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Main - SMW Hacking - SMB2 Music Patch! | New thread | New reply |
Rich |
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Snifit Level: 39 Posts: 79/296 EXP: 403216 Next: 1555 Since: 02-19-07 From: UK Last post: 6069 days Last view: 6068 days |
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blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 155/4196 EXP: 21520976 Next: 315625 Since: 02-19-07 From: Ithaca, NY, US Last post: 464 days Last view: 77 days |
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Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 14/202 EXP: 226210 Next: 2969 Since: 04-21-07 From: United States Last post: 2413 days Last view: 2374 days |
Posted by The Kins This patch puts the SMB2 music data over SMW's music, and fills the ending music bank with FF. Unless you have extra stuff in the 70200-7FFFF and 1E600-1FFFF ranges, it shouldn't be crashing. Oh, I designed this to patch to a ROM with normal SMW music, so the problem may lie in the high bytes of the SPC pointers. To correct this, change 2F3, 308, 319, 353, and 364 to 0E, 0F, 0E, 0E, and 0E respectively. With my next release, I'll add a readme to the zip. Posted by blackhole89 That's odd, because upon when I tried searching for N-SPC data in an SPC dump of Star Fox, I did find the bytes that usually signify the start of the engine (20 CD CF BD) couldn't find anything that resembled N-SPC commands(track data). I thought it may have used a variant of the engine, as I know BS Mario Excitebike does, as it probably has more commands. The only thing here is that I'm looking for music that sounds like Mario. I don't know if those do. I figure I may as well ask you a question here, blackhole. Did you ever find the location in the SMAS N-SPC engine that tells how many tracks to allow? I've expanded the table and moved it to a different location, but any tracks with a value higher than 24(0x18) behave like track 00(nothing). Also, I cant can't pinpoint the locations of sounds written to 1DFA(Mario's jump, turning around, etc.) ____________________ |
Xkeeper |
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Level: 105 Posts: 1444/2846 EXP: 12021557 Next: 240703 Since: 02-19-07 Last post: 6053 days Last view: 2790 days |
MP3 to SPC might be a bit much, but somehow I have the feeling that (basic) MID to SPC wouldn't be nearly as hard ____________________ I dealt with it. |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 156/4196 EXP: 21520976 Next: 315625 Since: 02-19-07 From: Ithaca, NY, US Last post: 464 days Last view: 77 days |
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Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 15/202 EXP: 226210 Next: 2969 Since: 04-21-07 From: United States Last post: 2413 days Last view: 2374 days |
Posted by blackhole89How did Bouche do that? I added a bunch of old SMW instruments that didn't have matching SMAS ones to the end of the instrument table, but I never have made extra instrument tables for different tracks. I can see how it might be possible to have different instrument and sample tables in each bank, but until someone has the guts to make a patch in which each level track is in a separate bank, I'm stuck in the dark on this. Posted by blackhole89Yeah, Moon Song sounds like it would work nicely in cave levels. When I heard the Hell track, it brought to my mind a type of level where Mario has to move quickly from platform to platform, with enemies coming for him in all directions. It seems to be a great candidate for the Athletic level track. I'd like to thank everyone for their ideas, and blackhole for his SPC files! Here's a list of tracks for the updated SMB2 music patch, with tracks not currently added to/shifted in the patch in boldface: Level Music (complete) 01: Yoshi's Cookie: VS. music C 02: Overworld 03: SMB: Underwater hybrid (new SMB2-esque intro, also used in the beginning of a new game) 04: SMB: Bonus Area 05: Subspace (used for P-switch) 06: Cave Prototype 07: SMK: Ghost Valley 08: Interior (used in castles) 09: Death 0A: Game over 0B: Defeat Boss 0C: Bonus Chance (used for black circle end) 0D: Starman 0E: Ending Pt.1 (The beginning fanfare; used when Peach is rescued) 0F: Boss battle 10: Level End 11: Yoshi's Cookie: Action Interlude (used during castle destruction sequence) 12: Strange unused fanfare (used for bonus end) 13: Warp Zone (used for keyhole exit) 14: Final Battle Pt. 1 15: Final Battle Pt. 2 16: Final Battle Pt. 3 17: Zelda 3: Death Mountain (I had to get rid of the instrument used in the final part's melody in order to make room for more tracks) 18: Yoshi's Safari: Pipe Island 19: SMW: Castle 1A: SMW: Bowser Zoom Out 1B: SMW: Bowser Zoom In 1C: SMW: Bowser Defeated 1D: Fire Attack (1st part of DDP intro submap tune) *Other Possible additions: Map Music (complete) 01: Character Select (used on main map) 02: SMW2: Map 2 (used in Yoshi's Island) 03: SML: Pipe (used in Vanilla Dome) 04: SMK: Toad's Victory theme (used in Star Road) 05: DDP: Star- SMB3 Coin Heaven Arrangement (used in Forest of Illusion) 06: DDP: Intro--Wart Battle Arrangement (used in Valley of Bowser) 07: SMB: Defeat Boss--modified chords (used while Valley of Bowser is rising) 08: Tetris & Dr. Mario: Game Select (used in Special World) 09: SMAS: Title Screen 0A: SMAS: Game Select 0B: DDP: Subspace (Arranged by Bouche) 0C: Character Select/SMB3 Ocean Side Hybrid 0D: Stunt Race FX: Class Select (sounds good for a modern city-themed world) 0E: SMW: Vanilla Dome (I always thought it suited an ice world very well) 0F-18: -unused- Title Screen/Ending Music (complete) 01: Title Screen 02: Ending Pt. 2 (Mario sleeping) 03: SMW: Rescue Egg (used during Yoshi Eggs hatching cutscene) 04: DDP: Ending Part 2 (used during enemy sequence) Sound Effects: $1DFC (complete) I've changed my mind. I'll add all of the SMAS sound effects back in. 4A: Charge Jump Sound Effects: $1DF9 (complete) 1B: NES-style Stomp (Edited from Yoshi's Safari) 35: Mario kidnapped by Bandit/Toadie/Swinging ghost (SMW2) 42: Pipe/Swinging ghost hurt (SMW2) 43: Spawning Shy Guy Pt. 1 (SMW2) 44: Spawning Shy Guy Pt. 2 (SMW2) 45: Nep-Enut whimper (SMW2) Anything without a game title is from SMB2. ____________________ |
icegoom |
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Cheep-cheep Level: 33 Posts: 68/195 EXP: 215504 Next: 13675 Since: 02-25-07 From: United States Last post: 6040 days Last view: 6041 days |
Posted by Mattrizzle87 Oops, sorry. I'm still probably underestimating how difficult music hacking is. So yeah, just playing around with upping and lowering the speed on an MP3 version of the Subcon theme, the results are slightly humorous, but nothing I'd want to listen to in a game. The Mario & Wario track would make a good water level, if you could swing it. I like "Moon Song" for underground levels, but I'm not sure about "Hell" for athletic. (It could grow on me) Seeing that Tetris & Dr. Mario uses N-SPC, a few of the menu screen songs there might work for map music. The congratulatory music from Dr. Mario might work for an underwater song, but the little virus riffs probably disqualify it. The warp music for keyholes was another thing I really liked but forgot to comment on earlier. Heh. |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 17/202 EXP: 226210 Next: 2969 Since: 04-21-07 From: United States Last post: 2413 days Last view: 2374 days |
Posted by icegoomActually, the virus sounds would be fairly easy to get rid of. If you listen closely, they aren't there when the track loops around for the third time. It would just be a matter of changing the part pointers to start at the part where the virus riffs are gone, and deleting those unneeded parts. If all else fails, I could add in the SMB or SMB3 underwater music(though SMB3 music is way overused). I forgot to mention that the only map tracks I want to keep in are the SMW2 map and the SMAS menu. As for the Athletic music I've been thinking that Yoshi's Cookie: VS. Music C may be a better alternative. It just puts in my mind a picture of a vast area, high in the sky as many of the athletic levels are. But it also seems that it could be used, for a cold, mountainous, wintry area. I like music that sounds like it could be used for multiple purposes. For an extra bit of icing on the cake, I could throw in the Yoshi's Cookie: Action Interlude for use in the castle destruction sequences. ____________________ |
HyperHacker |
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... Level: 73 Posts: 529/1220 EXP: 3364904 Next: 120964 Since: 03-25-07 From: no Last post: 6084 days Last view: 6068 days |
This is awesome. Now we need someone to hack the bank switching, so we can add tracks instead of replacing them. I assume there's just pointers to an SPC700 program in the ROM, one for the overworld and one for the levels, and the game simply uploads the appropriate program? Expand the table to one entry per level and one per map. As a bonus, you can have longer songs, since you only need one in the bank at a time.
