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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by blackhole89
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blackhole89

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Posted on 09-01-04 11:57 PM, in Best Mario Song Link
*blackhole89 likes the Lost Levels theme (which is a remix of the SMB1 title/swimming melody), the SMAS-SMB3 swimming and world 6 soundtrack, SMW's castle theme, YI/SMW2's Big Bowser fight theme, and (these probably show the limits of the N-SPC engine) following SMRPG tracks:
- barrel volcano theme (extremely ambient and fitting)
- bowser's castle 2nd time (probably the best bowser's castle music ever)
- weapons factory theme (gr00vy.)
- fight against culex (better than the FF original )
- sunken ship theme
- cloud land theme / "let's do the fluff-fluff!"
- cloud castle theme
- smithy gang theme / "here's some weapons!"
- road theme #1 (fits.)
- SMB 1-2 remix / "from inside the earthen pipe" (best adaption of that theme. ever.)

omg. these are fucking much. forgive me but I'm just a great fan of SMRPG's soundtrack. (ok, ok, I'm a great fan of *RPG* soundtracks, that is, of nearly all RPG soundtracks.)
blackhole89

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Posted on 09-02-04 06:56 PM, in Underground Echo? Link
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).
blackhole89

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Posted on 09-03-04 05:46 PM, in Underground Echo? Link
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)
blackhole89

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Posted on 09-04-04 08:10 PM, in DemoWorld ORY final [Screenshots, download] Link
I have to admit it is way better than your "easter edition". But, tell me please, what is the point of the last screenshot? It shows a patch of the overworld that you haven't edited, changed, or contributed to in any way at all. So why the heck are you posting it?
blackhole89

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Posted on 09-04-04 08:17 PM, in SMW ASM hacks Link
There - is - no - custom - music - in - your - "hack"!!! "Custom" means you have done something yourself, therefore, "custom music" is some music you have done - or at least ported from another game - yourself. There are things you just can't do without ending up being a lamer and all. Taking DJ Bouche's hack which makes SMW use the SMAS+MW engine (which, in fact, doesn't even contain any custom music by Bouche) instead of its own and posting it as your own l33th4xx0r masterpiece is one of them. Can't you just shut up about that and settle with the fact that you have no clue of hacking at all, not to talk about SPC hacking?
...sorry for flaming, anyone.
blackhole89

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Posted on 09-09-04 12:18 AM, in DemoWorld ORY final [Screenshots, download] Link
...no, you aren't. You are what we call a script kiddie. And, as far as I know you, you have taken the patches from somewhere.
blackhole89

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Posted on 09-09-04 12:26 AM, in What about SMB2 Music? Link
The same? Dunno. As for me, it isn't. They just used similar chords on it. And the credit song, afaik, is in a separate bank because of it extraterrestrial size. That means, you'd have to asm some lot.
"Copy'n'paste" music import from other N-SPC games could be working (and I'm most probably gonna realize that, too), but that's not as easy for the samples. And there is enough room in the SPC for extra songs. LM's unused song bypass pointers don't point to nothing, they're just empty entries in the SPC song pointer table.
[/offtopic]
There actually was a soundpack of Bouche's having SMAS-SMB2 songs mapped to LM entries. I just can't remember where to get them.

...time for a good night's sleep...
cya
~Blacky.
blackhole89

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Posted on 09-18-04 12:35 AM, in Waking the dead - now featuring Solar Soundtrack! Link
Hi folks.

Well, I know you didn't here to much of me within the last month... the main reason for that is that I was far too busy playing RO but now I decided to finally melt down SST's (for you newcomers, my SMAS engine soundtrack editor in progress) "temporary ice" state.
Of course, I wouldn't post _that_ if there weren't any results to show, therefore here go two copies of the famous Coin Heaven / Warp Zone theme from SMB3 which are modified in a very special way: (Mind that the server is down quite often, and I'd be glad about everyone who would host it)

Coin Heaven feat. a slightly mistuned SoM piano
Coin Heaven feat. the weird instrument from Chrono Trigger's Wind Scene (maybe it should be pizzicato strings?)

