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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 - CUSTOM MUSIC - IN MARIO WORLD [ASM] | |
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Atma X

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Posted on 03-21-04 09:00 AM Link | Quote
Awsome! Please tell me how to do the other things that I couldn't figure out.

(Other that the Pattern Pointers that is, unless you have an even easier way to do that too)

Oh and BTW, did you also figure out how to add the Music to the unused Slots, or did you just replace the songs that were already there?


(edited by Atma X on 03-21-04 12:02 AM)
FreeDOS

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Posted on 03-21-04 09:13 AM Link | Quote
I have an idea!

Why don't you just currupt random bytes until the music is changed? And go from there...
Atma X

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Posted on 03-21-04 09:22 AM Link | Quote
It doesn't work that way, I've tried that a long time ago, and it does nothing as far as helping me figure out how to replace the Music. (It's way too confusing to figure out whether your changing the Instruments, the actual Music Data (the notes that it's composed of), the Pattern Pointers, etc.

We find the Music by Comparing similar data between an SPC and the Rom. But I'm not gonna go into complete detail on that right now.


(edited by Atma X on 03-21-04 12:46 AM)
The Kins

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Posted on 03-21-04 11:06 AM Link | Quote
Originally posted by Atma X
We find the Music by Comparing similar data between an SPC and the Rom. But I'm not gonna go into complete detail on that right now.
If the music is compressed in the ROM, and decompressed upon loading, then that technique would be no use, as SPCs are memory dumps.
Atma X

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Posted on 03-21-04 11:12 AM Link | Quote
I don't know the whether it is compressed or decompressed, but it works, so I'm just glad for that.
blackhole89

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Posted on 03-21-04 01:31 PM Link | Quote
The problem about Yoshi's Island music is that SMW waits for the SPC to output $BBAA, but the Yoshi sounds never do that...
Keitaro

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Posted on 03-21-04 07:29 PM Link | Quote
Originally posted by Trashykins
Originally posted by Atma X
We find the Music by Comparing similar data between an SPC and the Rom. But I'm not gonna go into complete detail on that right now.
If the music is compressed in the ROM, and decompressed upon loading, then that technique would be no use, as SPCs are memory dumps.


actualy. the actual music data itself is the exact same in the spc as in the rom, only the pointer system different kthx I don't know where you heard music is compressed

and you gotta understand, it dosnt matter if it outputs $BBAA, and all that junk. if smw does that, good for it. only thing that matters is the data read AFTER it outputs that, or whateve. If the data is yoshi island music, and it obviously works properly, then theres absolutly no reason it wont work.
blackhole89

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Posted on 03-21-04 08:31 PM Link | Quote
No, that's not what I mean. I couldn't find the pointer table in SMW's SPC dumps, therefore I just made SMW install the same thing Yoshi's I. installed. But it hung due to two source code lines waiting for $BB, then $AA from the SPC. Yoshi's Island's SPC never send that.

If anyone could tell me the location of SMW's pointer table, I'd be very grateful.

GreetZ
Blacky.
Keitaro

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Posted on 03-21-04 10:13 PM Link | Quote
ahhh....well, SMW natively isnt the same format as YI DemoWorld was ASM hacked to death so that they would use the same engines (also the same engine as SMAS). SMW in itself is a retarded format I've never looked at nor plan to, as I hear its quite gruesome.

oh, and by the way: I threw a little somthing together using DW3's NSPC format. Yeah, its using that piano you hear in the Athletic SMW song. so yeah, it can be done


(edited by MajinBlueDragon on 03-21-04 07:08 PM)
blackhole89

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Posted on 03-21-04 10:17 PM Link | Quote
I actually could find the ptr tables in SMW dumps which were pretty clearly organized by large pretty unformatted memory holes.Yoshi dumps are to messy to find anything. But ... do you mean it would be easier to take DW3's engine for inserting yoshi music?

EDIT - Besides, I was just following an interesting trace: As you know, the music in LoZ3: ALttP was made by the same artist who did SMW's, namely Koji Kondo. And, as I presumed, LoZ 3 seems to use the same


(edited by blackhole89 on 03-21-04 01:21 PM)
Keitaro

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Posted on 03-21-04 10:40 PM Link | Quote
alright. yeah, see. SMW uses a different engine entirely. YI music will NOT work unless you use the DW3 engine, the NSPC engine. LTTP also uses NSCP, good job other games that use it are mario Paint, Mario Kart, Yoshi's Cookie, Yoshi's Safair, BS-Zelda, Lemmings, and to an extent, Kirby Super Star. Of course, if you wanted any of these to sound good, you would more likely than not need to import the instrument samples. I didn't need to with the YI overworld I showed just now, but I did have to lower the overall pitch of the Piano Instrument. But oh well. (I changed its frequency, was easier than editing the notes, as i was lazy )

edit: there are many other games that use it, tons of em in fact. those are just the only ones I've played around with. Starfox also uses it, and a few other well known games as well.


