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Main - SMW Hacking - Adding overworld music New thread | New reply

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S.N.N.
Posted on 06-28-07 11:01 PM (rev. 2 of 06-28-07 11:07 PM) Link | Quote | ID: 50473


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That happened to me when I forgot to type INIT and just added the music to the ROM. You need to type "addmusic SMW.smc INIT" and then "addmusic SMW.smc" and it should work.

At least, it did for me

On a side note, I guess this may explain how Mario Fantasy has Paper Mario music in it .. most likely done by hand, if I were to guess.

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Bio
Posted on 06-28-07 11:01 PM Link | Quote | ID: 50474


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I'm under the impression that all this happen because the author of this didn't know about RATS tag.

Sukasa
Posted on 06-28-07 11:06 PM Link | Quote | ID: 50477


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Aha, "INIT" is case-sensitive.

Also, 18 is the final boss battle from Megman 64 / Megaman legends equivalent.

icegoom
Posted on 06-28-07 11:10 PM Link | Quote | ID: 50479


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This works just fine on an almost clean ROM, but it just causes my hack in-progress to freeze up. (Not surprising, as much crap that's been accumulating in my ROM for the past year) So, any way to utilize this for level music? (I'm coveting that DKC2 brambles music)

Mythbusterbro
Posted on 06-28-07 11:14 PM Link | Quote | ID: 50482


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Posted by icegoom
This works just fine on an almost clean ROM, but it just causes my hack in-progress to freeze up. (Not surprising, as much crap that's been accumulating in my ROM for the past year) So, any way to utilize this for level music? (I'm coveting that DKC2 brambles music)

Problably the creator of Mario Fantasy Knows.
why dont you ask him?

Tyty
Posted on 06-28-07 11:25 PM Link | Quote | ID: 50483


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try putting it in, then making levels use music bank 2, would that work?

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S.N.N.
Posted on 06-28-07 11:26 PM (rev. 2 of 06-28-07 11:27 PM) Link | Quote | ID: 50484


Beezo
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icegoom: Where is it freezing up? I know if it freezes at the "MARIO START!" screen, it's because you typed the commands out of order, or forgot INIT. Your ROM needs to be 1 MB too or it won't work

If it's freezing elsewhere, it could have something to do with incorrect inserting, because it worked fine in my hack.

edit: and yes, music bank 2 should work.

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icegoom
Posted on 06-28-07 11:36 PM (rev. 3 of 06-29-07 12:05 AM) Link | Quote | ID: 50486


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Posted by S.N.N.
icegoom: Where is it freezing up? I know if it freezes at the "MARIO START!" screen, it's because you typed the commands out of order, or forgot INIT. Your ROM needs to be 1 MB too or it won't work

If it's freezing elsewhere, it could have something to do with incorrect inserting, because it worked fine in my hack.

It freezes as soon as it starts. Black screen of death before the title can even come up. I typed the commands exactly the same for my hack as I did for the semi-clean ROM, (and it is well over a meg in size) so who knows? The same thing happened back when I tried applying Mattrizzle's SMB2 music patch to my hack, so I think it just hates new music.

Edit: OK, now that I look, it's a bit different from what the SMB2 patch did. The "Nintendo Presents" logo appears, but the title screen won't load after that.

S.N.N.
Posted on 06-28-07 11:41 PM Link | Quote | ID: 50490


Beezo
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Ah yeah, that happened to me with Mattrizzle's music patch - I assumed it either had something to do with the header or the version, but i quickly disregarded both thoughts

Also, just found out, music bank 2 will work, but it will crash when you touch the goal, as there is no goal music in bank 2 apparently

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Ice Man
Posted on 06-29-07 07:05 PM Link | Quote | ID: 50704


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I managed to make a song, lol.
Download the SPC here:

http://www.speedyshare.com/640349486.html

It sounds kinda weird but meh. xD

Raccoon Sam
Posted on 06-29-07 10:27 PM Link | Quote | ID: 50752


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Posted by Ice Man
I managed to make a song, lol.
Download the SPC here:

http://www.speedyshare.com/640349486.html

It sounds kinda weird but meh. xD


That'd fit for a mind-blowingly confusing puzzle level so it would drive you nuts.

