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05-03-24 03:25 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Custom SMB1 Music New poll | |
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Chainlink1061

Paratroopa








Since: 02-01-06
From: Salinas, California

Last post: 6287 days
Last view: 6289 days
Posted on 02-01-06 11:29 PM Link | Quote
I'm making a Super Mario Bros. 1 hack, and all I have left to do is edit the music. Is there any program that lets me edit specific notes in the music?
DahrkDaiz

Nipper Plant
U wan hax Mario?!








Since: 11-17-05

Last post: 6285 days
Last view: 6284 days
Posted on 02-01-06 11:51 PM Link | Quote
Nope, there are no editors that does a thing for SMB1.
Shadic

The Adventure of Link
Perfect Member








Since: 11-18-05
From: Olympia, Washington

Last post: 6290 days
Last view: 6286 days
Skype
Posted on 02-02-06 12:39 AM Link | Quote
And the music has a crazy format, so good luck trying to recompose it in a hex editor.

There are notes on how the music works, and I have a slight clue, but it's such a hassle..
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6285 days
Last view: 6283 days
Posted on 02-02-06 12:53 AM Link | Quote
Originally posted by DahrkDaiz
Nope, there are no editors that does a thing for SMB1.


QFT.

And am I the only one who found this post ironic? Seeing as how "editor" could also refer to someone who hacks ROMs, and with DahrkDaiz just getting into heavily hacking SMB1...heh.

Although I do remember that there are Game Genie codes that could be used to mess up the music, it's unlikely that they'll be of any use.
Dr. Mario

Leever








Since: 11-17-05
From: Pittsburgh, PA

Last post: 6285 days
Last view: 6284 days
Posted on 02-02-06 01:01 AM Link | Quote
Even IF you know where the data is located and what bytes change what instrument it's still VERY frustrating. The way the notes work is real odd, and I still can't figure it out. If I knew, I'd write up a document, but I have yet to figure out note duration, or type of note (Quarter note, sixteenth note). It's really really strange. That's why in a lot of Japanese hacks, I believe they actually change the sound format for the music, at least I believe they do. The intruments sound a lot different than the original SMB, and I don't think there is any way to actually hold a note in SMB's original sound format.

If anyone is confused as to what I mean by sound format, I just mean the way the sound data is stored and such (i.e. Nintendo made games have much different sounding music than Konami games).


(edited by Dr. Mario on 02-02-06 12:05 AM)
infidelity

Paragoomba








Since: 11-19-05

Last post: 6284 days
Last view: 6283 days
Posted on 02-02-06 09:33 AM Link | Quote
This is a conversation bbitmaster and I had on this subject a while back. I wanted to try and rip the entire intro song from smb1, and place it into another game. But instead I had to do the song by ear for my hack.

Anyway, hope this convo helps, cause I was able to screw around with the sounds in the first song of SMB1.


