f, 31 - throw vegie (SMB2)
XX, 32 - ??
XX, 33 - ??
XX, 34 - vegie hits enemy (SMB2)
XX, 35 - SMB2 sound?
XX, 36 - hammer bros move on map in SMB3
XX, 37 - hammer bros throw hammers
XX, 38 - ?????????
XX, 39 - ?????????
XX, 3A - bowser sound???
XX, 3B - chose option in pause menu
XX, 3C - i forget...
XX, 3D - ???
XX, 3E - bug? sine wave.... then stops....
XX, 3F - ???
XX, 40 - ???
XX, 41 - ???
XX, 42 - Selecting thru options
XX, 43 - Pause
XX, 44 - Unpause
XX, 45 - Thunder
XX, 46 - going down Flagpole (SMB)
XX, 47 - i forget...
XX, 48 -
XX, 49 - invalid
XX, 4A - ivalid
XX, 4b - invalid
XX, 4c - invalid
XX, 4d - ditto
XX, 4E - ditto
XX, 4F - ditto
XX, 50-7E - ditto
XX, 7F - HURRY UP (both channels, and also speeds up song)

,,10 - ,,1F (SMBTLL wind0r)

sounds loop at 80


And to further put light on you, next week I will make an official patch, maybe program, for changing SMW into a SMAS engine rom. I will also talk to blackhole89 about maybe iplementing that into his program, and maybe talk about expansion/space a bit .
blackhole89

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Posted on 06-27-04 07:31 PM Link | Quote
I believe there's already an inofficial patch for that (that's the one I used, actually) and I inserted a function to generate a music patch from a given ROM (even LM lockupped ones); I'm also working on a function to generate patches from given SPC dumps (which would open up many, if not all, of your custom SPCs, though), but I'm not too advanced with winapi resource management so I am still having some problems with it.

Thanks for the list, it will certainly be very useful and yes, I will add a textual track editing mode, too (the current version only supports commands at the track beginning, 'cause the 00-command-at-track-end rule doesn't always work at least for me.

Concerning the note length commands - I have something different for them:

if byte < 80h: {
set channel tonelength=byte
if next_byte < 80h: {
set channel keyon% time=((next_byte & 0xF0)>>4)/7
set channel tone volume%=((next_byte & 0x0F))/15
}
}

and I thought 0x80~0xDF were all tones (beginning with C0, ending with ...something...)

Well, I'll be posting more later, I'm sitting behind a notebook with a crappy keyboard right now, where typing is a real pain in the a**...

Have fun,
Blacky.


(edited by blackhole89 on 06-27-04 10:34 AM)
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Posted on 06-28-04 11:05 AM Link | Quote
The 00-end of track command is actually only required in one track. All 8 tracks are played and when the first 00 is hit chronologically, it moves on to the next pattern cutting off any trailing events from other tracks.

Because of this, Nintendo have gone lazy and their tools have output the tracks so that only the top-most track of each pattern has a 00 command.

However, as good practice, I've always placed a 00 at the end of my tracks no matter what
blackhole89

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Posted on 06-28-04 06:55 PM Link | Quote
Ouch... that would mean I have to rewrite the loader routine it currently doesn't mess with the track data itself at all, it just reads out byte by byte and tries to parse.
Kario

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Posted on 06-28-04 10:42 PM Link | Quote
Since I don't want to look stupid by starting a new thread about this, what is the limit of songs that you can have in a game? Will you only be able to have as many as are already there.
Alastor the Stylish
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Posted on 06-28-04 10:51 PM Link | Quote
No, I'd imagine you can have much, much more. In Lunar Magic, bypass the music setting and look at the list you can have; It's huge, and quite a few are blank. I don't have it with me, but if I recall correctly, the vast majority of them are, in fact.
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Posted on 06-28-04 10:55 PM Link | Quote
Originally posted by Kyouji "Kagami" Craw
No, I'd imagine you can have much, much more. In Lunar Magic, bypass the music setting and look at the list you can have; It's huge, and quite a few are blank. I don't have it with me, but if I recall correctly, the vast majority of them are, in fact.


Looking at the list, it goes down to FE when the list starts with 00 (No Music). That would mean we could have a total of... 254 songs... if my math is correct.
knuck

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Posted on 06-28-04 11:06 PM Link | Quote
Originally posted by cpubasic13
Originally posted by Kyouji "Kagami" Craw
No, I'd imagine you can have much, much more. In Lunar Magic, bypass the music setting and look at the list you can have; It's huge, and quite a few are blank. I don't have it with me, but if I recall correctly, the vast majority of them are, in fact.


Looking at the list, it goes down to FE when the list starts with 00 (No Music). That would mean we could have a total of... 254 songs... if my math is correct.
Yeah. If we expand the ROM to 15mb .
First, those are poiners, not blank space in the ROM.
Second, i asked blackhole about that a few days ago in irc:
[17:06:52] <knuck> it will be possible to ADD spcs
[17:06:55] <blackhole89> but you would have to rearrange the SPC chunks
[17:07:01] <blackhole89> I'm working on it
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Posted on 06-28-04 11:10 PM Link | Quote
I never said they were blank space in the ROM, I said there were blank spots in the list. IE, you can put more in in expanded territories and... Why am I explaining this, exactly? You know it better than I do Yes, you'd have to heavily expand it to make full use of it, Possibly to the point that it's too big for an SNES or an emulator to play it, but if you only wanted to add one or two tracks it wouldn't be too hard. In theory, anyway. I could be horribly wrong, but I doubt it.
blackhole89

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Posted on 06-28-04 11:45 PM Link | Quote
Sadly, there's no way to expand the 64k SPC memory. But yet, it is possible to expand the N-SPC copier chunks in the ROM, append stuff to the master pointer table and create whole new songs. But SST is still far, far away from that
Well, as a little "status report": I'm currently working on smooth CallLoop implementation, and try to find out why some songs won't function at all (maybe some kind of command I haven't implemented yet?) and others stop loading in their very mid, like the SMB3 underground theme (which disrupts after the second tone of the third bass triplet). Also, I'm trying to insert some good-looking support for midtrack commands, concerning the CallLoop function, pattern-global instrumental memory (remember Hyrule Magic's bug that if you played one song and afterwards a second or third part of another one the instruments were messed up? right this one ), as well as a "track partitioner" that can make some tracks shorter or totally erase them in order to make others longer. Well, sounds huge, but can be done during a weekend or a school-free day easily.

Ahyes...
Alastor the Stylish
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Posted on 06-28-04 11:53 PM Link | Quote
;-; Well, that sorta kills my plan, unless I overwrite the Bowser theme. It's not too important as he isn't in the hack anyway, but... Anyway, thanks for answering the question. Better to be wrong than curious, I guess.
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