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04-28-24 07:18 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Way To Directly Copy Music? New poll | | Thread closed
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Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6291 days
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Posted on 12-15-05 12:00 AM Link
Is there a way to directly copy music from one game to my Mario hack? If there is, how can I do so?
Disch

Red Cheep-cheep


 





Since: 12-10-05

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Posted on 12-15-05 12:13 AM Link
These forums are seperated for a reason.

I could get into a large explaination of the work involved, but I don't think you'd be able to put it to use.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 12-15-05 12:19 AM Link
I might be able to if you told me. Well, if you told me step by step:
1.(example)
2.(example)
3.(example)
DahrkDaiz

Nipper Plant
U wan hax Mario?!








Since: 11-17-05

Last post: 6280 days
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Posted on 12-15-05 12:27 AM Link
No, it's not possible, simple as that. Moving to General RH
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 12-15-05 12:30 AM Link
Oh. Well,then. I'll probably just find something else to do with the music then.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6283 days
Last view: 6279 days
Posted on 12-15-05 12:32 AM Link
The easiest way would be my method I'm using for my FF1 hack:

1. Get a NSF, SPC, whatever -> MIDI converter at Zophar's (unless you want to deal with raw bytes. Then skip to step ).

2. (I'm not sure on these steps, since I've yet to try it out. No time with Ffnals and everything) You want to convert the MIDI to sheet music.

3. Get Anvil and open the sheet file (Anvil may be able to convert it; as I said, I have yet to try this myself).

4. Something like right-clicking the notes will say what note is used.

After compairing both the actual notes and your game's format for music, you should be able to just copy it in. That is, if you have enough room


(edited by Celice on 12-14-05 11:34 PM)
Disch

Red Cheep-cheep


 





Since: 12-10-05

Last post: 6558 days
Last view: 6558 days
Posted on 12-15-05 12:33 AM Link
Well I'll just have to assume NES... since you didn't really specify what system it's for. And I'll assume SMB1, since you also didn't specify which game.


I don't think any game shares the same music engine as SMB... so a simply copy/paste job with light modification probably isn't going to work. However, since SMB uses mapper 0 it doesn't have any SRAM @ $6000, so you should be able to use that area for music data storage. This means you can copy/paste music from another game by taking the whole engine. Of course you'd have to manually go through it and change all the RAM accesses so that they use unused RAM (again, RAM @ $6000 is nice for this).

Unfortunately, mapper 0 has no SRAM... and SMB is tight on PRG space... so this job also requires a mapper change and PRG expansion. I'd recommend changing to mapper 1 or 4 (probably 1 for this). Mapper 1 provides the benefit of 32k PRG swapping... as well as SRAM at $6000. You could probably put in your new PRG so that it's the "hardwired" bank on startup... then copy the entire music engine (with modifications... it should be able to fit) into SRAM on startup, then change to 32k swap mode and swap in the "original" 32k of PRG and have the game start up normally.

You'd also have to cutoff the music routine and have it JMP to the new music engine. You can use the SMB NSF to help isolate the music routine the game JSRs to every frame. You might also be able to watch $4017 writes (I know SMB writes there every frame -- but I'm not 100% sure if it's part of the music engine -- it probably is).

Of course this leaves the issue of sound effects -- chances are if the game is playing music in a different engine than the sound effects are designed to work with, they'll conflict. You might have to scrap the original SMB sound effects and re-create them using the new engine (or use sound effects from the new engine in their stead)

Needless to say, this is a pretty big job. I did something similar with Final Fantasy back in the day (although I wrote my own music core instead of taking one from another game). Never finished it 100% though...


edit -- although if re-scoring is all you're looking to, Celice's method should work. It won't sound 100% the same being played in a different engine though

edit 2 -- and apparently this was moved anyway ^^


(edited by Disch on 12-14-05 11:36 PM)
(edited by Disch on 12-14-05 11:37 PM)
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 12-15-05 12:41 AM Link
Oh, sorry. I meant SMW for SNES.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

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Posted on 12-15-05 12:45 AM Link
Play the waiting game with Blackhole's Solar Soundtrack (?). It's going to be worth the wait, surely.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 12-15-05 12:55 AM Link
Yeah I kinda figured I'd have to do that but since no ones heard from him in a while about it...
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6306 days
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Posted on 12-15-05 01:21 AM Link
Not sure about the specifics, but I know it can be done in some cases. FF6 music can be ported to CT, though not the other way around.
1237
Newcomer








Since: 04-10-06
From: Commack

Last post: 6590 days
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Posted on 04-13-06 02:43 PM Link
If there was a utility that could convert sheet music files using a small library of game-specific conversion schema... Man that would be flippin' sweet! Even if it can only do 2 games and with fuzzy quality it would still be a kickass tool. Face it, every rom hacker goes to bed at night praying for rom music editing utilities to be born. I know it's possible, and maybe even generalizable. I have a dream!
DahrkDaiz

Nipper Plant
U wan hax Mario?!








Since: 11-17-05

Last post: 6280 days
Last view: 6279 days
Posted on 04-13-06 02:45 PM Link
No it's not. That's like saying it's possible to create a universal level editor. There are too many formats and ways to handle the data. No need to bump this thread for wishful thinking. Lockity lock lock
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