Apparently, I got these two w00t instruments in a single ROM, so the only difference between the two SPCs is the instrument # set in the Coin Heaven tracks.

You all are highly welcome to bump this thread, for I am seriously thinking about using this one for posting all news about SST progress.

Have fun,
~Blacky.
blackhole89

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Posted on 09-18-04 02:38 PM, in Waking the dead - now featuring Solar Soundtrack! Link
Well, if I find the original SDW3 ROM again on my HD, I'll post an IPS with the SoM and CT instruments in here today (and I'm quite optimistic I will). Before, though, I still have to adjust the CT one for not being disharmonic with the SoM and SMAS one (Chrono Trigger seems to be using a different base frequency for its samples).
@Kratos Aurion, try redownloading it (after emptying your cache). The server is also quite popular for scrambling some streams.

Ok, here's a list of SPC players I know to play these SPCs:
- foobar2000 (that's what I use for regular playback) and all other libopenspc derivates known to me.
- ZDSPC, the winamp plugin and all other ZSNES-SPC derivates known to me.
- Super Jukebox (that's what I use if I need to switch off some channels) and all other SNESAPU derivates known to me.

Hope that helps.
~Blacky.

edit, fixed a ghastly underline error.


(edited by blackhole89 on 09-18-04 05:39 AM)
blackhole89

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Posted on 10-08-04 05:13 PM, in How do I edit the layer 3 BG in layer 2 levels? Link
afaik there is no known way of editing L3 background images. There should be tilemaps stored somewhere in the ROM, but no-one yet bothered to find them.
blackhole89

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Posted on 10-12-04 03:20 PM, in Is your son a hacker? Link
Omg rofl

I could imagin this being serious in a couple of years, though, so there's actually not much to laugh about that... considering I actually know people who believe things like that (e.g. my grandmother who's obsessed with worldwide jewish conspiracies, devils possessing TVs and microchips from hell).

blackhole89

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Posted on 10-12-04 03:22 PM, in Those crazy Romanians Link
Wait... wasn't orynider Romanian? a very weird coincidence, if you ask me...
blackhole89

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Posted on 10-12-04 05:47 PM, in A Theory I am testing... Link
Originally posted by Keikonium

1. YI Cave Music

Yes.


2. YI Music often used in forest levels (that do-do-do-do-do do-do-do-do-do song)

Yes.


3. And if possible, the theme song from Zelda.

Same.

All of the Mario games (besides to SMW itself), LoZ 3 and probably some more Nintendo games use what we few SPC hackers (elitism rules!) like to call the N-SPC, or SMAS engine. That means, you can more or less easily port the songs.
@Raven, you were actually right, for most of SMAS's songs are not larger than about 100 bytes. However, SMW without Bouche's SMAS engine is still quite dubious and I wouldn't attempt putting my hands on it.

Btw, I just decided to "unice" Solar Soundtrack. That means, a release, probably, is drawing closer. I got sorts of stuck because of disgusting memory management problems

~Blacky.
blackhole89

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Posted on 10-12-04 06:59 PM, in Solar Soundtrack - unfrozen once again. Link
Hi.

About two hours ago, I decided to awaken Solar Soundtrack from its "temporary ice" status once again. Therefore I completed some things I should have completed already a long time ago and produced a screenshot (duh) showing the most important changes.



Instrument Editor: Is there for changing the DSP settings (envelope...) and finetuning the instruments. May or may not contain a sample editor/reloader later.

Track Editor: My new good-for-everything gadget. It should reduce the main window's importance to showing up how the tracks go together / playback / browsing the ROM. As you see, it has enough room for displaying all of the N-SPC's playback spectrum, and I am currently working on a more user-friendly implementation of command editing.
And yes, it is there to edit N-SPC tracks. (duh)

Have fun,
~Blacky.
blackhole89

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Posted on 10-12-04 10:56 PM, in Solar Soundtrack - unfrozen once again. Link
Yeah, in fact, it never was editing SPCs yet, only ROMs... I'm absolutely sure I already released some sample dumps (SPCs), but I seemingly forgot a demo ROM...
*goes off throwing something nice together*

@gnkkwinrrul, I could, but I'm sure I wouldn't be able to actually release it by then. And if I acted like BMF ("It will be released in August 2009") I would scare any potential users away.
blackhole89

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Posted on 10-13-04 09:21 PM, in Solar Soundtrack - unfrozen once again. Link
Hi anyone,

@Smallhacker (and anyone else of course): Here goes the sample ROM patch:

http://k-schale.50free.net/omgwtf.ips

Apply to a fresh SMW ROM. The music mostly sucks, but it is enough as a "proof of concept" imo.

