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Acmlm's Board - I2 Archive - - Posts by DJ Bouche |
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DJ Bouche Level: 11 Posts: 1/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Just posting here to inform that I no longer support or work on this project, so questions or suggestions should NOT be run via me. | |||
DJ Bouche Level: 11 Posts: 2/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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shite! sorry man, I didn't realise it was your birthday HAPPY BIRTHDAY and go beg for CobaltFluxes for your birthday.... and send a couple my way . 21st is really a big thing in Australia, not sure why... And while i'm at it, happy april foolin' |
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DJ Bouche Level: 11 Posts: 3/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Originally posted by TooL We're waiting for Acmlm to add a forum . I haven't played in what seems months.. disappointing, i'm getting worse . |
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DJ Bouche Level: 11 Posts: 4/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Psh, cut it out kiddies , we're all here to have fun and enjoy ourselves. Good to see you here LostAuzzie, enjoy your stay here . And btw tinzeee, don't forget to close your font tags . |
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DJ Bouche Level: 11 Posts: 5/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Whoa..they cracked the reed solomon. But I wish they'd actually release the tools for it . Well we're one more step closer to making custom SMA4 cards... and one step to go....... |
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DJ Bouche Level: 11 Posts: 6/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Hex Editor, first four bytes, "2E 00 00 EA". if that doesn't work then it's an "evil" intro that you gotta ASM hack your way out of. |
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DJ Bouche Level: 11 Posts: 7/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Hehehehe, ML: (edited by DJ Bouche on 05-07-04 04:57 AM) |
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DJ Bouche Level: 11 Posts: 8/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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No it's not, the only songs that are in there are what I put in the song list. I moved in the extra SMB/SMB2 songs manually, it was a custom hack designed for a private hack. The star theme is NOT messed up, and rather it's actually a cover of the YI star theme that I created by hand, so I'd rather not think that it's "screwed up". I would have thought that it actually was the true YI star theme. But oh well, we make mistakes don't we. |
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DJ Bouche Level: 11 Posts: 9/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Well I've decided to publically release all the custom SPCs I've ever made. These are all edited (well most) from Super Mario All*Stars. Note that I have not reorganised these or completed all of these and that some are for unrealised projects. I will not necessarily perform inserting requests of any of the songs. These were all done by hand in a hex editor. Custom SPC Pack I will make clear that you can NOT directly insert these into any games. I'm going to post all my custom NSFs soon too. |
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DJ Bouche Level: 11 Posts: 10/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Declare Function FloodFill Lib "gdi32" Alias "FloodFill" (ByVal hdc As Long, ByVal x As Long, ByVal y As Long, ByVal crColor As Long) As Long Declare Function ExtFloodFill Lib "gdi32" Alias "ExtFloodFill" (ByVal hdc As Long, ByVal x As Long, ByVal y As Long, ByVal crColor As Long, ByVal wFillType As Long) As Long Handy fill routines |
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DJ Bouche Level: 11 Posts: 11/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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You all seem to be forgetting that this isn't RAREWARE making 007 games anymore (in fact they only made one, Goldeneye). And this game is being produced by EA, the current owner of the 007 game shit thing license blah blah. And they haven't done too well.. lets see they've done The World Is Not Enough, Agent Under Fire, Nightfire (which I hear is actually quite great, I've only tried the GBA version XD), Everything or Nothing, and now Goldeneye 2. From what I hear you aren't James Bond, you're a villian. I first thought WTF? So the objectives are gonna be like... A. Jump off the cradle.. yeah. right. I really don't know where this is leading, but I've never really been happy with EA and their 007 games. I still have yet to try Nightfire. [edit] I'll add also that, although EA may do excellent graphics for the games, it's the gameplay that counts for me, and from what I heard and seen, Agent Under Fire was shit. Don't know much about Everything Or Nothing. The World is Not Enough was okay (N64 version I own) but I found it got boring especially multiplayer, nice to have AI for once though... think I'd rather play Perfect Dark though. (edited by DJ Bouche on 05-27-04 09:01 AM) |
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DJ Bouche Level: 11 Posts: 12/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Super Mario Bros DS, not for GBA, but I'm definitely looking forward to it... | |||
