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Acmlm's Board - I3 Archive - SMW Hacking - Music question | New poll | | |
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reykreyth Micro-Goomba Since: 07-15-06 From: A place Last post: 6487 days Last view: 6317 days |
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I know that each ROM has their own SPC data to it, so I was wondering if there was a way I could replace the SPC data in the SMW ROM with SPC data from another game?
It seems plausable that it could be done... |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6320 days Last view: 6310 days |
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i dont think anyone here knows how (except maybe blackhole?), so you'll have to research it elsewhere.
also, i'm sure it could be done but it would probably be way more work than it's worth. i think you'd have to re-code the whole music engine, not just insert spc data from other games. |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6311 days Last view: 6309 days |
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Originally posted by wtfweb And DJ Bouche... He made that SMB1/3 music patch, you know. |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6309 days Last view: 6309 days |
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Hmm, We might be able to tinker around with it.
If we even knew where the music is stored. I asked back then, but nobody seemed to know. |
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Sukasa Birdo Not quite as active as before. Xkeeper supporter Xk > ||bass I IP Banned myself! Twice! Since: 11-17-05 From: Somewhere over there Last post: 6310 days Last view: 6309 days |
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If anyone is interested... blackhole sent me a couple of 65c816-side routine addresses that would change the SPC700 music bank... I didn't make them work (looking back, I don't think I really coded that block properly). Anyways, I can go back and try to dig them up, there were three rotiens there.. and on eof them was the correct one... | |||
Kailieann Since: 11-18-05 Last post: 6309 days Last view: 6309 days |
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The problem isn't data, it's format. Pretty much every SNES game has its own format of compressing SPC data into the rom, and a unique sound engine to decompress it and send it to the sound processor.
DJ Bouche had to completely rewrite the SMW sound engine in order to make the existing music hacks, and not many people have the skills necessary to do that. And still, using that method you'd only be able to replace the music with that from a different game; if you actually wanted custom music, or even just music from two different games, you'd still have to rewrite the compressed SPC data anyways, so if you're going to do that, why not just use SMW's existing sound engine anyways? And as a disclaimer, I'm as much of a novice as everyone else to music hacking, so I may not have all my details 100% accurate, but I'm quite sure I've got the general idea, here. (edited by Kailieann on 08-24-06 06:38 PM) |
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Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6309 days Last view: 6309 days |
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I was under the impression that there aren't differing formats for how SPCs are compressed, but rather the music and sound data is coded for each game and explorted to the SPC-based sound system.
I phrased that horribly, but hopefully you understood it. |
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Sukasa Birdo Not quite as active as before. Xkeeper supporter Xk > ||bass I IP Banned myself! Twice! Since: 11-17-05 From: Somewhere over there Last post: 6310 days Last view: 6309 days |
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No... When a developer makes an SPC700 program and adds the data he needs to it, said program not only runs directly ont he SPC700 hardware in the SNES (or emu), but reads the data in the format used by the developer. Thus, when you save a .spc file, what is being saved is ALL the data in the .spc, including the program and the data, and then this state is emulated, and the original developer's code translates the data and sends info to the hardware sound registers, which is where your favorite SPC player get the sound in a format IT can use.
And anyways, Originally posted by blackhole89 on the old board in a private message |
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MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6309 days Last view: 6309 days |
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The SPC/DSP has a set number of capabilities. The SPC code that the programmer writes controls how that music data is handled and reaches the DSP. e.g. you can load your whole song into memory at once or include wait handlers to upload more samples when needed (streaming audio). |
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