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Main - SMW Hacking - SMB2 Music Patch! New thread | New reply

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Hamtaro126
Posted on 05-06-07 06:59 AM Link | Quote | ID: 33239


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This is a little off-topic, but can you (Mattrizzle) remake Hebereke.NSF (track 1) in SMW for me? That will be used in my SMW hack that
features Hebereke/Ufouria characters.

Unless you say it is Impossible, Get the NSF:

http://zophar.net/nsf/hebereke.zip/

You should need NSF2MIDI or something to make it easy for you and then convert MIDI to XM with MID2XM:

http://www.zophar.net/utilities/download/nsf2mid-0.131-eng-icemod.rar

http://www.un4seen.com/mid2xm.html

With Modplug Tracker you can have a EASY look at the notes that the music (*.XM File) contains:

http://modplug.com/

The music is kinda catchy, I am so new to music hacking and I could not do it yet.

Good luck!

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blackhole89
Posted on 05-06-07 02:09 PM Link | Quote | ID: 33283


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Posted by Mattrizzle87
None of them use call loop commands, and many tags are unnecessarily repeated, meaning that it would take eons to manually reduce their size.

Eh, I kind of expected that. Cave Story's native format only sets a single loop point for the whole song, and making use of N-SPC's loop call 0xEF would require me to use some kind of atrivial algorithm which I was just too lazy to figure at the time.
By the release of Solar Soundtrack (the duke nukem forever of ROM hacking hurr hurr), I'll try to make some improvements to it.

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Keitaro
Posted on 05-06-07 05:15 PM Link | Quote | ID: 33318


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Posted by Mattrizzle87
This could be why the patch isn't working for some people. Do ROMs not work in certain emulators when they have bad checksums? I don't know because I use ZSNES. When creating this patch I didn't alter the checksum, resulting in a bad one. When you save a level in LM, it corrects the checksum, meaning the ROM would work.

sirhax0r: I already tried that once, and it just plays the first note. I think the notes are stored as individual sound effects.

I believe that HAL created its own music for its games, so many of them, including KSS and Earthbound, don't use the N-SPC engine. Kirby's Dream Course is an exception to the rule, because it was originally created by Nintendo as Special Tee Shot. This means that the Bandai Satellaview version of Special Tee Shot most likely uses the N-SPC format. Zelda: LttP does use the N-SPC format. I found what most of the commands were through messing with that editor.

EDIT: Here is proof that I'm making progress on my next version of the patch; it's Yoshi's Cookie: VS. Music C played with SMAS instruments.
That's pretty cool, I really like YC's music ;x but um. KSS most definitely DOES use N-SPC...I made a KSS patch too a long time ago (I swear, the only reason why I know all this stuff) for practice purposes, but it was defunct due to the fact that none of the sound effects really worked that great after xD Earthbound I believe uses it as well.

HyperHacker
Posted on 05-06-07 09:26 PM Link | Quote | ID: 33375

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I'm guessing Super Mario RPG doesn't? Because its music rocks.

Keitaro
Posted on 05-06-07 10:48 PM Link | Quote | ID: 33399


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Any game by Square is going to use their own, obscure, retarded engine ;x

blackhole89
Posted on 05-07-07 12:01 PM Link | Quote | ID: 33609


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Not that obscure. I have pretty much the full data on the SoM engine (partial credits to Mopyy) and am fairly far into taking the SD3 one apart (they are different though)...
Chances are SMRPG uses something similar to either of those two engines.

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Mattrizzle
Posted on 05-07-07 04:09 PM (rev. 3 of 05-07-07 05:26 PM) Link | Quote | ID: 33635


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Posted by Keitaro
KSS most definitely DOES use N-SPC...I made a KSS patch too a long time ago (I swear, the only reason why I know all this stuff) for practice purposes, but it was defunct due to the fact that none of the sound effects really worked that great after xD Earthbound I believe uses it as well.
Wow... You're right! I don't know how I missed this before. It could be because the engine starts with 20 CD FF instead of 20 CD CF. But how are the parts and loops handled? That's what confuses me...

I'm not willing to do heavy conversions from different engines right now, but that doesn't mean someone else can't make one. It's not like this is the patch to end all music patches. A SMRPG music patch for SMW would rock.

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roxahris
Posted on 05-08-07 12:27 AM Link | Quote | ID: 33712


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Posted by Keitaro
Posted by Mattrizzle87
This could be why the patch isn't working for some people. Do ROMs not work in certain emulators when they have bad checksums? I don't know because I use ZSNES. When creating this patch I didn't alter the checksum, resulting in a bad one. When you save a level in LM, it corrects the checksum, meaning the ROM would work.

sirhax0r: I already tried that once, and it just plays the first note. I think the notes are stored as individual sound effects.

I believe that HAL created its own music for its games, so many of them, including KSS and Earthbound, don't use the N-SPC engine. Kirby's Dream Course is an exception to the rule, because it was originally created by Nintendo as Special Tee Shot. This means that the Bandai Satellaview version of Special Tee Shot most likely uses the N-SPC format. Zelda: LttP does use the N-SPC format. I found what most of the commands were through messing with that editor.

EDIT: Here is proof that I'm making progress on my next version of the patch; it's Yoshi's Cookie: VS. Music C played with SMAS instruments.
That's pretty cool, I really like YC's music ;x but um. KSS most definitely DOES use N-SPC...I made a KSS patch too a long time ago (I swear, the only reason why I know all this stuff) for practice purposes, but it was defunct due to the fact that none of the sound effects really worked that great after xD Earthbound I believe uses it as well.

