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Acmlm's Board - I3 Archive - ROM Hacking - Secret of Mana Editor New poll | |
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Would you use one?
Trying to decide whether I should finish it.
Absolutely. :D
 
83.7%, 36 votes
Maybe if I were really bored.
 
2.3%, 1 vote
...Secret of Mana?
 
9.3%, 4 votes
No, probably not.
 
4.7%, 2 votes
Multi-voting is disabled. 43 users have voted.

User Post
Moppy

Red Goomba








Since: 09-26-06
From: Rochester, NY

Last post: 6296 days
Last view: 6280 days
Posted on 10-06-06 02:01 PM Link | Quote
Jesus. Thanks. That helps a lot.
The Kins

Hoarder








Since: 11-18-05
From: Hurf.

Last post: 6291 days
Last view: 6277 days
Posted on 10-07-06 04:40 AM Link | Quote
I WILL use this when it comes out.

Finishing something with it though is another story
T.Geiger

Goomba


 





Since: 11-18-05
From: Indianapolis, IN, USA

Last post: 6287 days
Last view: 6279 days
Posted on 10-11-06 08:13 PM Link | Quote
That looks really good. How long have you been working on this? Having things like a music editor makes me look like a chump.

---T.Geiger
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6277 days
Last view: 6277 days
Posted on 10-11-06 08:36 PM Link | Quote
^ I wouldn't necessarily say that. Every game is going to have its own music format and others are harder to decode than some. I don't imagine CT's being easy.
Moppy

Red Goomba








Since: 09-26-06
From: Rochester, NY

Last post: 6296 days
Last view: 6280 days
Posted on 10-12-06 01:23 AM Link | Quote
The music was actually what got me interested in making a general editor, since it seemed like something no one had touched before. I recall sending Flobby some specs on the FF6 music format for his editor a long time ago and it was pretty similar (if not the same, I don't really recall) to the one used in SOM. Square may have just used the same music format in all of their games (Check the name of the music programmer I suppose), in which case I could pass specs to you and you could implement your own for CT.

However, my music research is not complete, as a few songs don't quite sound right yet--particularly the Dark Lich battle theme. It uses a lot of weird effects.

Since I'm particularly bored, here are a few problems I'm working out/issues the music player has at the moment:
http://spongemop.dyndns.org/darklich_vibrato.mp3 Dark Lich sans vibrato
http://spongemop.dyndns.org/flammie_looppoint.mp3 Flammie flight theme missing a loop point
http://spongemop.dyndns.org/flammiesummon.mp3 Flammie summon effect, volume issues
http://spongemop.dyndns.org/title_cymbal.mp3 Cymbal fade-in volume not working right
http://spongemop.dyndns.org/credits_timing.mp3 The result of a song changing the song speed mid-play and Somedit getting confused.

As for making you look like a chump, since I've used your Snes9X tool to research just about every piece of data my editor supports, I'd say that's probably not possible. :p

On a side note, I've just completed (for the time being) the sample editor. My SPC700 sample recompression routine could use some tweaking though, if anyone is particularly experienced with this. The samples it writes sound.. acceptable, but not perfect. The four filter modes are what throws it off a bit.

I also just found the pointers to the music data, which conveniently enough are stored as 24-bit rom addresses so I can easily move them to wherever I want and make the music expandable.

I might have a release out by.. the new year? Hard to say.


(edited by Moppy on 10-12-06 12:46 AM)
Josh
Newcomer


 





Since: 09-30-06

Last post: 6401 days
Last view: 6401 days
Posted on 10-18-06 05:05 AM Link | Quote
Looks really impressive.

If you'd consider open-sourcing it, I would gladly help to get it running on Mono, which would let it run on GNU/Linux, Mac OS X, and other Unix-like platforms, as well as providing an alternate way of running it on Windows. You might also find MonoDevelop useful.

Also, regarding sound libraries: you might try the C# bindings for GStreamer (which should work on all platforms), or PortAudio (which definitely had C# bindings at one point, though I don't know about their current status).
Moppy

Red Goomba








Since: 09-26-06
From: Rochester, NY

Last post: 6296 days
Last view: 6280 days
Posted on 10-18-06 10:48 PM Link | Quote
I think I'm set on audio libraries for now, since I got FMOD working again, but thanks. I had no idea anything like MONO existed, once I get to the point where I have a working Windows release maybe I'll give it a shot.

