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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by DJ Bouche
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DJ Bouche

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Since: 03-15-04
From: Bligh Park, NSW, Australia

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Posted on 03-30-04 11:24 AM, in EliteMap and Rubikon Running FAQ Link
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

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Posted on 04-01-04 02:21 PM, in Happy Birthday DahrkDaiz! Link
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'
DJ Bouche

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Posted on 04-02-04 07:13 PM, in I guess DDR goes here... Link
Originally posted by TooL
I wish that would of happened to me when I was a newb. It is a catchy game and can easily be in a trance when playing it. And when you say entertainment, you looked like an idiot right?! Well, I have never seen anyone too bad at it, but I cant wait till I do.

We should have a DDR sticky.


We're waiting for Acmlm to add a forum .

I haven't played in what seems months.. disappointing, i'm getting worse .
DJ Bouche

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Since: 03-15-04
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Posted on 04-11-04 02:20 PM, in Hey All Link
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 .
DJ Bouche

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Since: 03-15-04
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Posted on 04-21-04 03:28 AM, in Well I'll be damned. Link
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.......
DJ Bouche

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Posted on 04-30-04 09:06 PM, in GBA intros Link
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.
DJ Bouche

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Posted on 05-07-04 01:56 PM, in Music in Mario and Luigi: Superstar... Link
Hehehehe, ML:SS music rocks, not surprising since it is the work of Yoko Shimomura ( i probably got his name very wrong now been a while), who of course did SMRPG. His work in both games have never disappointed me, and compared to other artists who have done covers for Mario music, his interpretations have always been very accurate, or have even turned out better .


(edited by DJ Bouche on 05-07-04 04:57 AM)
DJ Bouche

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Posted on 05-27-04 05:31 PM, in Sound effect -> Address locations Link
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.
DJ Bouche

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Posted on 05-27-04 05:37 PM, in Custom SPCs Link
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.
DJ Bouche

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Since: 03-15-04
From: Bligh Park, NSW, Australia

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Posted on 05-27-04 05:51 PM, in Drawing quickly in VB Link
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
DJ Bouche

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Since: 03-15-04
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Posted on 05-27-04 05:57 PM, in New Goldeneye Link
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)
DJ Bouche

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Posted on 05-27-04 06:21 PM, in Don't you wish that there could be a Super Mario Advance, that WASN'T a remake? Link
Super Mario Bros DS, not for GBA, but I'm definitely looking forward to it...
DJ Bouche

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Posted on 05-28-04 06:21 PM, in Mario Vs. Donkey Kong. Link
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 )
DJ Bouche

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Posted on 05-29-04 07:54 AM, in Mario Vs. Donkey Kong. Link
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

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Posted on 05-29-04 08:04 AM, in Sound effect -> Address locations Link
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.
DJ Bouche

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Posted on 05-30-04 11:51 AM, in SPC intrument sample ripping Link
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

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Posted on 06-04-04 07:50 PM, in Changing battle music in Pokemon R/S? Link
It's only possible via ASM hacking.. and the code for choosing the battle music is uglier than it should be really...
DJ Bouche

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Since: 03-15-04
From: Bligh Park, NSW, Australia

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Posted on 06-04-04 07:59 PM, in Do any GBA emulators support linking? Link
Originally posted by BGenesis
*cough*fileshare*cough*

But, I'm sure VBA will come out with it soon, after all ZSNES did it with the SNES [although I suppose that's completely different as it simply means redirecting controller commands.] But with the GBA you'll have to find a way of sending the ROM the commands another GBA would send etc. Once that was done, shouldn't be a problem. Online Four Swords... Drool.


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.
DJ Bouche

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Since: 03-15-04
From: Bligh Park, NSW, Australia

Since last post: 108 days
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Posted on 06-27-04 06:49 PM, in SPC hacking - SMAS music format revealed! Link
[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 .
DJ Bouche

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Since: 03-15-04
From: Bligh Park, NSW, Australia

Since last post: 108 days
Last activity: 14 days
Posted on 06-27-04 06:53 PM, in SMAS song or not SMAS song, thats the question Link
Originally posted by BMF54123
One of these days, I'm going to modify SNES9X or ZSNES to use external MP3s depending on what value is written to the music change register, ending this silly music problem once and for all. It's been done with MAME, so it can't be *too* impossible...


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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