EarthBound has a music editor so... if EB does use N-SPC, then maybe the editor can be adapted to work for other games... maybe. The only thing is, it edits the data straight, but it does come with a guide. Some awesome songs have been made with it already.
Also, a SMRPG music pack would be pwnsome. Absolute win.

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HyperHacker
Posted on 05-08-07 02:20 AM Link | Quote | ID: 33759

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Yeah, I wonder how much SMRPG's interacts with the CPU? If most of the work is done on the SPC700 then you could potentially just copy the entire program and modify SMW's sound code to interface with it. You'd get SMRPG's sound effects that way too.

You know, I seem to recall hearing that F-Zero uses N-SPC.

Tyty
Posted on 05-08-07 02:25 AM Link | Quote | ID: 33764


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if the gba games didn't have their own format we could have real voice sound effects too ah well.... But the SMRPG Idea is pretty good.

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HyperHacker
Posted on 05-08-07 02:31 AM Link | Quote | ID: 33772

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GBA is completely different, more powerful hardware. The only similarities between GBA and SNES are that GBA's graphic system has many of the same features, and that both use cartridges and have RAM and a CPU.

Mattrizzle
Posted on 05-08-07 07:44 PM Link | Quote | ID: 33903


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Posted by Hamtaro126
This is a little off-topic, but can you (Mattrizzle) remake Hebereke.NSF (track 1) in SMW for me?
I guess I haven't made it known yet, so here it is:
Please, please don't request that I add to your hack music from games that don't use the N-SPC engine!
This goes for everyone, no exceptions. I am sorry for any inconveniences this may have caused.

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Tyty
Posted on 05-08-07 11:47 PM (rev. 2 of 05-09-07 01:40 AM) Link | Quote | ID: 33989


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the someone will have to look at EVERY SNES GAME EVER and figure out which use the Same SPC Engine as SMW and when I say every I mean EVERY!>. If I was good enough at hacking I would.... But I am not

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Keitaro
Posted on 05-09-07 01:27 AM Link | Quote | ID: 34015


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.....every SNES game uses the SPC, its the sound processor for the SNES >____>

(and yeah I'm aware of Wario Woods. But for the purposes of making a point...yeah)

HyperHacker
Posted on 05-09-07 03:08 AM Link | Quote | ID: 34050

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He said "same SPC engine as SMW" though, so I imagine he meant a list of games that use N-SPC. (Even though, IIRC, SMW uses a slight variation and the hacks modify it to be compatible?)

It might be possible for a program to look for specific byte strings, such as parts of the SPC700 program or routines that talk to/load it, to determine if a game uses N-SPC. However, depending on the strings, you may get a lot of false positives (if too short/common) or negatives (if e.g. some games do it slightly differently or compress the data).

Mattrizzle
Posted on 05-09-07 05:46 AM (rev. 2 of 05-09-07 06:44 AM) Link | Quote | ID: 34089


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Posted by HyperHacker
He said "same SPC engine as SMW" though, so I imagine he meant a list of games that use N-SPC. (Even though, IIRC, SMW uses a slight variation and the hacks modify it to be compatible?)

The hacks actually insert the SMAS N-SPC engine and change the pointers that I posted earlier to point to it. Extensive ASM tweaks weren't required. Other types of SPC engines may require more modification to the SMW ROM in order to work properly.

Tyty probably meant to say SMAS instead of SMW, as that engine is the N-SPC. Games that use the N-SPC engine are generally Nintendo's first-party titles, so I wouldn't say we'd have to look at every game.

BTW, I update this post whenever I add a new track to the music patch. As you can see, I've inserted most of the music for the level bank, and I still have two empty slots to spare. What should I add there?

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Keitaro
Posted on 05-09-07 07:33 AM Link | Quote | ID: 34114


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I swear, he edited that HH its not what it said before ;

icegoom
Posted on 05-09-07 08:04 AM Link | Quote | ID: 34118


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Posted by Mattrizzle87
01: Yoshi's Cookie: VS. music C
02: Overworld
03: SMB: Underwater hybrid(new SMB2-esque intro)
04: Character Select(used in bonus areas)
05: Subspace(used for P-switch)
06: SMB2 Cave Prototype
07: SMK: Ghost Valley
08: Interior
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: -unused-
18: -unused-

Ah, I hadn't noticed you'd updated this. I can't wait to hear what you've done with the underwater and cave music. For the two unused slots, you have the space to stick full songs in those slots? Hmm... what else might be useful? Maybe another castle/fortress tune of some kind. (I assume that SMB2's "interior" music would normally be used, but some variety wouldn't be a bad thing) Maybe some kind of echoey "mysterious" music, which could be used in an enchanted forest, high in the sky, or in some abandoned environment. Maybe some kind of "danger" militaristic track which could be used in airships or lava areas. Or maybe something kind of off-beat and "wacky" as an alternate tune for bonus areas. I can make individual track suggestions if any of these ideas are appealing...

Mattrizzle
Posted on 05-09-07 07:28 PM Link | Quote | ID: 34165


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[citation needed]

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Keitaro
Posted on 05-09-07 10:00 PM Link | Quote | ID: 34185


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Why not try a few new samples here and there? There's PLENTY of room for it in SPC memory, granted the physical rom location of the SPC sample pointers and intrument data currently prevents the addition of new ones due to other data seeming to come immediately afterwards (STILL can't for the life of me figure out how to repoint this Dx)
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