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Ice Man
Posted on 06-30-07 02:48 PM Link | Quote | ID: 51004


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All the commands after a long translation process.

Command summary
Size of the file before the converting is 16000 bytes.
All capital letters will be ignored.


Diacritic
c, d, e, f, g, a, b (1, 2, 4, 8, 16, 32)

Between the times when it appoints, there will be sound. There are also times when there isn’t any sound, but that’s an exception.


Pitch
+, -

Adding a + or - after the diacritic will lift and/or lower the tone.
++ or -- does not work.


Signs
r (1, 2, 4, 8, 16, 32)

Between the times when it appoints, there won’t be any sound.


Tie
^ (1, 2, 4, 8, 16, 32)

Sound between and immediately before designated times is extended. [c4^4] becomes equal in [c2]. (There is no meaning, but it is like that).


Attaching Point
.

Adding this immediately after the diacritic will make the sound longer.
c+4. becomes c+4^8
c+4.. becomes c+4^8^16.
c+4... doesn’t work.


Octave
o (1~6)

Octave is appointed. The maximum of octave is 6, but there is the possibility to use [o6a+] in SMW. [o6a] or more will give an error, so please pay attention. Furthermore, when error does not come out and the musical interval has been settled inside the range, please remember that it doesn’t sound normally depending upon the timbre.


Increase Octave
>

When octave exceeds 6, [>] an error will appear.


Decrease Octave
<

When octave is less than 1, [<] an error will appear.


Tempo
t (1~255)

This is the tempo. When the time cuts 100 in the game, tempo rises by 10. Usually you insert it at #0 (1st track).


Entire Volume
w (0~255)

This is the entire volume. When 255 is inserted, it will be the loudest. Usually you insert it at #0 (1st track).


Volume Of Each Channel
v (0~255)

Volume of each channel is appointed. Actually the volume is 256 = 100%. It is the percentage from entire volume.


Speaker Position
y (..8, 9, 10, 11, 12..)

It sets whether sound come out from the right speaker or from the left speaker. 10 is center, when the value is decreased it will go to the right speaker and when it decreased the sound will go to the left speaker.


Default Sound Lenght
l (1, 2, 4, 8, 16, 32)

This is the small letter l (L). When inserting the value after the diacritic the sound length will be set. Namely, [l16 cdefg] becomes equal in [c16d16e16f16g16].


Channels
# (0~7)

Channel number of the music which you sound is appointed. First after appointing this, it means such as diacritic the musical score data to describe. In regard to music, in the Super Famicom/Super Nintendo it can sound simultaneously to 8 sounds. In case of SMW, as for the 5th track because it is applied to the one for various effective sounds, the channel which can be utilized in BGM is able to call the 6-8 track, that is just substantial, probably will be. If so well, the music of the entire map, as for 7 tracks is an expectation which can be used. When changing the number of the channel, be sure to re-appoint the numerical value for the octave.


Timbre
@ (0~18)

The timbre is appointed. Several timbre reach and the musical interval deviating clearly, do not agree with the other timbre, but it is an exception. Proper thing, you cannot use the timbre which is not here. It is game margin.


Drum
@ (21~29)

The drum timbre will be set. Immediately after setting this, there are times when the sound after 2nd is different from the sound, but this is an exception.


Details
q (the hexadecimal quantity of 01~7F)

This command hasn’t been analyzed yet. For one time it is necessary to put it at the beginning of each channel. Diacritic (c, d and e). Because those which are placed immediately before it seems that the inserting varies.


Transposition
?

Use the transposition command which is in SMW already, because of the musicad interval of effective sound changes.


End Of Introduction
/

The boundary of introduction and this subject is set. When “A/B C” writing, “A B C B C.” Just one arrange in each channel. When introduction isn’t needed, it isn’t necessary to arrange.