infidel81: hi
bbitmaster: hey
infidel81: question, would you know how to find the intro music to super mario bros?
infidel81: i've tried screwing around with it in the hex editor, but no luck
infidel81: if you don't know, it's not a problem
bbitmaster: I've heard that smb1 music hacking is really hard, because they use a really messed up format
infidel81: :-)
infidel81: ahhh ok
bbitmaster: as for finding it...
bbitmaster: I'd look for writes to sound registers
bbitmaster: and try to look at what's being read
bbitmaster: or actually
bbitmaster: there's a way to find music data easily for almost any game (smb1 included) with fceuxd
infidel81: really?!?
bbitmaster: with the code data logger
bbitmaster: and trace logger
bbitmaster: hang on, I'll walk you through it
bbitmaster: ok, with the game running on the first level
bbitmaster: (music playing
bbitmaster: open the code/data logger
bbitmaster: and just hit start logging
infidel81: k
bbitmaster: you should see the "bytes logged as data" counting up as the music plays
bbitmaster: that's it logging music data...
bbitmaster: anyway, if you open the trace logger
infidel81: oh, i think i have to click start
bbitmaster: with the code data logger open and running
bbitmaster: yeah, you have to click start on the code data logger
infidel81: ok, there it goes
bbitmaster: check the box at the bottom of the trace logger that say
bbitmaster: "Only log code that accesses newly mapped data"
infidel81: k it's checked
bbitmaster: and check the "automatically update window while logging"
bbitmaster: and click "start logging"
infidel81: k its checked
bbitmaster: what that will do is show all of the data reads that read data that has never been read before
bbitmaster: since you're just standing in the level, with music playing
bbitmaster: the only data reads most likely to occur are just music data reads
infidel81: ok
bbitmaster: If you need to reset the code/data logger so it counts everything as new
infidel81: it's now reading the time running out song now
bbitmaster: just click "Reset Log"
infidel81: ok
bbitmaster: this can be used for anything, not just music btw
bbitmaster: if you play through the level
bbitmaster: you'll see it loading level data
bbitmaster: and, this works for any game
infidel81: interesting!
bbitmaster: you can get rid of it showing the music data by letting it play through the song once... if you need that out of the way to see level data
bbitmaster: or whatever other kind of data
infidel81: ok
bbitmaster: oh if you check the "only log newly mapped code" checkbox
bbitmaster: it'll show new subroutines and code that has never been ran before as well
infidel81: ah ok
bbitmaster: but like for logging data...
bbitmaster: if you see
bbitmaster: $8A08:B9 D1 89 LDA $89D1,Y @ $89DA = #$07 A:0F X:08 Y:09 P:nvUbdIzc
bbitmaster: that means the data was at offset 89DA
bbitmaster: in nes memory
infidel81: hmm i'm trying to find that through the trace logger
bbitmaster: well, you know the instruction that read that data was at 8a08
bbitmaster: so... you could set an execute breakpoint on 8a08
bbitmaster: and see what it is reading
infidel81: mine is different
infidel81: $8A08:B9 D1 89 LDA $89D1,Y @ $89D1 = #$0F
bbitmaster: yeah, you logged it reading from 89d1
infidel81: now, i copied that from 6502 debugger
infidel81: if i click stop logging everything dissapears
infidel81: and if i try to scroll through the trace logger, it will not sit still
bbitmaster: the emulator has to be paused (F2)
bbitmaster: for you to scroll through it
infidel81: ok
infidel81: 1 sec
bbitmaster: it's still logging new stuff
infidel81: i'm going to start completely over
infidel81: i rested the rom and click reset log
bbitmaster: that works
infidel81: ok, i'm about half way through the song
infidel81: now do i click f2 then go into the tracer?
bbitmaster: yeah, press F2
infidel81: done
bbitmaster: also, ckicking "step into" on the debugger pauses the game as well
bbitmaster: *clicking
infidel81: ok
infidel81: game is paused
infidel81: $8082:AD 78 07 LDA $0778 = #$10 A:90 X:05 Y:00 P:NvUbdIzC
infidel81: the very first line in tracer
infidel81: for me at least
bbitmaster: hmm... that's not readong from the rom
infidel81: $8A08:B9 D1 89 LDA $89D1,Y @ $89D8 = #$0F A:17 X:03 Y:07 P:nvUbdIZc
(7 lines skipped)
infidel81: i scrolled through and found that
bbitmaster: ah, ok
infidel81: quarter down the list
bbitmaster: 89D8 is an address you can find
infidel81: if i was to do this on my own, i would not have known to look for that particular line of code
bbitmaster: smb1 doesn't do any bankswitching, so it's easy to convert a nes memory addres to a rom file address
infidel81: oh, ok
bbitmaster: you're not really looking for any line of code in particular...
infidel81: now in 6502 do i goto 89d8
infidel81: ok
bbitmaster: just new data
bbitmaster: 89d8 is data that was just read
bbitmaster: so... go open the hex editor
bbitmaster: and go to 89d8
bbitmaster: and right click, and pick "Go here in rom file"
bbitmaster: you should see yellow and blue numbers
bbitmaster: in the rom file
infidel81: wow, i see them
bbitmaster: yellow means it was logged as code
bbitmaster: so, that is 6502 code
bbitmaster: you don't wanna mess with code much in a hex editor, unless you know what you're doing
bbitmaster: blue means data
bbitmaster: you can mess with blue stuff
infidel81: what will that do?
bbitmaster: depends on what it's for
infidel81: k
infidel81: 9d3 isa pallete for the blinking coin counter and question blocks
bbitmaster: $F7C9:B1 F5 LDA ($F5),Y @ $FA21 = #$19 A:90 X:7F Y:20 P:nvUbdIzc

