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05-02-24 10:29 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Wanting To Copy Music From Another Game New poll | |
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Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6295 days
Last view: 6283 days
Skype
Posted on 03-16-06 11:18 PM Link | Quote
Not to sound n00bish, but I'm curious. I want to implement music from another game through ASM, but I'm not sure what to change, what offsets, etc. I know FuSoYa did it somehow, so I want to try to copy music to my hack. Does anybody know how?

Edit: Oops...

SMW for SNES


(edited by Sparx on 03-17-06 06:52 PM)
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6283 days
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Posted on 03-17-06 01:17 AM Link | Quote
Depends on the game and system. Could you be more specific?
Deleted User
Banned


 





Since: 05-08-06

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Posted on 03-17-06 08:08 AM Link | Quote
Super Mario Allstars uses the same music engine as Super Mario World. The offsets for music sounds are found in the same location as in the other. That's why FuSoYa could implement the music in the rom. Other games use either the same engine (Super Mario Advance) or completely different music engines. Most are game specific.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6292 days
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Posted on 03-17-06 09:36 AM Link | Quote
Originally posted by Shyguy
Super Mario Allstars uses the same music engine as Super Mario World. The offsets for music sounds are found in the same location as in the other. That's why FuSoYa could implement the music in the rom. Other games use either the same engine (Super Mario Advance) or completely different music engines. Most are game specific.


No, from what I understand, they use variants of the same engine. Bouche actually took the All-stars engine and stuck it in SMW.
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6283 days
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Posted on 03-17-06 09:40 AM Link | Quote
Sticking in a new engine doesn't help unless you can change the actual game engine to interface with it. SMAS and SMW happen to have a sound engine that is similar enough to where it works right with both game engines.
Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





Since: 11-20-05
From: Hacktown, Usa

Last post: 6544 days
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Posted on 03-17-06 01:29 PM Link | Quote
Sparx, SNES Music engines in General are not the same,
I tried the same thing with Crayon Shin Chan 2 (J),
Spanky's Quest (U), and Sugoi Hebereke (J) With a Hex editor.
Most Games Do not have the same music format. The Format
you are using is N-SPC or for SMW: a Prototype that is similar

Therefore, There are 2 options: Wait for Solar Soundtrack,
or LEARN ASM!!!

-hamtaro126
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6288 days
Last view: 6283 days
Posted on 03-17-06 04:29 PM Link | Quote
Originally posted by Hamtaro126

Therefore, There are 2 options: Wait for Solar Soundtrack,
or LEARN ASM!!!

-hamtaro126


Originally posted by Sparx
I want to implement music from another game through ASM



(edited by SoNotNormal on 03-17-06 03:29 PM)
(edited by SoNotNormal on 03-17-06 03:30 PM)
Keitaro

Mole


 





Since: 11-18-05
From: Massachusetts

Last post: 6441 days
Last view: 6441 days
Posted on 03-17-06 05:13 PM Link | Quote
Originally posted by Shyguy
Super Mario Allstars uses the same music engine as Super Mario World. The offsets for music sounds are found in the same location as in the other. That's why FuSoYa could implement the music in the rom. Other games use either the same engine (Super Mario Advance) or completely different music engines. Most are game specific.

Please, PLEASE don't talk about things you know absolutly NOTHING about wow. Completly disregard this entire post, as there is not an amount of truth or accuracy to any of it. Where did you get this information, pulling it out of your behind?

SMAS does NOT use the same sound engine as Super Mario World, and even if it did, the music would NOT be in the same location. It would be in completly different locations meh.

FuSoYa also didn't impliment it, Bouche did, by actualy reprogramming parts of the SMW ROM to use the SMAS sound engine instead.

Mario Advance does NOT use the same sound engine as any of these, it is a GBA game, which dosn't even have an SPC700. It used the M4A engine (Sappy, to most of you) for its engine. As for it mostly being game specific, not really. A very, VERY large amount of Nintendo games all use the SMAS format, most games by Square use an extremly similar format, etc. If a company has an engine that works for them, chances are it's going to show up in more than just one game

Seriously, just....don't post if you have no idea what you are saying.


(edited by Keitaro on 03-17-06 04:15 PM)
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