Right now I'm working on a MIDI importer for the music editor... it doesn't work very well yet, but here's a simple song from Chrono Trigger that it did work on, using one of SOM's samples:

http://spongemop.dyndns.org/som_afaroffpromise.spc

Original Midi: http://www.vgmusic.com/music/console/nintendo/snes/ctmarle2.mid


(edited by Moppy on 10-18-06 09:50 PM)
Vehek
Newcomer








Since: 10-12-06
From: Saratoga, CA

Last post: 6327 days
Last view: 6278 days
Posted on 10-19-06 03:48 AM Link | Quote
CT's and FF6's music programmer was Eiji Nakamura. SOM's was... well, I don't know, but I can't find any site saying Eiji Nakamura worked on it. All three games had the same sound programmer, Minoru Akao, but that doesn't necessarily help the music engine.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6279 days
Last view: 6277 days
Posted on 10-19-06 03:54 AM Link | Quote
I don't know shit about music, but wouldn't a MOD importer be interesting as well, as I think the MOD format shares similarities with the SPC one(s) ?
Moppy

Red Goomba








Since: 09-26-06
From: Rochester, NY

Last post: 6296 days
Last view: 6280 days
Posted on 10-19-06 04:13 AM Link | Quote
Well, with a MOD importer I have to worry about replacing samples, samples being shared between songs, etc. SOM has only 34 samples, and at the moment SOMEdit is not able to expand or add samples--only replace them with WAVs, which if too large, it will downsample for you. I suppose I could just import the music from MODs, but considering a MIDI has been written of just about any song you could possibly want to use, and you can replace the samples manually if you want, the MIDI importer should be enough

As for the programmer, I just watched the SOM credits, and Nakamura wasn't in them.. no music programmer was credited. Your guess is as good as mine on that.
d4s

Shyguy








Since: 12-01-05

Last post: 6400 days
Last view: 6297 days
Posted on 10-19-06 10:04 AM Link | Quote
i think the biggest problem with mod files is that the sample size and loop length must be divisible by 16 in order to sound right. you could multiply the sample size until it is divisible by 16 (my mod player does that), but that would increase the filesize drastically. (doesnt matter much for me cause i'm only using it for chiptunes, which usually stay below the 10kb limit after conversion, anyway)

and theres another (although minor) problem:
in order to use adsr effectively, you have to know the length of the note you want to trigger beforehand. i think thats why most spc music players that use adsr instead of the simpler gain dont use a strict grid pattern like mod/pro tracker files, but rather something with variable speed setting for each channel in order to calculate the adsr values for each note with the duration between two notes.
not sure how squaresoft handled that, though.

reliably converting all the pro tracker effects to squaresofts format will also be a bitch, if possible at all.


(edited by d4s on 10-19-06 09:05 AM)
Shadowstar
Newcomer








Since: 10-05-06
From: IL, USA

Last post: 6399 days
Last view: 6399 days
Posted on 10-19-06 09:54 PM Link | Quote
There is definately one thing I think is a must. 2 player support options. I'm sure you've seen the 2player hack for SOM2. That I think would really open the door to some kick ass hacks. Also there must also be an ineditor, or at least hotswaping from paint, or photoshop. That would be the best...YES! lol
Moppy

Red Goomba








Since: 09-26-06
From: Rochester, NY

Last post: 6296 days
Last view: 6280 days
Posted on 10-19-06 11:11 PM Link | Quote
SOM already has 3-player support. The problem with 3-player games is the lack of netplay support in emulators. However with ZSnes 1.36, you can play a decent 2-player SOM, SD3, or SOE (with modifications) game. I've done it before.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6279 days
Last view: 6277 days
Posted on 10-20-06 03:45 AM Link | Quote
Originally posted by Moppy
The problem with 3-player games is the lack of netplay support in emulators.

Not a real problem, as that's going to end up changing... The next official ZSNES version will have a rewritten netplay mode that will allow up to 5 players (or something).
Besides, just a few years ago, I was playing SoM online with 3 players... It's just that 2 players were on the same PC.

Still, I don't quite get why Shadowstar would request something that's already there.
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