Have fun,
~Blacky.
blackhole89

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Posted on 10-14-04 12:40 AM, in Solar Soundtrack - unfrozen once again. Link
That thing 'bout the instruments isn't right. I changed the melody of the wind scene pendant, too, as you can easily see (although I didn't have the time to compose something entirely new).
"Solar Mugglers" doesn't sound good to me. And I wanted less of opposite to "Lunar Magic" than to all of Fu's "Lunar" series (~IPS, ~Magic, ~Compress...), so Solar Soundtrack is just fine.

~Blacky.
blackhole89

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Posted on 10-14-04 02:02 PM, in How would I go about making my own custom blocks? Link
That's fairly simple (means, if you are capable of ASM ). You just have to code the corresponding "what happens if you hit the block from below" code in 65c816 (=SNES) ASM, save it in one of the block inserter's code files, create a block inserter DB entry for it which contains "0" in the block hit from below and "-1" in all the other jump entries and insert the block.
I would do it for you, but I seriously have to leave now, for I have to give up a more or less important letter before noon (it is 11:02 over here, and the post office is fairly far away ).
If you still need it, ask me later during the day, or, even better, tomorrow.

~Blacky.
blackhole89

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Posted on 10-14-04 02:09 PM, in compiling custom blocks w/SNASM Link
Argh. ORG $8000 is there because of the 65c816's reset vector (aka interrupt 0) and means that your code is put after 8000h in the output. For compiling custom blocks you should set ORG to 0, thus placing the code at the file's beginning and keeping your blocks' ROM bank undamaged. You should receive a file which is about 20 bytes in size.
Custom block routines have afaik to be terminated with an RTS statement (return from subroutine/short return). Try to prevent SNASM OF writing any kind of headers. And feed your blocktool's DB entries with the correct action pointers (-1 if you don't want anything to happen on this event), e.g. hit from above: 0, hit from the left: -1, hit from the right: -1, ...

~Blacky.
blackhole89

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Posted on 10-15-04 12:45 PM, in A Theory I am testing... Link
Originally posted by HyperHacker
I wonder about something... Perhaps if someone knew SPC700 ASM well enough, they could write a new, more powerful engine for SMW. One that only loads the instruments it needs, and supports more commands. Then, music from other games could be converted to this format. (Generally a simple find and replace; game A uses commands 8x to play a note while game B uses 2x, so replace 80->20, 81->21, etc.) The music data in the ROM would include both the commands and the instruments it uses. So say it goes to load track 4, alright, here's track 4's command data, got it, here's 6 instruments it uses, load them, away you go.


Our main problem at the moment is neither the lack of commands (SMAS uses probably a quarter of what's available) nor is it (at least not ~that~ important) the lack of SPC space. The main problem about making SMW-SMAS sound better are the instruments. Mind that SMAS's flute is only 48 samples long, while SoM's (which has about the best SPC samples out there) has whole 7136 of them. Means, SMAS has only dumb basic waveform data for its instruments just like the very first keyboards.

@MajinBlueDragon, of course square's engines are pattern-based. If you don't believe, take your time, delete an SPC's ID333 tag and let it run. Probably, after a day or such, you will be convinced that you can't compress 24h of music into 64k of SPC memory without patterns, loops and such.
@everyone, although there are no -clear- results concerning this yet, there is still something 100% sure about square's engine: Each song consists out of two parts: One which is constant throughout all of the songs, contains about 20 never used instrument samples and the playback code. And one which is set per song, contains instruments beginning with entry 32 which are actually being used in the song and the song data.
Doesn't that remind us of SMAS's banking system? Which, again, would point at a SMAS-like "sequencer" format.

~Blacky.
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