bbitmaster: that appeared while music was playing
bbitmaster: it's definately music data
infidel81: it's default is 27, and changing it to different vlaues, changes a certain part of the pallet color
bbitmaster: let me go to FA21
bbitmaster: wow, the music is all messed up now
infidel81: $F7C9:B1 F5 LDA ($F5),Y @ $FB0A = #$21 A:90 X:7F Y:11 P:nvUbdIzc
infidel81: i found that string
bbitmaster: that's gotta be music data too
bbitmaster: because it's right near what I found
bbitmaster: $FB0A is at 7B1A in the rom file
infidel81: ok
infidel81: i think that's the bass
bbitmaster: just go there and mess with the blue numbers
bbitmaster: yeah
bbitmaster: that's what it sounded like
infidel81: haha
infidel81: that's so screwy
infidel81: now i have to figure out where the actuall notes start
bbitmaster: heh, good luck
infidel81: lol, i know
infidel81: i'm better off humming the tune in my head, lmao
infidel81: i'll find the data
infidel81: somehow


(edited by infidelity on 02-02-06 08:34 AM)
(edited by infidelity on 02-02-06 08:36 AM)
(edited by infidelity on 02-02-06 08:37 AM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6284 days
Last view: 6283 days
Posted on 02-02-06 10:40 AM Link | Quote
Jesus!
This could be a complete revolution of SMB1 Hacking!
Shadic

The Adventure of Link
Perfect Member








Since: 11-18-05
From: Olympia, Washington

Last post: 6290 days
Last view: 6286 days
Skype
Posted on 02-02-06 10:59 AM Link | Quote
Originally posted by Raccoon Sam
Jesus!
This could be a complete revolution of SMB1 Hacking!


Yeah, except the problem has been here forever, and nobody really feels like putting the work together to scratch the old music engine.
The Onyx Dragoon

150








Since: 11-17-05
From: Somewhere between Mars and Jupiter, Sitting on an Asteroid

Last post: 6288 days
Last view: 6285 days
Posted on 02-02-06 12:02 PM Link | Quote
http://faisoft.hp.infoseek.co.jp/music11.zip

Chainlink1061, try this...it is in japanese, but it does edit smb1 music...

if someone could translate this, it would be really helpful, i'm sure .
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6286 days
Last view: 6286 days
Posted on 02-02-06 12:08 PM Link | Quote
Check out the site Google translated. Hope this'll help...
The Onyx Dragoon

150








Since: 11-17-05
From: Somewhere between Mars and Jupiter, Sitting on an Asteroid

Last post: 6288 days
Last view: 6285 days
Posted on 02-02-06 01:05 PM Link | Quote
I meant the tool itself, Googie...not the site .
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6286 days
Last view: 6286 days
Posted on 02-02-06 01:41 PM Link | Quote
Originally posted by The Onyx Dragoon
I meant the tool itself, Googie...not the site .


I know what you meant, I put the site for Chainlink1061 in case he wanted to see it.
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Acmlm's Board - I3 Archive - ROM Hacking - Custom SMB1 Music |


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