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05-03-24 04:32 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Question about music in game New poll | |
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Vick-R

Micro-Goomba


 





Since: 02-02-06
From: Canada

Last post: 6618 days
Last view: 6618 days
Posted on 02-22-06 05:41 PM Link | Quote
Can I use some others games music in my hack?

I wanna use a Donkey Kong Country music in one of my levels, a Megaman X music in another of my levels...

How can I process?

Do I have to use .smc files?
Light PKMN

Tektite








Since: 11-19-05
From: Cat Land

Last post: 6641 days
Last view: 6641 days
Posted on 02-22-06 06:26 PM Link | Quote
My IQ now is down 2 points because of this post.

It might help to say what game your hacking.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6284 days
Posted on 02-22-06 07:21 PM Link | Quote
Every video game has their own diverse music engine. Thats why some music editors are game specific.
Disch

Red Cheep-cheep


 





Since: 12-10-05

Last post: 6563 days
Last view: 6563 days
Posted on 02-22-06 07:21 PM Link | Quote
Originally posted by Vick-R
Can I use some others games music in my hack?


It depends. Music generally is not easily interchangable between games, however there are exceptions.

Generally speaking, though... no. Copying music from one game to another doesn't work. You can "re-score" the music in your game, but that would be a lot of work you'd need to do by hand, and you'd have to be familiar with the game's music format. And even then it probably would sound noticably different


And yes -- for future reference it would help if you mention the game you're hacking.


(edited by Disch on 02-22-06 06:24 PM)
Kirk Bradford Myers

Shyguy








Since: 01-23-06
From: Baltimore, Maryland

Last post: 6578 days
Last view: 6578 days
Posted on 02-23-06 09:12 AM Link | Quote
Oh, If only hacking music in a game was that simple. I have quite a bit of musical talent as far as writing goes myself, but I'd much rather be plunking the notes down in a visual MIDI editor than be being bogged down with the bare programming aspects of it.

That's something I've never been able to figure out about NES games. Quite a bit of them contain separate chips for the actual game program and the graphics. Why not a separate one for the music and sound effects?!? That way, all games across the board could have uses the same hard-wired sound engine accessible from simple commands in the program. Much more efficient, in my opinion. Music and sound effects, and interchanging them between games, would have been a breeze to hack. I guess that would have made too much sense, though...

I guess the creators of the NES did things the way they did because they wanted the sound engines for games to be more flexible than a unified way of doing things across the board would have allowed. But why? I mean, it's not like you can't immediately tell that a certian song came out of a Nintendo Entertainment System...they have a very distinct sound.to them.

One of these days, I'm going to sit down and tackle Metroid's music engine. That game seems to be largely ignored music-wise, no doubt due to the supposed difficulty involved with it.
Disch

Red Cheep-cheep


 





Since: 12-10-05

Last post: 6563 days
Last view: 6563 days
Posted on 02-23-06 02:19 PM Link | Quote
Originally posted by Kirk Bradford Myers
That's something I've never been able to figure out about NES games. Quite a bit of them contain separate chips for the actual game program and the graphics. Why not a separate one for the music and sound effects?!?


The only reason PRG and CHR are seperated is because CHR is connected to the PPU bus and PRG is connected to the CPU bus. It avoids the access conflicts that would occur if both the CPU and PPU were trying to fetch the same data at the same time.

Putting music and sound on a seperate PRG chip provides no benefit whatsoever. Games would still be in charge of creating their own engines to drive music/sound (so each game would still have its own engine/format). All a seperate chip would do is increase cart production cost and complicate PRG swapping.


That way, all games across the board could have uses the same hard-wired sound engine accessible from simple commands in the program. Much more efficient, in my opinion.


So you're talking like a common block of code inside the actual NES which has a music driving engine? Kind of like music BIOS or something?

I suppose they could have done that. Although personally I think it would've been silly. For starters it probably would have made expansion sound less likely (no VRC6/N106/etc -- even though we didn't get that stuff in the states anyway)

What they SHOULD have done is put a freaking IRQ counter in the NES and have PRG/CHR swapping managed by the NES. That way carts wouldn't need a custom mapper. But that would require more address lines to the cart which probably would have made the NES more expensive (but at the same time would have made all the carts cheaper)


Music and sound effects, and interchanging them between games, would have been a breeze to hack. I guess that would have made too much sense, though...


Well typically commercial games aren't designed with the goal of being easy on pirate hackers in mind.

But regardless. Why stop at music/sound? Hell what about graphics? Level data? Why not just make all NES games carbon copies of each other? Then they'd all be super-easy to hack. You'd just need one NES editor that could edit pretty much every game around!


I guess the creators of the NES did things the way they did because they wanted the sound engines for games to be more flexible than a unified way of doing things across the board would have allowed.


Pretty much. It's up to the programmer to program the game. It's not up to the system to have a mold ready for each game to use. Besides -- the Famicom was not originally meant to be just a gaming system.


But why? I mean, it's not like you can't immediately tell that a certian song came out of a Nintendo Entertainment System...they have a very distinct sound.to them.


I can tell the difference between Konami and Capcom sounds. Between Nintendo and Sunsoft sounds. Not every NES game sounds like all the others -- they all have their own style.. their own sound. They're not as uniform as you may think.

**points to carbon copy game example above**


One of these days, I'm going to sit down and tackle Metroid's music engine. That game seems to be largely ignored music-wise, no doubt due to the supposed difficulty involved with it.


Wasn't Metroid completely disassembled and commented? There shouldn't be any mysteries left in that game any more.
Vick-R

Micro-Goomba


 





Since: 02-02-06
From: Canada

Last post: 6618 days
Last view: 6618 days
Posted on 03-20-06 04:44 PM Link | Quote

Sounds Good!

I wanted to change music in my Super Mario World game. I thank you for your help!

I'm late to answer, but I'm totally in my highschool studies and I had to put my hacking project in waiting for a while.

I will come back soon if I can.
Metal Knuckles

Tendoru








Since: 12-21-05
From: New Hampshire

Last post: 6283 days
Last view: 6283 days
Posted on 03-20-06 06:45 PM Link | Quote
If it's a SMW hack, then posting this same question in the Mario hacking forum might yield faster results. And .smc files are ROMs as I recall, so yes. I do believe that some point in hacking a ROM, you'll need a ROM to hack.

And am I the only one noticing how eerily similar this is to Crayola's topic? =P
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