DJ Bouche Level: 11 Posts: 13/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Very nice game, love the little clips and voice and stuff, certainly well done. I've heard from KP that this was done by a fairly new branch in Nintendo. I'll say, very interesting. I've done my technical studies of the musical workings of the game (as usual) and here's my boring little review for you. In some of the songs you might (depending whether you use an on-board sound card or not) recognize some sound samples. Know the "GS/GM Synth" you see on most computers nowadays with on-board audio? Quite a few samples were taken from that, and that's why you instantly recognize on some songs.. hey this sounds like a MIDI file. However as a paradox to using samples taken from an instrument set made compiled for MIDI purposes. The songs themselves actually take on an XM-like format (you know the tracker format thing). This is surprising as formats such as these are generally used only by the "underground" and un-official developers/tools. On the professional, most of the time MIDI-based formats are used, and this has almost always been the case. The official AGB SDK comes with a MIDI-based engine called Music Player AGB 2000 (which I've nicknamed as the "Sappy" engine), and there is another MIDI-based engine, more advanced, called MusyX by Factor5, which is essentially the same as MP2k just with more functionality. There's a little insight into GBA music for ya . It's clear that the songs for MvDK have been directly converted from XM files, I mean, apart from all the song titles ending in "XM" . I compared the files to actual XM files and I saw the similarities (this in no way means I'm writing a converter anytime soon nor do I plan to). The instruments/samples are shared throughout all the songs, and are pretty much in the same format as XM standards. They were even nice enough to leave the instrument names, further proving their cheap little sample rip-off . "Crash Cymbal (Sta[...ndard)]", "Synth Bass 2", "Piano 3", etc.. as well as their original samples "marih_no", "dkboss_gtr1", "Mama Mia", hehe go figure... Despite the simplicity of the sound engines used here, this is not to say that the music quality is bad or anything. I quite like it. It is a little odd though, but it's a change and it's interesting . I'm not here to judge a game by it's music engine capabilities. It's FUN! And defintely worth the play... (and pay if you're not a tight-ass.. or broke like me ) |
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DJ Bouche Level: 11 Posts: 14/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Colleen: I believe that's because your sound amplification is too high (You've got it set on 4x or something), I had this at first. I set my sound amp to only 2x and it sounded better. Mess around with that and see how you go. It's quite possible that the samples they have placed in are too loud as well and thus get distorted. | |||
DJ Bouche Level: 11 Posts: 15/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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I did not make Mario Worlds I'm only part of the group project doing it. It's on temporary ice so far so I've really got nothing to tell you as of yet. As for port $F6 (0x1F6 in the SPC file) being 00, this is because the port is set to 00 after a song number is sent to it. Now for the songs, I went and added/replaced new songs in no particular order, that is why the events don't match together. Yes there is a 3rd music bank. Bank 3 in SMW is 3 songs used by the Ending sequence. (Coming home with the Yoshi's, Staff Roll, Cast of the Enemies) I simply replaced that bank with the SMB bank from SMA*S. Yes you can pick what songs you want to replace by doing it in the ASM. It isn't that hard really but it doesn't help now that I've forgotten the address to write the song number to (and no you can't just simply write it to $2142 [which is really $F6]) because the game has it's own way of communicating to that port. |
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DJ Bouche Level: 11 Posts: 16/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Besides, the WAV to BRR conversion in SNESSOR is really poor. I suggest you use a real WAV to BRR converter for conversion. | |||
DJ Bouche Level: 11 Posts: 17/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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It's only possible via ASM hacking.. and the code for choosing the battle music is uglier than it should be really... | |||
DJ Bouche Level: 11 Posts: 18/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Originally posted by BGenesis Read the thread. GBA link is uber fast.. 2MBit/s.. and I don't see that being supported anytime soon... seeing as Forgotten himself has said he would never implement it..maybe the take-overs can, but a speed of 2MBit/s is hard to match... 4MBit/s on another mode, as well as having to emulate second, third and fourth GBA's.. most people have problem emulating 1 without a frameskip. |
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DJ Bouche Level: 11 Posts: 19/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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[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...
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...
Hardly related, but special commands in SMAS's SPC engine:
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 . |
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DJ Bouche Level: 11 Posts: 20/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Originally posted by BMF54123 Lmao, I love that idea .... the ironic thing is it can be done too . There's a lot of things I'd like to change with emulators nowadays but I simply don't have the skill to do it yet. |
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Acmlm's Board - I2 Archive - - Posts by DJ Bouche |