Binary Direct Input
$ (00~FF)

Hexadecimal number is the input into the file directly. $F0 seems to be Echo Off.
$EF $F6 $00 $00 ;Echo vbits/volume
$F1 $04 $6C $00 ;Echo delay, feedback, filter
$F2 $DC $16 $16 ;Echo volume fade
Seems to be Echo On.


Loop
[~] (loop count)

Just the frequency which appoints the diacritic in the parenthesis repeats. [[cdefg] 2] becomes equal in [cdefgcdefg]. The nest is not possible. Namely, [the ~ [the ~] 2 ~] like 2 it is not possible. In addition, the loop 1st time and after 2nd, there is no thing where the octave at the beginning of the sound changes. Namely, [[c > c] 2] you do not have to write. [[c > c <] 2], or [[like o4c o5c]] you must write. By the way, because the capacity which is necessary for loop command has reached 6 bytes, depending upon when there is also a case where rather size increases.


Reuse Of Loop
* (Loop count)

Reusing the data inside the loop “immediately before” experimentally. For example, the data like [cdefgab cc cdefgab dd] [[cdefgab] 1 cc *1 dd] it can describe. There is a change of the timbre which is due to note and this command, but as for change of octave it isn’t.


Three Connected Signs
{~}

When a stop is wanted put three connected signs in place. Sound length in the parenthesis just is designated as 2/3.


Forced Termination
!

End is forced. Meaning you can’t add something after that.


Comments
;

After that you can comment on something.


Vibrato
p (wave length of vibration), (strength of vibration)

As for this command it is necessary to set two arguments of wave length and strength. When the value is inserted, you do not know whether some effects are produced or not. When making vibrato invalid, [p0,0] please input.

S.N.N.
Posted on 06-30-07 05:52 PM Link | Quote | ID: 51012


Beezo
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Has anyone figured out tinymm yet? The commands in the prompt are all Japanese, so I have no idea what to do to make the conversion

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Ice Man
Posted on 06-30-07 06:40 PM Link | Quote | ID: 51020


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Just paste the midi file in it and it will generate the MML file.

S.N.N.
Posted on 06-30-07 06:44 PM Link | Quote | ID: 51021


Beezo
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Er?



What do you mean by paste the midi file in that?

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Ice Man
Posted on 06-30-07 06:55 PM Link | Quote | ID: 51022


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Eh? I didn't do it via cmd. I just pasted the midi file in the tinymm.exe and it auto generated the file. I will translate the readme for it too, then. xD

S.N.N.
Posted on 06-30-07 07:08 PM (rev. 2 of 06-30-07 08:38 PM) Link | Quote | ID: 51024


Beezo
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Ah, now I see what you did. I have never used the cmd prompt that way before, heh. It came out to a 57 KB file though, so methinks my MIDI may be too big.

Thanks.

I assume you need to add the loops and stuff yourself? Recreating the .txt file from the .mml produces a semi-exact copy of the original, but a lot of the instruments and sounds are off. I guess you need to correct them by hand, eh?

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Ice Man
Posted on 07-01-07 01:32 AM Link | Quote | ID: 51094


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Yup, and i can tell you, it's a time effort.
Anyway, I was able to create some songs, even though they don't sound like the originals but meh, take a look at them. :p

http://www.speedyshare.com/847482231.html
http://www.speedyshare.com/326569983.html


Feel free to use these songs, if you like.

Bloodstar
Posted on 07-01-07 03:00 AM Link | Quote | ID: 51127


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So THAT'S what was up with the new music in those hacks...

Personally, I'm not excited over this. If a similar method can be utilized to add music to levels without crashing upon completion, I may be willing to try this.

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There's nothing meaningful to put here anymore. Sigh.


Ice Man
Posted on 07-01-07 03:19 AM Link | Quote | ID: 51131


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Actually the music in Mario Fantasy has been done with a hex editor, not with this tool.
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Main - SMW Hacking - Adding overworld music New thread | New reply

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