(edited by MajinBlueDragon on 03-21-04 01:41 PM)
hhallahh

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Posted on 03-21-04 11:15 PM Link | Quote
Lemmings, eh? If the SNES Lemmings music is half as good as the PC music, SMW with Lemmings music would fucking rock.
blackhole89

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Posted on 03-21-04 11:31 PM Link | Quote
@MajinBlueDragon: (SMW Sound Engine) Not entirely different, no. Rather an odd offspring. The typical stuff about an N-SPC game is partly still there. Like the 20 CD CF init or the uncompressed data. And, of course, the principle of storing all songs at once in one program on the SPC.
Atma X

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Posted on 03-21-04 11:33 PM Link | Quote
MajinBlueDragon: Can you tell me how to find the necessary pointers that will tell me where the rest of the data is (besides the ones for the Pattern Pointer's, because I already know how to find those) in an SPC, so I can import some SMAS Music to my hack.



(edited by Atma X on 03-21-04 02:33 PM)
Keitaro

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Posted on 03-22-04 04:06 AM Link | Quote
er. basically, if you found the pattern pointers, those are pointing to a set of 8 or less pointers. each pattern pointer does this. the set of pointers it points to are each of 8 chanels in a patern, a part of song which has the potential to be repeated at a given point. Follow the pointers the pattern pointers pointo to (hereon refered to as "track pointers") and you will find the actual music data. That's all I can help you with for the time being, as right now I am figuring out how the pointers work in the ROM. It is much different than spc pointers (switch the low and hi bight and subtrac &h1). Yeah, hhallahh. Lemmings uses it too Guys, tomorrow I will post a patch of at least somthing, okay? I don;t know when tomorrow...but it will be tomorrow. I'll have had this all figured out by then, and maybe I can post a little writeup on how to get in somthing simple. Sound good?

and yeah. The SMW format is somewhat similar. NSPC was heavily based off that, yet modifyed alot. SMW is a really confusing engine, I don't know much of anything about it really since NSPC is more common, plus Demo World 3 uses NSPC, which is not only easier but pretty much the same thing as SMW in every other aspect to an extent, and it's just plain easier. If you are looking to do some changes, my patch will have been a hack of demo world, as will my writeup tomorrow. So if you do anything SMW based, I won't be able to help you out. Just stick with NSPC, you'll be much better off in the long run since you can use it in tons of other games
Atma X

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Posted on 03-22-04 05:12 AM Link | Quote
Thanks MajinBlueDragon, I'll take a look at these.

Oh and also, how do you find the End of the Pattern Pointer Data and Music Data?

Edit: Oh BTW, do you have MSN Instant Messanger, because I'll need to talk to you a little bit about the music editing whenever your availible (tomarrow would be best for me, and that will give you more time to figure some more stuff out).

I won't use AIM, because I just tried Installing it again (I had it once before a long while back) last night and got a Ton of Trojans and Spyware installed as a result of it, so I don't trust it anymore.


(edited by Atma X on 03-21-04 08:14 PM)
(edited by Atma X on 03-21-04 08:21 PM)
(edited by Atma X on 03-21-04 08:30 PM)
Keitaro

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Posted on 03-22-04 05:17 AM Link | Quote
a track/channel always ends with 00. end of the pattern data for one song ends after it gets to the track pointers. and music data ends usualy with a space between the next song and it.
jmr

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Posted on 03-23-04 05:35 AM Link | Quote
Originally posted by blackhole89
... As you know, the music in LoZ3: ALttP was made by the same artist who did SMW's, namely Koji Kondo. And, as I presumed, LoZ 3 seems to use the same
Atma X

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Posted on 03-23-04 06:08 AM Link | Quote
I never thought of that.
BTW, How do you use the Music Editor in Hyrule Magic.
I found almost everything, except a place to edit the Notes of a song (what the song is actually composed of).
orynider

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Posted on 03-23-04 01:40 PM Link | Quote
< I'm just before... the final breakthrough... that means, a program and an
< asm hack that can play any music given as an SPC dump, in any
< possible count, controlled by the level palette... the only problem now is that
< any SPC sound has to be asmhacked itself to call the SPC boot rom
< on communication register change... as for now, it only works for a single
< piece
< of sound...

< --------------------
< The board header says,


(edited by orynider on 03-23-04 05:26 AM)
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