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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 - Underground Echo? | |
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Keikonium
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Posted on 08-28-04 03:25 AM Link | Quote
Is it possible to apply this echo sound to any other music soundtrack in this game? I need it on the water one. If so, what byte/bytes do I change in hex? Thnaks
cpubasic13
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Posted on 08-28-04 03:41 AM Link | Quote
Hmmm... I am not going to be much help, probably, but have you tried changing the graphics index to Underground? It might help in some way, but if you do that, check the ExGFX Endabled checkbox. Hope this works...
Keikonium
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Posted on 08-28-04 04:09 AM Link | Quote
Nope, changing that doesn't matter, its defentally the music. If I knew where any of the offsets were, actually just the underground and water music offsets, I could play around a bit. If you listen to the underground music, when you jump on a koopa it makes a different sound than when you jump on one with the piano music enabled. This is the sound I want with the water music. The graphics have noting to do with it sadly...
blackhole89

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Posted on 08-28-04 02:51 PM Link | Quote
It is the N-SPC soundtrack. Among the countless N-SPC command there's one that, in fact, turns on the SFX echo (and the track echo, of course, too). When I finally manage to finish Solar Soundtrack (kinda stuck, because I'm temporarily tired of it ) you can use it to enable the echo effect on the water track. But you have to use SMAS music, as SMW's N-SPC derivate is still sorts of obscure to me.
If you do use SMAS music, I can send you an IPS enabling echo on the water track. But that isn't as easy as "which bytes do I have to change". Hex hacking may be working in many cases, but it is far not enough on SPC. Most probably you'd screw up the music in your hack.

Well, I'll just use this thread to post a bit on the current SST progress.
- I'm currently working on a more user-friendly, separate-windowed track editor.
- I'm currently working on a sample editor/changer.
- I'm currently feeding the SMAS SPC dump with way better SoM, SD3, Terranigma and SMRPG samples. As for me, all of the instruments in SMAS except the steel drums (#12 or 0x0C) are sorts of trashy.
jonwil

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Posted on 09-02-04 06:16 PM Link | Quote
What is most needed at this point (AFAIK) is for someone to re-do all the standard SMW music and SFX and stuff in the SMAS sound engine so you have a setup that is identical to SMW but with the SMAS music engine.
blackhole89

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Posted on 09-02-04 06:56 PM Link | Quote
Yeah, that is certainly a good idea... seeing that far not all of the space is exhausted yet in the usual SMAS engine setups, you can even use both of them at once, I think. And I think the basic conversion will more or less work.

Btw, as this thread is already up, I managed to do sample changing in t3h SMAS engine. I just have to make SST compress BRR itself (currently SPCtool does that for me).
Keikonium
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Posted on 09-03-04 12:01 AM Link | Quote
I was thinking...because you can change what music plays in SMW in certain levels, would Fu have had to find the music offsets for SMW? And then for eggvine (I dont know if that changes music) if that changes music would squash monster have had to find the music offsets? I am more wanting to have YI music than SMAS...

Also, when you beat bowser (SMW) and the ending credits role, isn't the song that plays from SMB2! It sounds like the first level song...but I dont think that it can be used in LM for the levels...

Blackhole, how's this SS program coming along? Can it edit music yet? Even just SFX? Like, have you any new music that your able to play in SMW? About how close is it to completion?
jonwil

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Posted on 09-03-04 03:21 AM Link | Quote
For SMW (and almost certainly for SMW2 also), there uis just a value in the level header that says "play this music track for this level" and different values mean different tracks.
Keikonium
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Posted on 09-03-04 03:24 AM Link | Quote
oh, I see. would you, or anyone else happen to know the value of the credit song for SMW? I am almost 100% sure that songs from SMB2 and I want to use that for some levels. I can work with hex editors, I just need the number and some level offsets...
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Posted on 09-03-04 01:51 PM Link | Quote
AFAIK, that song resides in its own separate song bank, since it's so long:

Bank 1: title screen, overworld
Bank 2: levels
Bank 3: end theme

I haven't been following the music-changing discussion, so I wouldn't know how to go about loading a different bank. Sorry.
blackhole89

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Posted on 09-03-04 05:46 PM Link | Quote
Well, there technically wouldn't any probem to use an overworld song in a level, at least you won't have to change anything about the SPC. You'd have to asm some code that starts overworld songs in levels.
It's a bit naive to think you can do anything using a hex editor. The SPC, in opposite to the SNES/65c816, is still a bit mysterious now, so the only thing we can practically do about it is messing with the non-coded part of it, namely the N-SPC pointers and tracks. Some guy calling himself Gau of the Veldt released a more or less complete SPC coding manual years ago, but... we just aren't that far yet.
The overworld songs (as well as the credit ones) aren't technically different from the level songs, so you, if you locate the credit songs' data, can move them to the level bank without any problems.


(edited by blackhole89 on 09-03-04 08:47 AM)
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