Though it seems to me if it were that easy, someone would have done it by now... Posted by Mattrizzle87No, man... use the theme from Zelda when you warp between dark/light world. |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 18/202 EXP: 226210 Next: 2969 Since: 04-21-07 From: United States Last post: 2413 days Last view: 2374 days |
Posted by HyperHackerThere are a total of five blocks of data, I wouldn't really call all of them programs. SPC Pointers (in SNES format) 70200 SPC Engine/SFX/Instrument Definitions/unknown 24-byte table 2E9 [00] Low Byte 2EE [80] Middle Byte 2F3 [0E] High Byte 78200 SPC Sample Pointers/Samples 2FE [00] Low 303 [80] Middle 308 [0F] High 71AB1 SPC Music Bank 1 (Map) 30F [B1] Low 314 [98] Middle 319 [0E] High 730D6 SPC Music Bank 2 (Levels) 349 [D6] Low 34E [AE] Middle 353 [0E] High 1E600 SPC Music Bank 3 (Ending) 35A [00] Low 35F [E4] Middle 364 [03] High The addresses above are from the actual subroutines that load in the banks. I believe the SPC engine and samples are loaded in at startup, then a jump to the one of the other three subrountines determines which music bank is loaded in. Games like SMK and SMW2 load in a default music bank, which has the global tracks (death, game over, invincibility, etc.), and then load in an different block of data with level music on it. Posted by HyperHacker The only thing is--I want this to primarily be a SMB2 music patch. I don't want to get rid of any of the SMB2 tracks, but I do want to replace all of the repeated tracks in the pointer table. Possibly, if I made a Zelda hack(doesn't necessarily mean I will) I'd put that as the keyhole exit. ____________________ |
Sgraff87 |
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Panser Level: 42 Posts: 138/345 EXP: 507353 Next: 14009 Since: 02-19-07 Last post: 5982 days Last view: 5657 days |
If there is ever a zelda music patch, I am afraid that I will have to make a zelda hack of my own. |
icegoom |
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Cheep-cheep Level: 33 Posts: 69/195 EXP: 215504 Next: 13675 Since: 02-25-07 From: United States Last post: 6040 days Last view: 6041 days |
Posted by Mattrizzle87 Now that I listen to the Dr. Mario music on loop, it gets kind of obnoxious. So if it comes to All-Stars music, SMB1's underwater music is much more fitting for SMB2, since it already exists in a form on the title screen.
The more I listen to the Vs. Music C, the more fitting it seems. It could totally work for a sky or snow level. Action Interlude also has the proper celebratory air for destroying a castle. |
HyperHacker |
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... Level: 73 Posts: 540/1220 EXP: 3364904 Next: 120964 Since: 03-25-07 From: no Last post: 6084 days Last view: 6068 days |
Huh... *plays back the SMB2 title and SMB1 water level themes in his head* shoot, how did I not notice that before?
Posted by Mattrizzle87OK, so those low/middle/high bytes are the pointers to the music banks? Then you'd just have to change the routine at 730D6 to use a table indexed by level number. (Nevermind the overworld, I forgot that music banks can hold more than one song, durrr. ) |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 75/339 EXP: 494200 Next: 27162 Since: 02-19-07 From: Stockholm, Sweden Last post: 5178 days Last view: 5177 days |
So... Uh... Am I the only one who noticed that this patch works in snes9x, but not in ZSNES? ____________________ |
Pac |
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Flurry Level: 37 Posts: 53/262 EXP: 335775 Next: 2478 Since: 02-19-07 From: Japan Last post: 4467 days Last view: 2869 days |
Posted by SmallhackerYou need to save a level in Lunar Magic after applying the patch to get it to work on ZSNES. |
Rich |
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Snifit Level: 39 Posts: 80/296 EXP: 403216 Next: 1555 Since: 02-19-07 From: UK Last post: 6069 days Last view: 6068 days |
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Spontaneous Madness |
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Bloober Level: 47 Posts: 170/441 EXP: 733181 Next: 33022 Since: 02-20-07 From: In hiding.... Last post: 5343 days Last view: 5200 days |
Posted by Keitaro I didn't say it wasn't possible Just that it's rare to see it. And I'm good for that track list, Matrizzle. ____________________ D: Can't think of anything original.... |
Pac |
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Flurry Level: 37 Posts: 55/262 EXP: 335775 Next: 2478 Since: 02-19-07 From: Japan Last post: 4467 days Last view: 2869 days |
Posted by Spontaneous MadnessI... don't think he was talking to you. |
The Kins |
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Paratroopa Level: 28 Posts: 55/140 EXP: 131157 Next: 181 Since: 02-19-07 From: AUSSIELAND Last post: 5906 days Last view: 5906 days |
Posted by tyty210* sound of a blood vessel in my brain exploding into a crimson mess * |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 19/202 EXP: 226210 Next: 2969 Since: 04-21-07 From: United States Last post: 2413 days Last view: 2374 days |
Posted by HyperHackerThose addresses aren't the locations of routines, but the starting addresses of the actual SPC data blocks. From what I can see, a subroutine that starts at 2E8 loads the SPC engine from 70200, then it jumps to a subroutine at 279. Another subroutine at 2FD loads the sample pointers from 78200, and so on. All of the subroutines are in that general area. ____________________ |
Main - SMW Hacking - SMB2 Music Patch! | New thread | New reply |
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